Ah ok, yes if it is gamepad only then I believe the demo version of the plugin was before gamepad support was added, so it wouldn't work there.
I test using a 360, xbox one, and gamesir pc controller, and all of them work for me in my test project. Do you have the most updated version of CGMZ Core and Dungeon Tools?
Another thing to check would be other plugins that change how controllers work. I use my own gamepad input functions so those plugins most likely would not change how the button works in dungeon tools. Could you try a project with no other plugins besides CGMZ Core and Dungeon Tools and let me know if it works there? It could be some kind of conflict.
For additional troubleshooting, could you copy and paste this into the bottom of CGMZ Dungeon Tools on its own new line (don't overwrite any existing code), and then let me know what is printed to the console when you press a button on your gamepad?
CGMZ_Temp.prototype.updateLastGamepad = function(gamepad) { alias_CGMZ_DungeonTools_Temp_updateLastGamepad.call(this, gamepad); console.log(gamepad); this.updateDungeonToolsForGamepad(gamepad); };
It should look something like this after clicking on the arrow to expand what was logged:
The dungeon tools plugin will read that and look for the button that has "pressed: true" so the buttons array is what I am most interested in seeing.