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兔子茶會 RabbitTeaParty
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I've just updated the NekoGakuen_SteamworksPlus_SteamUserStats.js plugin and added support for handling game variables.
Please follow these steps in order:
- Call the plugin command 「整数統計データを取得」 (Get Integer Stat Data) and specify the target variable ID.
- Use an event command to increase that variable's value by 1.
- Call the plugin command 「整数統計データを設定」 (Set Integer Stat Data) and specify the same variable ID.
- Finally, call 「実績進捗通知を表示」 (Display Achievement Progress Notification).

Let me see... First, in your index.js, find the following code:
ipcMain.on( "toggleFullscreen", function () { toggleGameFullscreen(); } );
Then add this directly below it:
ipcMain.handle("isFullscreen", function () { return win ? win.isKiosk() : false; });
After that, you can use the following code in your game to check whether fullscreen is enabled and set the switch accordingly:
require("electron").ipcRenderer.invoke("isFullscreen").then(function(isFullscreen) { $gameSwitches.setValue(48, isFullscreen); });
This will set Switch 48 to ON when the game is in fullscreen mode, and OFF when it is not.
Regarding the F4 toggle: if you want to disable the F4 key from toggling fullscreen mode, you can remove the following code from index.js:
const isF4 = input.key === "F4" && !input.alt && !input.control && !input.meta; if (isF4) { event.preventDefault(); toggleGameFullscreen(); return; }
Then, if you want to trigger fullscreen yourself, you can use the following code:
require("electron").ipcRenderer.send("setFullscreen");
or:
require("electron").ipcRenderer.send("toggleFullscreen"); Well, let me ask... Did you also replace/update the resources\app\index.js file? The main changes I made were in index.js.
Alternatively, if you need help, you can send me your project at rabbitrabbitteaparty@gmail.com. You can remove some of your original assets/content first and send me a simplified version of the project containing only the plugins and other necessary files for testing.
Hmm... Or perhaps you could package and upload a simple game project for testing purposes only, with the plugins I mentioned installed? That way, I can take a direct look on my side and help identify what the issue might be.
As for the Electron.js part, it is normal for the game to crash immediately on the very first launch.
That’s because I designed it so that, during the first run, it will automatically modify part of the RPG Maker MZ core code into a version that Electron.js can read, and it will also generate a file named replace_done.flag as a marker indicating that the modification has been completed.
After that, launching the game again should work normally.
However, if you’re seeing the infinite spinning loading circle again, my guess is that you may have restored the js folder back to its original version—the one that has not gone through the automatic modification process.
In that case, you can simply delete the replace_done.flag file, and the code replacement process will run again, converting the files into a version compatible with Electron.js.
By the way, I wanted to ask—did you upload your build to Steamworks through the web interface, or did you use the SteamPipeGUI tool?
Hmm!? That’s strange...
If you’re using NW.js, then you should just use the NW.js version directly.
Also, NekoGakuen_SteamworksPlus_en_US.js is only an early translation version. The current NekoGakuen_SteamworksPlus.js v1.3.0 already includes the English translation, so you no longer need the separate translation plugin.
As far as I know, you should only need the NW.js files I provided, NekoGakuen_SteamworksPlus.js, NekoGakuen_SteamworksPlus_SteamUserStats.js (for the achievement functionality), and steam_api64.dll from the Steamworks SDK for everything to work properly.
Also, please make sure that the Steam Achievement ID configured in the Steamworks backend exactly matches the ID used for the achievement function.
Hello,
I’d like to check on your current setup. Are you using the NW.js / Electron.js version that I provided?
Also, when testing, I recommend not using the playtest feature from the RPG Maker MV / RPG Maker MZ editor. Instead, you should launch Game.exe directly through Steam for testing.
If possible, could you also let me know which version of Windows you are using? Currently, my plugin requires at least Windows 10 or later to run properly.
Hello, I’ve confirmed that the issue was actually on my side, and I sincerely apologize for the inconvenience. I have now fixed the issue with the additional plugin NekoGakuen_SteamworksPlus_SteamApps.js. Could you please re-download the latest NekoGakuen_SteamworksPlus_SteamApps.js plugin file? Thank you for your patience and understanding.
Hello, I have now re-exported the NekoGakuen_SteamworksPlus.dll file, and it should now properly support Windows 11 operating system. Please re-download the file from itch. As for TransMod, it is a translation patch. You need to load both NekoGakuen_SteamworksPlus.js and NekoGakuen_SteamworksPlus_TransMod.js into the plugin manager, and place NekoGakuen_SteamworksPlus_TransMod.js before NekoGakuen_SteamworksPlus.js, which means above NekoGakuen_SteamworksPlus.js:
---------------------------
NekoGakuen_SteamworksPlus_TransMod.js
NekoGakuen_SteamworksPlus.js
---------------------------
After you have configured the plugin parameters for NekoGakuen_SteamworksPlus_TransMod.js, you need to specify the translation patch name in the "Translate Patch" parameter of NekoGakuen_SteamworksPlus.js plugin (for example, NekoGakuen_SteamworksPlus_TransMod.js).
Hi, this is the part where I wrote the wrong code and put the following in line 3066
SteamworksAPIManager.getSteamId = function (variablesId) {
if (!this.isSteamClientRun()) { return false; }
if (variablesId) {
$gameVariables.setValue(Number(variablesId),
this.greenworksCore.getSteamId());
}
return this.greenworksCore.getSteamId(); }
}
Change to
SteamworksAPIManager.getSteamId = function (variablesId) {
if (!this.isSteamClientRun()) { return false; }
var steamInfo = JSON.stringify(this.greenworksCore.getSteamId());
if (variablesId) {
$gameVariables.setValue(Number(variablesId), JSON.parse(steamInfo).steamId);
}
return JSON.parse(steamInfo).steamId; }
}; }
Um... Actually, I've been busy recently developing NekoGakuen SteamworksPlus, which is a plugin I'm writing myself. It's a bit different from NekoGakuen SteamworksAPI in that it doesn't rely on Greenworks.js or require downloading corresponding versions of node, etc. It calls API functions directly from the native Steamworks SDK. Currently, I'm working hard on adding and researching leaderboard functionality. I hope you can give me some time to research the leaderboard feature. Also, at present, I've only created a Traditional Chinese version of the NekoGakuen SteamworksPlus plugin. Considering the large amount of text content in the plugin, I really need someone who can help translate it into English for the English version QAQ
Hi ~ I'll give you this test nwjs first, can you press F8 to capture the debug screen and show me?
https://drive.google.com/file/d/1ypq3o2KBzZGxuvgEfICdnJYMOUDev5w-/view?usp=shari...
Hi ~ I'll give you this test nwjs first, can you press F8 to capture the debug screen and show me?
https://drive.google.com/file/d/1ypq3o2KBzZGxuvgEfICdnJYMOUDev5w-/view?usp=shari...
That... You try to use nwjs version 0.83.0, and download the node file corresponding to version 0.83.0, then you try to upload it to dopot to download the test to see the game, if it still doesn't work, see if you want to share a screenshot of the error message to me, or go to the following Discord, and then DM my account.🙇♀️
https://discord.gg/qdR4qNQ






