Save in to input map through keycode?

Godot Version

4.2.2

Question

at _test_binding
#here I do not know how to from key code example 70 make it an InputEvent
so that I would than set it to the InputMap

any other solution how to permanently save in to InputMap would be appreciate

thanks

#region binding
var change_input_map = ""
@onready var forward = $bindings/HBoxContainer/MarginContainer/VBoxContainer/Button

func _test_binding():
	change_input_map = "forward"
	finished = _test_finish_binding
	var keycode = DataBase.select(false, g_man.dbms, "bindings", "forward", 1)
	#here I do not know how to from key code example 70 make it an InputEvent
	var e = InputEvent
	e.device = keycode

func _test_finish_binding(event):
	forward.text = String("{e}").format({e = event.as_text()})
	DataBase.insert(false, g_man.dbms, "bindings", "forward", 1, event.keycode)

var finished:Callable

func _input(event):
	if change_input_map:
		if event is InputEventKey:
			if event.is_released():
				InputMap.action_erase_events(change_input_map)
				InputMap.action_add_event(change_input_map, event)
				change_input_map = ""
				finished.call(event)
#endregion binding

Anyone has any idea?

How to set input map with raw number?

managed to make a solution thanks to the @Locher from post:

How do I rebind keybinds from a string

#region binding
var change_input_map := ""
var binding_node_string

enum keys{
	forward = 1,
	back = 2,
	left = 3,
	right = 4,
	jump = 5
}

## from g_man
func load_keys():
	for i in keys:
		load_key(i)

func load_key(key_string):
	var table = DataBase.Table.new("bindings")
	table.create_column(false, g_man.dbms, DataBase.DataType.INT, 1, key_string)
	
	var keycode = DataBase.select(false, g_man.dbms, "bindings", key_string, 1)
	if keycode > 5:
		var event_key:InputEventKey = InputEventKey.new()
		event_key.keycode = keycode
		InputMap.action_erase_events(key_string)
		InputMap.action_add_event(key_string, event_key)
	else:
		var event_key:InputEventMouseButton = InputEventMouseButton.new()
		event_key.button_index = keycode
		InputMap.action_erase_events(key_string)
		InputMap.action_add_event(key_string, event_key)

func _change_binding(index:int):
	binding_node_string = str(index)
	finished = _finish_binding
	change_input_map = keys.find_key(index)
	pass

func _finish_binding(event):
	var node = get_node("bindings/HBoxContainer/MarginContainer/VBoxContainer/binding container" + binding_node_string + "/change binding")
	node.text = str(event.as_text())
	if event is InputEventKey:
		DataBase.insert(false, g_man.dbms, "bindings", change_input_map, 1, event.keycode)
	elif event is InputEventMouseButton:
		DataBase.insert(false, g_man.dbms, "bindings", change_input_map, 1, event.button_index)

var finished:Callable

func _input(event):
	if change_input_map:
		if event is InputEventKey or event is InputEventMouseButton:
			if event.is_released():
				InputMap.action_erase_events(change_input_map)
				InputMap.action_add_event(change_input_map, event)
				finished.call(event)
				change_input_map = ""
#endregion binding

thanks Locher for mentioning me it notified me.
now I know how to do it for others.