Mi2dRPGamEng/config/controller_bindings.conf

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; Each action maps to a comma-separated list of gamepad buttons - add as many as you like to
; the same action. Recognized tokens (standard GLFW gamepad mapping): gp_a, gp_b, gp_x, gp_y,
; gp_left_bumper, gp_right_bumper, gp_left_trigger, gp_right_trigger (analog triggers, treated
; as pressed past a threshold), gp_back, gp_start, gp_guide, gp_left_thumb, gp_right_thumb,
; gp_dpad_up, gp_dpad_down, gp_dpad_left, gp_dpad_right. The left stick always drives movement
; directly (not rebindable here) - see engine/gamepad.py's AXIS_LEFT_X/AXIS_LEFT_Y.
;
; A few gamepad buttons are fixed in main.py, not configurable here: the dpad/gp_a/gp_b always
; navigate/confirm/cancel every menu (start screen, character creation, controls, pause) the
; same way ArrowUp/Down/Left/Right/Enter/Escape do on a keyboard; gp_start always opens/closes
; the pause menu during play, and gp_back always toggles the character card. Since menus and
; actual play are mutually exclusive, gp_b doing menu-cancel there and activate_selected_ability
; here (see [abilities] below) is the same button serving two contexts, not a real conflict.
[actions]
leap = gp_a
block = gp_left_bumper
[hands]
activate_right_hand = gp_right_bumper
activate_left_hand = gp_x
activate_right_hand_2 = gp_right_trigger
activate_left_hand_2 = gp_left_trigger
[abilities]
activate_selected_ability = gp_b
select_ability_1 = gp_dpad_up
select_ability_2 = gp_dpad_right
select_ability_3 = gp_dpad_down
select_ability_4 = gp_dpad_left