Final Fantasy XI (Online) Private Server files

09/10/2010 20:12 altanaffxi#286
As far as setting skilsl post-75, you have to go into the MYSQL database and append the current skill listing. I'm working on it now, but mainly waiting until the final Lv99 update so I can get and add the WS IDs and whatnot. Just take a look at the tables under the pxi DB, you'll find it. You'll also want to append the EXP listing post-75 as well. I'll have scripts uploaded for 76-99 post-January once the official skill-caps are released. If you want though, you can make up your own manual caps and edit it later.

Can somebody check the consistncy of the LUA effecting the base delay? I think I've got it working but I want to double-check. Let me know if theres errors before hand though, I'll see if I can sort out the LUA//C++ clashes.

The BSOD zone error you're getting probably have to do with zoneline settings. I don't know how to edit those at the moment... any insight would be helpful (so I can fix the zones & add new zones from updates).

I'll post the code for the h2h & dual wield fix later this weekend if I get the chance. Let me know what else is up, I'll look into it.
09/10/2010 20:15 joeis78#287
Hey, idk if it's just spiraXI, but anyone else notice the MND (mind) modifier is crazy? a lvl 5 whm can do like 300 dmg with first weapon skill, and banish does around 500 damage at lvl 5.
09/10/2010 20:36 altanaffxi#288
That's all in the scripts.
I've been going over the LUA, I'll work on it when I get home later and add that to my list of changes. Keep listing script/combat errors, I'll do what I can.

>>Landis, when you die against the mob, are they near their home spawning point? Mobs won't despawn (usually, from my experience) unless you drag them a certain distance away from their roaming area.

I gotta' go, at a lab for a programming class, so I can't stick around. Keep me updated on things involving the combat system and LUA, I'll try and fix things up ASAP for you guys. I don't know how soon I'll be able to provide coding, because the binary I'm building is more geared towards newer updates / a slightly edited system.
09/10/2010 20:43 joeis78#289
Quote:
Originally Posted by altanaffxi View Post
That's all in the scripts.
I've been going over the LUA, I'll work on it when I get home later and add that to my list of changes. Keep listing script/combat errors, I'll do what I can.

>>Landis, when you die against the mob, are they near their home spawning point? Mobs won't despawn (usually, from my experience) unless you drag them a certain distance away from their roaming area.

I gotta' go, at a lab for a programming class, so I can't stick around. Keep me updated on things involving the combat system and LUA, I'll try and fix things up ASAP for you guys. I don't know how soon I'll be able to provide coding, because the binary I'm building is more geared towards newer updates / a slightly edited system.
That's what i thought, i have some experience with LUA, but does this mean lowering the effect of MND in every spell/weapon skill that has it in its formula? This seems in probable because the formulas are sourced from ffxiclopedia, and the damage is consistently over-powered with any spell or WS involving MND.
09/10/2010 22:11 landis73#290
Quote:
Originally Posted by altanaffxi View Post
That's all in the scripts.
I've been going over the LUA, I'll work on it when I get home later and add that to my list of changes. Keep listing script/combat errors, I'll do what I can.

>>Landis, when you die against the mob, are they near their home spawning point? Mobs won't despawn (usually, from my experience) unless you drag them a certain distance away from their roaming area.

I gotta' go, at a lab for a programming class, so I can't stick around. Keep me updated on things involving the combat system and LUA, I'll try and fix things up ASAP for you guys. I don't know how soon I'll be able to provide coding, because the binary I'm building is more geared towards newer updates / a slightly edited system.
Altana: I knew about the roaming area, however I'll recheck just to be sure when I get the chance.

As previously mentioned there is one lua that lists a detection code for sea, currently set to a default of 1 (everyone has sea), as the notes in the lua say that the person that tested it, it was not working somehow.

For everyone, if you want to just view the code on the 6.4 at least, you may want to look here: [Only registered and activated users can see links. Click Here To Register...]


Thanks for the note on the exe lionhart, and yeah low level is a bit slow, just keep in mind that as you go up in lvls and skill it gets alot faster quick :)
09/11/2010 16:57 Codiddle#291
>>Landis, when you die against the mob, are they near their home spawning point? Mobs won't despawn (usually, from my experience) unless you drag them a certain distance away from their roaming area.

I am not Landis, but I had made a comment earlier about how mobs do despawn on my version. They do, when you slaughter them, but if you die, they do not despawn. Also, if you run so far from their spawn point, like let's say for instance you aggroed 20 goblins from the La Theine Plateau entrance to Valkrum Dune. Bring back any memories? When you get to the Selbina zone and wait, they're all still chasing you. Then, you lose all the respect of everyone on the server thanks to Linkshell communications, and you're forever doomed to /shout groups in order to get quests and missions complete.

That's why I had previously posted the GM Command "/t test @posr 5 0 0". It's just way to get away from the area you died in, to be able to execute "/t test @raise" command, so you don't raise and die instantly.

Sorry, I should've thought about that a little harder.

PS- Did you guys know they're making DeLoreans again in Texas?!!!
09/11/2010 22:05 Tom_Neverwinter#292
ok I found my spring 2004 book (old but a excellent start) I also found my notes :)

sorry I'm not on lately I have j duty XP
09/12/2010 01:56 landis73#293
Tom, you had stated you fixed those transport errors, I'm having the error occur (3 in red), on spiraxi before the final transport count listing. I realize the spiraxi is not yours, but I am curious where you may have located the error in the npc tables, as I'm looking through the lua's and not finding the errors, unless that is a db table?

lionhart, I look at look at the exe's you had posted with the speed correction back to the original value, however they appear to be the same speed for both exe's? Not sure if it is an error on my end?

Edit:

Codiddle, not sure when you started the game, but before the despawn change, crawler's nest and garlaige citadel (better known by its other name due to the following), the trains were quite common and large, very large. Many characters died.

Which I suppose, Altana that if it is possible, the despawn on death for mob option should be optional (or in other words can be changed in the settings.lua). I realize more people enjoy the despawn on death, but there were always some who enjoyed the reality that the monster does not suddenly disappear (more "real" per se).
09/12/2010 02:24 GreatMonkey#294
I think I am using Codiddle version...got the link off of youtube and google the error of creating a char problem. From what I can see, I think the char's movment speed is a bit slow then from SE version. The other problem I am having that is more of a problem, I can't start the sub job quest or have it turn on once you start a new char. I'v look in the settings.lua file and other files as well to see if I can fix this, but I could not and have run out of ideas to try. Can anyone help me?

OH i oh most forgot. When I go to talk to the sub job NPC, they talk to me as if I all ready completed the quest even tho I do not have a sub job
09/12/2010 02:51 lionhart3001#295
Quote:
Originally Posted by GreatMonkey View Post
I think I am using Codiddle version...got the link off of youtube and google the error of creating a char problem. From what I can see, I think the char's movment speed is a bit slow then from SE version. The other problem I am having that is more of a problem, I can't start the sub job quest or have it turn on once you start a new char. I'v look in the settings.lua file and other files as well to see if I can fix this, but I could not and have run out of ideas to try. Can anyone help me?

OH i oh most forgot. When I go to talk to the sub job NPC, they talk to me as if I all ready completed the quest even tho I do not have a sub job
to fix that problem you can either create a new char (set the settings.lua to subjob lvl18 ect before hand) or you can add to sql char_vars =

charid(your toons id) / "subJobQuest-Lockout" / "1" (all without the "").

then add to char_logs =

charid(your toons id) / "4" / "24" / "2" (again without the "") if you see "24" and your toon id already in there just edit the info.

you'll then be able to change subjob in your mh.

if you choose the first option you need to chat the to npc in selbina at what ever level you set the subjob quest at in settings.lua. then you can just @additem to complete the quest my friend. :)
09/12/2010 03:06 Tom_Neverwinter#296
sub jobs are auto added if applied as such in the "global?" or settings"

PXI is not coded for the npc barges
09/12/2010 03:40 GreatMonkey#297
Quote:
Originally Posted by lionhart3001 View Post
to fix that problem you can either create a new char (set the settings.lua to subjob lvl18 ect before hand) or you can add to sql char_vars =

charid(your toons id) / "subJobQuest-Lockout" / "1" (all without the "").

then add to char_logs =

charid(your toons id) / "4" / "24" / "2" (again without the "") if you see "24" and your toon id already in there just edit the info.

you'll then be able to change subjob in your mh.

if you choose the first option you need to chat the to npc in selbina at what ever level you set the subjob quest at in settings.lua. then you can just @additem to complete the quest my friend. :)
thanks, but what file is the char_vars under?

Not sure if these are known problems (did read most of this post), but...
conquest points do not get added up with signet on
the quest to get the airship pass for kazam is broken, trade the npc the keys and dose nothing
the nin quest is broken, after talking with Kagetora, the quest dose not get flaged for the next part (talking to Ensetsu) and if you talk with kagetora again, its like you never did talk to him the 1st time (same cs)
09/12/2010 06:36 GreatMonkey#298
OK, I try setting it to where you start out with sub job unlock and that did not work. Turn it off and check with the npc at lvl 1 and talk to me like I did not start the quest yet. lvl up to lvl 20 and talk to the same npc and acted like I all ready completed the quest.....and then I went to switch to a diffent lvl 1 job and some how I was delvl to lvl 1 on blm (the job I got to 20). Talk to the same npc again after that happen and was talking to me like I have not complicated the quest yet.....

Oh yes, when you exit the mog house from windy waters it puts you in the center of the water near a bridge.
09/12/2010 10:18 GreatMonkey#299
Can someone give me the source code to this? I would like to take a look at it myself to try and help this project.
09/12/2010 20:25 Codiddle#300
i played when there were those trains, and it was a big part of the game for me. i hated when they changed it, but mpk'd @afk did kinda suck... i played @pc release until early last year, i called it quits... kinda. i have the urge every 3 months or so to reactivate and do a few things here and there lol. I agree with you totally about how it should be editable if at all possible, in a lua file or something. GreatMonkey, the source code is on this forum, but shit man, there's so many posts now... I'll try to upload it in a sec if it's on this computer. If not, it'll have to wait, i don't got my external hdd.