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?
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!