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Howdy,
I have the following function:
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?

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:

I believe the button is 6 - lt.
Finally, I keep getting these errors when I run my game:

js/plugins/DKTools.js:7

DKTools_Full_Input.js:728

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:

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

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:

I believe the button is 6 - lt.
Finally, I keep getting these errors when I run my game:

js/plugins/DKTools.js:7

DKTools_Full_Input.js:728

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:

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!
Last edited:
