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Final Fantasy XI (Online) Private Server files

Discussion on Final Fantasy XI (Online) Private Server files within the Final Fantasy XI forum part of the MMORPGs category.

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Old 12/15/2010, 07:49   #451
 
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Quote:
Originally Posted by Kyousousha View Post
It doesn't have anything to do with the scripts...it's part of the server core. I looked through what I have left from working on the project on my computer from around last October and have Hand-to-Hand, Kick Attacks, and Dual Wield working in my source.

Make sure that in your CChar.cpp file it has the attached .txt file's methods in it.

But now that I think about it, I don't know if Tenjou had ever given this to Regiuz or Randomguy to commit to the server SVN and he didn't have access to it. That may be why it isn't working on the ugpXI source.

Also, you had asked how to modify movement speed in the server core. This is also done in CChar.cpp. Change this line:
this->m_speed = 0x28;

to whatever you want the speed to be, and as I said it is a hex value. 0x28 is a value of 40, the default movement speed; 0x64 is a value of 100, the movement speed for chocobos.

I hope this helps.
I think there is still quite a bit missing from just replacing the method with your posted method.
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Old 12/15/2010, 17:19   #452
 
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Awesome, thanks.

I successfully changed up the movement speed a little and rebuilt the server, it worked great. However, my builds always fail after I try to add the methods from your text file. I've just been copying the text and overwriting the ::attackaction section of the .cpp. After that I tried moving it over in smaller pieces with the same result. I'll go through the build log and try to see where the hang-up is.
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Old 12/15/2010, 19:32   #453
 
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Yeah, I already have those movement speeds updated. I threw together a quick .rar file. It has the original .cpp i was using, plus one with the changes i made, as well as the build log after the build failed.

i've honestly never used C++ before yesterday, haha, but i'm eager to learn. this whole ff xi project is extremely interesting.

thanks for all your help so far. i don't think i've been on this forum for more than a week or two but i've learned quite a bit.

congrats on your finals by the way, it's always nice to be able to put those behind you.
Attached Files
File Type: rar CChar CPP.rar (93.6 KB, 28 views)
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Old 12/15/2010, 20:10   #454
 
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I looked at the complier output. I remember that the warnings were normal to have (nothing to worry about), but the errors are. I believe I have the fix for you; sending you a PM with it.

No worries. I doubt I'm very much help, but if you're learning things from here then I'm happy to try.

Thanks. Hopefully I did well hah
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Old 12/16/2010, 01:53   #455
 
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Hey all. First, thanks to everyone who's been working on this. Sounds like you're making some good headway. I have a couple questions though. I've been trying to use Tom's repack but I'm having a problem with both ProjectXI-Server0.6.4.exe and ProjectXI-Server0.6.5.exe that are included. I followed the xps guide that was included in the repack. When I run either server exe, at the end, after "Initializing Status Handler...Complete!" (v0.6.4) or "Initializing Guild Shops..." (v0.6.5) I get...

bind failed: 0 54230 [12/15/10 16:39:19]
Failed [12/15/10 16:39:19]
================================================== =============================
Initializing Compression... [12/15/10 16:39:19]
Complete! [12/15/10 16:39:19]
================================================== =============================
Starting pXI-Worldserver... [12/15/10 16:39:19]
Running! [12/15/10 16:39:19]
================================================== =============================
Starting pXI-Searchserver... [12/15/10 16:39:19]
bind failed: 0 54002 [12/15/10 16:39:19]
Receiving a packet from ip 0.0.0.0 failed with error 10004. Skipping handling. [12/15/10 16:39:19]


First question: What are the "bind failed" errors?

Second question: Why do I get the packets from 0.0.0.0 error? This error happens over and over again until I end the program, at least several hundred times per second (I checked pxi-log.txt and there were pages of that line repeated, all with the same time stamp.

I'm running windows 7 with each server exe running as admin with compatibility mode set to XP.

I've scoured the thread and couldn't find anything related. Any help would be greatly appreciated.


EDIT: My issues resolved themselves. This machine was hosting a webserver with my personal wiki. After shutting down the webserver and restarting the machine, the errors stopped. I'd guess the bind errors involved ports that were in use by my webserver.
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Old 12/16/2010, 05:20   #456
 
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Quote:
Originally Posted by Elanna View Post
Hey all. First, thanks to everyone who's been working on this. Sounds like you're making some good headway. I have a couple questions though. I've been trying to use Tom's repack but I'm having a problem with both ProjectXI-Server0.6.4.exe and ProjectXI-Server0.6.5.exe that are included. I followed the xps guide that was included in the repack. When I run either server exe, at the end, after "Initializing Status Handler...Complete!" (v0.6.4) or "Initializing Guild Shops..." (v0.6.5) I get...

bind failed: 0 54230 [12/15/10 16:39:19]
Failed [12/15/10 16:39:19]
================================================== =============================
Initializing Compression... [12/15/10 16:39:19]
Complete! [12/15/10 16:39:19]
================================================== =============================
Starting pXI-Worldserver... [12/15/10 16:39:19]
Running! [12/15/10 16:39:19]
================================================== =============================
Starting pXI-Searchserver... [12/15/10 16:39:19]
bind failed: 0 54002 [12/15/10 16:39:19]
Receiving a packet from ip 0.0.0.0 failed with error 10004. Skipping handling. [12/15/10 16:39:19]


First question: What are the "bind failed" errors?

Second question: Why do I get the packets from 0.0.0.0 error? This error happens over and over again until I end the program, at least several hundred times per second (I checked pxi-log.txt and there were pages of that line repeated, all with the same time stamp.

I'm running windows 7 with each server exe running as admin with compatibility mode set to XP.

I've scoured the thread and couldn't find anything related. Any help would be greatly appreciated.

First, I'd like to say hello. I've been reading this forum for a bit now but haven't posted until now.

Elanna, the program that should be run in administrator mode should be the meteorXI and not the server. Maybe that is why you are getting a bind error?

I also have a few questions about what I've been adding to the server. I'm trying to implement mob abilities and so far I've got all of the non-expansion mobs to do their ability actions and add status effects properly (well the status effects that are implemented already) but I have no idea how to calculate the damage effects should do.
Is there an easy way to do this or is it all guess-work?

I'm also wondering how I would go about implementing petrification. I saw that paralysis is implemented in CNpc so it shouldn't be difficult to add to CChar but neither have petrification and when I get petrified I keep on swinging. Should this be done in LUA or in the C++?

Any help you could give me would be great and when I get abilities working a bit better I'll be happy to upload it, although at the moment is terribly programmed

Edit: Forgot my third question: Is there a way to find out which Mob on the family_system table is which? They all have the same name so I'm not sure what the difference is and it would be nice to know for sure! Thanks!
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Old 12/16/2010, 06:27   #457
 
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Quote:
Originally Posted by tofutie View Post
First, I'd like to say hello. I've been reading this forum for a bit now but haven't posted until now.

Elanna, the program that should be run in administrator mode should be the meteorXI and not the server. Maybe that is why you are getting a bind error?

I also have a few questions about what I've been adding to the server. I'm trying to implement mob abilities and so far I've got all of the non-expansion mobs to do their ability actions and add status effects properly (well the status effects that are implemented already) but I have no idea how to calculate the damage effects should do.
Is there an easy way to do this or is it all guess-work?

I'm also wondering how I would go about implementing petrification. I saw that paralysis is implemented in CNpc so it shouldn't be difficult to add to CChar but neither have petrification and when I get petrified I keep on swinging. Should this be done in LUA or in the C++?

Any help you could give me would be great and when I get abilities working a bit better I'll be happy to upload it, although at the moment is terribly programmed

Edit: Forgot my third question: Is there a way to find out which Mob on the family_system table is which? They all have the same name so I'm not sure what the difference is and it would be nice to know for sure! Thanks!
I think I know what you mean with regard to the family_system...if you look under the pool_mobs2 table it gives you the pool ID, the name of each type of mob, and the family ID it belongs to (I sorted mine by the family ID). Then if you go under pool_mobids it gives you each mob ID for that pool ID.

I'm not a programmer, but if Paralysis is handled in CNpc then it would probably be safe to say Petrification should be handled in C++ and not Lua. This is where you would stop the attack action etc. from continuing anyway. But, I would think Paralysis should probably be placed in CBaseEntity as both player characters and mobs can be inflicted with that status effect, and as such both CChar and CNpc can extend that class.

As far as the damage is concerned. I really have no idea, but for now maybe use the BLU spells as a basis? For example, Bomb Toss, but reverse the caster and target. The script may even work as it is and that's how it should be handled anyway, but keep in mind the scripts need a lot of work. I'm not sure how you implemented this though and I'm not sure I can help until I've seen what you did. I was trying to figure this out tonight actually.

I have no idea if this helped you any, but if you can get something working you would be a god.
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Old 12/16/2010, 06:50   #458
 
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Thanks! That should help me figure out which ID goes with each set of mobs although will take some time to parse through.

Right now mob abilities are just for show because I got bored seeing only one attack but I'll keep at it! Right now I'm just filling out tables with all the animation ids and the description ids because SE decided to be crazy about it and not have any method to it. Once I finish the tables I can start implementing the fun stuff hopefully!
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Old 12/16/2010, 06:55   #459
 
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Yeah! Good luck with it. If you need any help with this and/or it gets to be a lot of work send me a PM and I'll help out.
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Old 12/16/2010, 23:23   #460
 
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Regarding damage done by enemy abilities...

Quote:
Originally Posted by Kyousousha View Post
As far as the damage is concerned. I really have no idea, but for now maybe use the BLU spells as a basis? For example, Bomb Toss, but reverse the caster and target.
Sounds fair upon first consideration, but then I wonder that the damage formulas are different for mobs? Don't mobs have generally higher stats than players of equal level? And mobs are designed with parties in mind--players are supposed to be fighting one thing at a time, whereas mobs generally fight multiple players at a time, so aren't their stats and damage calculated differently? I admit I haven't looked at any of the code or scripts yet, as so far I've just been focused on getting the server to run without errors, so I may be wrong. Does my train of thought make sense?
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Old 12/17/2010, 03:17   #461
 
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Quote:
Originally Posted by Kyousousha View Post
I looked at the complier output. I remember that the warnings were normal to have (nothing to worry about), but the errors are. I believe I have the fix for you; sending you a PM with it.

No worries. I doubt I'm very much help, but if you're learning things from here then I'm happy to try.

Thanks. Hopefully I did well hah
Is it possible I may receive the fix as well? Thanks.
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Old 12/17/2010, 04:13   #462
 
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Sure...CChar.cpp goes in "server\trunk\src" and CChar.h goes in "server\trunk\include"


enjoy
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Old 12/17/2010, 04:43   #463
 
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Quote:
Originally Posted by Elanna View Post
Sounds fair upon first consideration, but then I wonder that the damage formulas are different for mobs? Don't mobs have generally higher stats than players of equal level? And mobs are designed with parties in mind--players are supposed to be fighting one thing at a time, whereas mobs generally fight multiple players at a time, so aren't their stats and damage calculated differently? I admit I haven't looked at any of the code or scripts yet, as so far I've just been focused on getting the server to run without errors, so I may be wrong. Does my train of thought make sense?
I see what you mean. Like I said, I'm really not sure how this works on retail; mobs of equal level may not have higher stats with the exception of HP and MP. Either way, the scripts need to be written in a way that they are used by both entities. I thought about what I said last night and the caster and target don't need to be reversed if they are done this way. If anything, a simple conditional to check if the entity is a player or a mob within the script can handle how to calculate damage appropriately, but I would think they are the same.

I wouldn't necessarily say that mobs were designed with parties in mind because a lot of them are able to be soloed including NMs; think more recently about when Fields of Valor was implemented. But I agree with you considering that it used to take a party of at least six to do anything.
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Old 12/18/2010, 23:38   #464
 
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Quote:
Originally Posted by Kyousousha View Post
I see what you mean. Like I said, I'm really not sure how this works on retail; mobs of equal level may not have higher stats with the exception of HP and MP. Either way, the scripts need to be written in a way that they are used by both entities. I thought about what I said last night and the caster and target don't need to be reversed if they are done this way. If anything, a simple conditional to check if the entity is a player or a mob within the script can handle how to calculate damage appropriately, but I would think they are the same.
I think I see what you mean there about not reversing the targets and I agree--if the script is written so that it can be used by both players and mobs, then it'll just consider "caster" affects "target", instead of one script where "player" affects "mob" and another script where "mob" affects "player".

Quote:
Originally Posted by Kyousousha View Post
I wouldn't necessarily say that mobs were designed with parties in mind because a lot of them are able to be soloed including NMs; think more recently about when Fields of Valor was implemented. But I agree with you considering that it used to take a party of at least six to do anything.
I think I get you here too. I'm just saying, consider the following scenario...solo player RDM67 vs magic pot enemy RDM67...If the scripts were written to be as close as possible to retail servers, the player would die a lot faster than the enemy if s/he didn't use any healing magic. ((Maybe I just suck at solo RDM, but those pots always seemed to take forever when I was farming my RDM testimony in Uggalepih for gk5, even as player RDM70 vs magic pot RDM67)).
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Old 12/20/2010, 17:20   #465
 
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just a few mods i made to pxi 0.6.5.. hopefully some proper skilled c++ programmers can make some use of it:

added a gm command - unlockjob
added a bunch of double/triple attack weapons
second punch with mnk/nin works
players can trade items and gil
sleep spell effect was commented out in the code so i activated it
(for those of you unfamilier with programming that just means the sleep spells work)
cant remember what else.....

i did create a few lua files and copied the code from paralyze, blind and slow and put them in new created ninja spell lua files...this is a poor fix for now.

i changed alot of stuff but got hit by a virus. this was the only stuff i had left.

heres all the files i was working with.. it includes a folder called scripts with the new ninja luas and also the utsusemi:ni spell gives you 4 shadows as nin main, not 3.


removed file... go to later post for working summoner....

its a **** shame but those of you wanting to host private servers using projectxi shouldnt bother...there are too many reasons to list why

UPDATE

dont bother with this file.. use my other updated one a few posts down....
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