DK_Tools_Full_Input Plugin Questions

aporokizzu

anti-kumbaya
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Howdy,

I have the following function:

JavaScript:
    Input.keyMapper[74] = `J`;

    _alias_Scene_Map_update = Scene_Map.prototype.update;
    Scene_Map.prototype.update = function() {
   
        _alias_Scene_Map_update.call(this);
       
        if (Input.isTriggered(`J`)) {

            $gameSwitches.setValue(8, $.IsNearEnough(1,2));
   
            $gameTemp.reserveCommonEvent(2);
   
        };
   
    };
So, currently CommonEvent 2 is executed when I press the `J` button on my keyboard.

How would I make it so that instead of the `J` button, it is the `L` button of a gamepad that triggers the CommonEvent?

super_famicom_l_button.png

I have @DK 's DK_Tools_Full_Input plug-in, but I cannot understand how to do it, even after reading the plug-in help and referring to the Gamepad Parameters window:

dk_tools_full_input-gamepad_parameters.PNG

I believe the button is 6 - lt.

Finally, I keep getting these errors when I run my game:

dk_tools_full_input-console_error.PNG

js/plugins/DKTools.js:7
dk_tools_full_input-console_error_1.PNG

DKTools_Full_Input.js:728
dk_tools_full_input-console_error_2.PNG


I have tried putting the DKTools library into my js/plugins/ folder (as well as lodash.js, which it is dependent upon, in my js/libs/ folder), with no luck:

dk_tools-plugin_window.PNG

The gamepad seems to work fine despite these errors but is there anybody familiar with the plug-in who might be able to help me sort this out?

As always, thanks in advance!
 
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