but it would also be usefull for textgames en direct textinput without inputfield. This was my primary reason for creating this plug-in in the first place. At the time, there was limited support for text entry. I was also looking at a way to be able to set custom key mappings, e.g. allow the player to reset movement from WASD to something else, in game. This would then allow the constructor to set a variable, and check that variable using the built-in keyboard functions. It was never meant to replace movement using the keyboard plug-in.
Since then, new features/plug-ins have been introduced which pretty much address these issues. I still think this plug-in might be useful in some situations, but it does not interact well with the keyboard plug-in. The keyboard plug-in basically overrides the keycode functionality.
IMO, the best option would be for Ashley to include the keycode functionality in the keyboard plug-in, when he has time, and if the need still exists.