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Working on some keybinds but I haven't been able to figure out how to make use of either Control or Alt. Shift works fine but I haven't been able to find the point in the code that differentiates the different keys. Control is bound to debug pass through, so it's possible that's obstructing its other use, but Alt isn't linked anywhere I've found.

I went into rpg_core.js and changed the Input.keyMapper so Alt is actually labeled 'alt' instead of being a second 'control' copy, but that didn't change anything.

I'm working in a Scene outside of player control - inside Yanfly's Doodad menu to be exact. Enabling extra keybinds isn't a problem, I've done that, it's only enabling Control and Alt as modifier's that's a problem. I've tried using both Input.isPressed('control') as well as Input.ctrlKey. Neither worked.

Any help would be appreciated!

Edit:
Found the disabling code in the Doodads plugin after some more research.
Yanfly.GFD.Graphics_onKeyDown = Graphics._onKeyDown;
Graphics._onKeyDown = function(event) {
Yanfly.GFD.Graphics_onKeyDown.call(this, event);
if (!event.ctrlKey && !event.altKey) DoodadManager.keyDown(event.keyCode);
};

Now I just have to discover if there's a reason they blocked out those keys...

~ Zephyr

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