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Mine also needed only a single diagram to understand. Only the map, skill, and crating menus were under the toggle, none of which need to be accessed quickly in live combat. In my layout, everything you need for active exploration and combat is on the standard layout. Also, you decided to put the glider and call pet options under a toggle? The glider is one of the most frequently used items in the entire game, and it needs to be turned on and off with great precision. This allows the player to know for sure which of the two sets of buttons are currently active, at all times. My layout only had a single hold set selector. This is fine in theory, but in practice, the player will get stuck in the situation of not knowing what button does what at what time. You made it so that you cant use skills efficiently while walking? (No one has two left thumbs) Your layout is filled with tons of one and two way toggles. To be honest, your layout is NOT EVEN CLOSE to optimal. I already made one, along with an extensive guide, and no one seemed to care. Simply move the cursor the map will respond accordingly.Īnd there you have it! If you have any questions or comments please let me know! Notes: The Map layout was designed so that right analog stick will rotate/tilt the map without the need of holding an additional button. Once you pull up any of the other menus the Quick Item selection screen is minimized and will not be available unless you leave and re-enter the menu. On this screen you will also be able to call your pet or equip your special item using the D-Pad.
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Notes: When you pull up the Character Menu the first thing that you will pull is the Quick Item Selection screen which you can use the right analog stick to cycle through any items you have. Pressing the menus respective button at any time will close the menu. This was done as Cube World will close any and all menus when you move the character. IMPORTANT NOTE: Pulling up either the Character Menu or the Options Menu will root your character in place. Also clicking and holding the right analog stick will root the player in place as the right analog stick is used to zoom in and out. And since your character will most likely be facing where you want the skill to go, it only made sense to map the skills to the D-Pad. Notes: I chose to use the bumpers for Dodge and Quick Slot as I felt that anything directly tied to combat and keeping you alive should not require moving your thumbs away from sticks. I designed the button configuration to match a traditional Console RPG, and a fair amount of the layout is based off Skyrim. I've seen some of the other Xpadder layouts that have already been posted but a lot of them seem overly complex or are missing buttons so I figured I would post my own and see what you all think. Hello there everyone! I've been working on this Xpadder layout since I first started playing Cube World.
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