Ok, this is not exacly well know - i myself discovered that by reading the help files AFTER getting the original RMXP - but pressing F1 during game runtime will open a system window where you define, among other things, the keyboard definitions of all buttons on your game. RMXP base engine uses 8 buttons: a,b,c,x,y,z,L and R - to be played by an analog controller. This key works on any released game and cannot be disabled (as far as i know - correct me if i'm wrong).
That aside, all button definitions are defined by script, and not in the windows editor.
The condition instruction is:
if Input.trigger?(Input::C)
... SOMETHING HAPPENS ...
end
... where 'C' on "(Input::C)" is the button definition. Of course, only skilled scripters know how and where to put such instructions
Of course, smart designers keep the japanese standards of 2 buttons for easy gameplay (me included
).