Search found 9 matches
- Sat Jan 02, 2016 4:54 pm
- Forum: Bugs
- Topic: Controller Scheme
- Replies: 4
- Views: 5599
Re: Controller Scheme
For those who are having this issue, I found a fix to revert it back to before they added XINPUT. Just go to your tools folder in Final Fantasy (US for me), delete or move the xinput.dll out of the folder to some other place. Then open up the Pad Config, Click default, and begin setting your buttons...
- Sat Jan 02, 2016 4:27 pm
- Forum: Bugs
- Topic: Controller Scheme
- Replies: 4
- Views: 5599
Re: Controller Scheme
Another issue I have noticed, when the game starts you should be able to "Begin" by pushing the OK button on the contoller or ENTER on the keyboard, but neither work. You MUST click with the mouse and then the controller/keyboard works. Its as if its not in focus but it is.
- Sat Jan 02, 2016 4:23 pm
- Forum: Bugs
- Topic: Controller Scheme
- Replies: 4
- Views: 5599
Controller Scheme
I think I have been having the issue that some have had with their controllers where the mapping isn't quite how its set from the Pad Settings. I have double checked and noticed that the layout the Pad settings "Thinks" is the total opposite of what I choose for my Wireless 360 controller. I had to ...
- Fri Feb 15, 2013 8:57 pm
- Forum: Scripting
- Topic: Blue Mage Spell Stats (Including non functioning Spells)
- Replies: 0
- Views: 2756
Blue Mage Spell Stats (Including non functioning Spells)
Hope these help all those aspiring BLUs! Untested but it all looks good so.. Cross yer fingers. Second file is for LAU, those are the ones I added the effects for Seems something went wrong with making the patch file, so im gona upload the SQL insted. Sorry all! Maybe someone can tell me whats wrong...
- Sun Feb 10, 2013 4:24 am
- Forum: Scripting
- Topic: More Blue Mage spells to play with
- Replies: 2
- Views: 3543
More Blue Mage spells to play with
Stayed up till about 4am, making/editing blue magic. I think now we should have pretty much every single physical spell in, though effects are still a work in progress. Dcap may need some work, wasn't sure what to average it to. Remade all text into .lua, checked spell names, all synced. Code needs ...
- Sun Sep 02, 2012 12:44 pm
- Forum: Committed
- Topic: Clear Mind
- Replies: 16
- Views: 15488
Clear Mind
So basically Clear mind needs to be enabled but its rank needs editing, as Rank 3 and 4 have 2HMP per tic instead of 1, and Rank 5 has 3 So R1 15 HMP (1HMP) R2 18HMP (1HMP) R3 21HMP (2HMP) R4 24 HMP (2HMP) R5 27 HMP (3HMP) In that order As it was, Clear mind worked, but the tic was wrong, when it di...
- Tue Aug 21, 2012 3:25 pm
- Forum: Bugs
- Topic: Lithorn (Black Mage)
- Replies: 4
- Views: 8051
Lithorn (Black Mage)
Magic 1. All elemental magic is seeing extreme resistance even with the skill being capped at that level 2. Spike spells do not function Physical (none yet, other than BLMs get hit like a mack truck xD) My BLM is 9, and I have capped Elemental magic to 120. Fighting Easy Prey Mobs will net me a figh...
- Tue Aug 21, 2012 3:17 pm
- Forum: Bugs
- Topic: Lithorn (Dark Knight issues)
- Replies: 0
- Views: 8302
Lithorn (Dark Knight issues)
I made this thread to bring light on some things I have seen happen and hope to help if I am able to. Magic 1. Stun acts more like bind than anything else. The effect of stun if it is there seems non-exsistant. 2. Dread Spikes will not apply though the animation is correct. 3. Absorb TP has the corr...
- Tue Aug 21, 2012 3:05 pm
- Forum: Bugs
- Topic: DK Blood Weapon+Souleater & Multi hit Weapons.
- Replies: 3
- Views: 6316
Re: DK Blood Weapon+Souleater & Multi hit Weapons.
Blood Weapon works on a first hit only basis which is a bug as its supposed to give HP equal to the damage of all your physical hits (Unsure on Weapon skills, I don't think they count). I have also noticed that it does not work with multi-hit weapons and even has an adverse effect depending if the w...