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Original Source
- Original title: DK_Tools_Full_Input Plugin Questions
- Original author: aporokizzu
- Original date: January 19, 2020
- Source thread: https://forums.rpgmakerweb.com/threads/dk_tools_full_input-plugin-questions.117435/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support
Summary
Howdy, I have the following function: JavaScript: Input.keyMapper[74] = `J`;
Archived First Post
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);
};
};
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!
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