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Questions about using Input.keyMapper

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Questions about using Input.keyMapper
  • Original author: ZombieKidzRule
  • Original date: December 29, 2024
  • Source thread: https://forums.rpgmakerweb.com/threads/questions-about-using-input-keymapper.174276/
  • Source forum path: Game Development Engines > RPG Maker MZ Support

Summary

I was experimenting with using these 2 Parallel Map Event Pages to map the "i" key to open the background for an Inventory menu. { "lightbox_close": "Close", "lightbox_next": "Next",

Archived First Post

I was experimenting with using these 2 Parallel Map Event Pages to map the "i" key to open the background for an Inventory menu.

Protected downloadProtected download

This works fine. When you press "i" the image is either Shown or Erased.

But I have a couple of questions.

If I map a bunch of keys this way at the beginning of my game, will they persist? Meaning I will always be able to run a parallel event to see if they are being triggered?

Or is this specific to the map that the Event is on? Or is this only until the game is reloaded like after a save? Or is there some other limitation?

Essentially I would like to know if manually mapping these keys will remain valid in the game or if they really need to be added by a plugin.

Second question. Assuming the above method of mapping keys persists in the game, are there any problems with doing this? Or having a Parallel Event running to constantly check for those keys to be triggered and then do something? Like call Common Events.

Thanks for any clarification that you can provide!

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Referenced Images / Attachments

Inventory 1.png
Inventory 1.png
Inventory 2.png
Inventory 2.png
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