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lionhart3001 09/14/2010 10:03

Quote:

Originally Posted by KMFDM_Kid2000 (Post 6815535)
Thanks for the info. I've figured out a few in game commands like @easteregg for the GM gear and such. I'm trying to figure out where I can actually make DB edits from, should I install PHPMyadmin or something?

I've looked around some of the .lua's and such, not very deeply to be honest, but I've only just started messing around with this =P

Is there a list somewhere other than the changes log that has a more complete @command list?

Could you give a little more detail as to editing DB, location of the DB files, program used (If it isn't just Notepad or something along the lines of Crimson editor etc.)

By the way, I really liked that video, that's what had me sold on even trying this. I stopped playing retail back in like 2007 or so =P


use sqlyog enterprise to edit the db, ive looked for items values such as multi hits, evasion skills and so on, i couldnt find it. that video on youtube is the reason i found this forum.. i thought it was dead.. when i saw dual wield working i was pissing my pants.

KMFDM_Kid2000 09/14/2010 13:40

Ok, so I found where all of the goodies are in the DB. When I try to set new values and save, they don't reflect in-game. For instance, making Excalibur lv1 with all sorts of added bonuses to STR, ATK, and various other things. I save the changes running as admin (On Win7) using SQLyog. When I reopen SQLyog, the changes are still there, they just don't reflect in-game even after restarting the server and client.

Am I missing a step here or something?

lionhart3001 09/14/2010 22:19

Quote:

Originally Posted by KMFDM_Kid2000 (Post 6817016)
Ok, so I found where all of the goodies are in the DB. When I try to set new values and save, they don't reflect in-game. For instance, making Excalibur lv1 with all sorts of added bonuses to STR, ATK, and various other things. I save the changes running as admin (On Win7) using SQLyog. When I reopen SQLyog, the changes are still there, they just don't reflect in-game even after restarting the server and client.

Am I missing a step here or something?

ive found the str and so in the 064 db, in the 065 db those values dont exsist, are you using lionhartxi or spiraxi? if you are then your modifications to the db wont be recognised, if you use pxi0.6.4.exe it might work.

Tom_Neverwinter 09/14/2010 23:18

Thanks for not even mentioning my repack, you guys really need to give credit.

CDSmythe 09/15/2010 07:37

svn repositories
 
anyone out there familiar with the svn repository structure??? please let me know .... trying to set it up for visual studio.... so i can compile and commit easily

KMFDM_Kid2000 09/15/2010 10:00

I noticed after I dinged 75 the edited stats are there and in effect, they just don't show up graphically when viewing the item. Meh, good enough for me.

Oh and Excalibur is disappointing in it's natural state. I'm glad I didn't put in the effort back in the day to get one. Little more than a status symbol really. As are most of the high end items from what I've been seeing.

Codiddle 09/15/2010 14:21

I'm sure someone has the original SVN lying around somewhere.
I do remember there were 2 folders - bin and src,

inside of bin was server and client,
inside of server was misc, scripts, 28s_output.dat, BLOWFISH.DAT, compress.dat, decompress.dat, libmysql.dll, pthreadVSE2.dll, pxi.ini, pXI-0.6.4.exe, weatherinfo.dat
(that's the bare minimum of what can be in there, anyway)
inside of client I really do not recall, I know it wasn't much.

inside of src was server and client,

then in server I think was
trunk, misc, release, include, lib, pxi.ini.sample, weatherinfo.dat, pthreadVSE2.dll, decompress.dat, compress.dat, BLOWFISH.DAT, 28s_output.dat

i don't recall the structure for client, but it shouldn't be hard to figure that one out.

I could be wrong. I just know that that structure is close and should work. There was a readme concerning the placement of the libmysql.dll file, and the structure of pxi.ini.sample, also pointing out that it should be renamed. Often in the SVN, there was no pxi.ini.sample or pxi.ini located in the src/server location. Also, everything that's in the src folder now, was in the trunk folder, then. I do believe... I'm sure someone has the original file structure from the SVN lying around. I had it on disk but I'm unsure whether it's in tact or if it was after I'd messed with it.

Codiddle 09/15/2010 23:19

Here, download this latest SVN if you haven't already, it's all in tact.

There wasn't a text file in the svn, I remembered that was all listed on wiki.

[Only registered and activated users can see links. Click Here To Register...]
This is just a repost of the latest SVN 1430

The folders this would've been in would be pXI-0.6.4/src/
the name of this folder would've been server, and the name of src/server/src would've been trunk. I believe. I don't swear by this, because I mostly forgot.

bin/server was basically an already compiled ready to go executable with all of the files in place.

lionhart3001 09/15/2010 23:28

this project is slowly driving me insane.... i fixed the trade between players... yes 2 PLAYERS can trade gil and items.... im working on AH.... you can list an item and the database will remember it.. however you cant bid which is what ive been doing for the last few hours or so.

joeis78 09/16/2010 01:43

Quote:

Originally Posted by lionhart3001 (Post 6838301)
this project is slowly driving me insane.... i fixed the trade between players... yes 2 PLAYERS can trade gil and items.... im working on AH.... you can list an item and the database will remember it.. however you cant bid which is what ive been doing for the last few hours or so.

ooooooo trading! good job!

Similar to what other people are saying, i went into some white mage spells and weapon skills and tried fixing the MND modifier that was making white mages do insane damage (like 500 at lvl 3), only to have it not reflect in-game.

Sartigan 09/16/2010 02:09

Sweet job, where is the SVN you guys talkin abt?

Codiddle 09/16/2010 03:44

that sounds technical as hell yo, lol good luck. don't go insane though!!! i don't think there is an svn anymore, a guy was just asking about the structure of the original svn that got shutdown, so maybe he might make a new one... so this thing can be hosted in a more organized manner. I have a lot of shit I've personally changed, but so far it isn't anything that would improve the game necessarily. but lately, i've been adding stuff to mobs to make them drop what they're supposed to with the little time i've had, so is my friend. i've only got the sky gods to drop and a few lowbie nm's. not really much at all. but i scripted a lot more gear into .txt files for mXI's console. I got almost everything in there, but I was going through and changing the display message when gear is summoned, so that it's easier to keep track of what item goes with what number. i was hoping to seperate the spell list so that it's by class, and is much shorter time to load. will upload when i get a chance to finish... i'll also work on some kind of .sql file including the drops that i add, unless someone has already did this... it'd be nice if you said something before i got too far into it :)

xmex97 09/16/2010 13:45

Quote:

Originally Posted by DBZMBrolly (Post 6809726)
I cant seem to get MXI to work for the life of me. I've followed the directions to the tooth.

Using sqlyog and the MySQL links given I set up the database.
Used pXI Server 0.6.4 for the script, and server seems to be up and running.
"Starting PXI Timeserver - Complete!.."
Following the instructions on how to update... It repaired/downloaded files for 7 hours last night.
I copied the data folder from playonline viewer to FFXI root
Then once I run PXI server. I try starting MXI 9.0, I made an account then log in.. The window blinks on and dissapears immediately saying:
==============================================
Successfully logged in as User!

Multiple Instances of mXI have been detected.
Skipping port binding.
Incoming Packet: 1
Sending Account-id....
==============================================
To start FFXI you have to log into your pXI-Account.
Connected to Server.
==============================================
What do you want to do?
1)
2)


mXI 8.5 doesnt even find the server, and gives 10048 and 51220 bind failed numbers.
mXI 7.1 Gives me a "bind failed: 10048" in red.

I've spent countless hours just trying to figure this out ;_;. What am I doing wrong? I have to mention I've also restarted the computer, so I can confirm that multiple instances of mXI are NOT running. The only thing I can think of is I may be doing the order of operations wrong. Can someone walk me through the steps necessary to launch FFXI starting from initializing the server?

I have Windows XP. I'm the only user on the computer, thus administrator. If someone can give some troubleshooting help would be greatly appreciated.

try updating it again with the check files and repair.i got the same problem as u,then i run it again and it show that 13k files or so is corrupted lol.anyway gl solving ur little problem and have fun playing after u done

Tom_Neverwinter 09/16/2010 19:02

I've started to put the svn together, it should include both 0.6.4 and 0.6.5 ATM or at least until we complete 0.6.5.

sourceforge project:
[Only registered and activated users can see links. Click Here To Register...]

checkout should be:
svn co [Only registered and activated users can see links. Click Here To Register...] ugpxi

create an account and pm me I'll add you.

Incomplete as of 9/16/2010
Uploading files is a pain! it won't acccept a FTP from my comp. /grrr
We will officially start a new rev (maybe 2000 due to all the difficulty, making it easily distinguishable)
docs are up
I will be adding dats (custom weap,equip etc)
we can't add anyones' apps without asking

Sartigan 09/16/2010 19:13

Great, but as a lot of people here, I dont seem to be able to update my client, (only playonline which is updated) and meteor wont connect, the rest is all working, how would it possible to update everything without accounts? possible or not? :)

Codiddle 09/16/2010 20:39

nice tom! <3

Codiddle 09/17/2010 18:40

it's possible, you have to update the final fantasy files. there's so many tutorials on instructions to do that it's ridiculous at this point. i may have misunderstood your question, however. the way you worded everything maybe, is what's confusing.

lionhart3001 09/17/2010 23:27

if anyones seen counter activate you will see it always does 0 damage because the original pxi staff couldnt find the value... well im having the same problem with auction house... ive successfully created a function to BUY items you have listed on ah... if you dont bid enough the game says "you were unable to buy for 0." ... however it works.. you get your item if you pay enough

delivery box dont work so a seller cant collect funds anyway. As a temporary fix i'm gona make it so that if you bid a MILLION gil for an item listed for 2000 gils.. you will PAY 2000 gils and recieve your item in your inventory. the seller will recieve the money automatically using sql function update...

the reason i dont think the player should pay a million gil for a 2000 item is that:

1.) back in the day someone bought a shitty scorpion claw off me for around 500,000gils by mistake.

2.) item sales history dont work.

what do you guys think???

Codiddle 09/18/2010 00:12

i concur

DBZMBrolly 09/18/2010 06:32

I've made POL and FFXI both windowed through their respective configs. I've run the "Check Files" option on both POL Viewer and for FFXI, both return that there are no corrupt files. The only thing that may be different in terms of installation to any regular person is that I installed it in a different hard drive this time. I've made changes to the registry to reflect this particular installation. And I can even run problematic programs like EWH without any problems. But start pXI-Server0.6.4 then after I get the "Starting pXI-Timeserver... message I soon load mXI 0.9.0RC which gives me the multiple instances problem. And some of the other MXI versions just blink my screen or give me other errors. I've been troubleshooting it for a couple of days now on and off and still cant get it to work. /cry

GreatMonkey 09/18/2010 09:46

@joeis78

I dont know that much c++, but I do find programing fun and would love to learn more.

atm I dont have much time to help out much due to school (bit behind on school work)

Codiddle 09/18/2010 19:00

Quote:

Originally Posted by lionhart3001 (Post 6863196)
if anyones seen counter activate you will see it always does 0 damage because the original pxi staff couldnt find the value... well im having the same problem with auction house... ive successfully created a function to BUY items you have listed on ah... if you dont bid enough the game says "you were unable to buy for 0." ... however it works.. you get your item if you pay enough

delivery box dont work so a seller cant collect funds anyway. As a temporary fix i'm gona make it so that if you bid a MILLION gil for an item listed for 2000 gils.. you will PAY 2000 gils and recieve your item in your inventory. the seller will recieve the money automatically using sql function update...

the reason i dont think the player should pay a million gil for a 2000 item is that:

1.) back in the day someone bought a shitty scorpion claw off me for around 500,000gils by mistake.

2.) item sales history dont work.

what do you guys think???

I was wondering, since the Delivery Box doesn't work... you have gil sent back to the character, if the item is bid on. Well, what happens if the item is NOT bid on? Does the item go back to the character's inventory? Does it expire? No expiration would be sweet, since there's a low number of ppl going to be playing at any given time, anyway.

lionhart3001 09/18/2010 20:01

theres no expirey since i dont know how to program it :P ... its all complete except for 1 thing that i cannot work out.... the character recieved the gil if they are offline.. if they are online my sql command gil adjuster gets ignored because the game seems to constantly overwrite what evers on the sql table.. if anyone knows how i can stop this that would be awsome... heres the code if it helps:


/////give money to seller////////////////////////////////////

memset(query, 0, 8192);
sprintf(query, "UPDATE pxidb.chars SET gil = gil + %i WHERE charid = %d;", playerItemPrice, mySellerID);
count = (int) strlen(query);

mysqlConn=CDb::getConn(); //get conn
int result = mysql_real_query(mysqlConn, query, count);
CDb::pushConn(mysqlConn); //release conn


how can i stop the game from overriding this function??

Sartigan 09/20/2010 15:21

make a if fonction that will give his gill after he logs off

lionhart3001 09/21/2010 16:10

***link removed use later version***

char trades work, fixed a bunch of multi attack weapons... most of the new ones will double attack/triple ect if they say so on description. will do the rest anothertime

Codiddle 09/23/2010 22:01

I have a question regarding your SVN Mr. Tom Neverwinter, sir. I tried it, when I first read about it, but not so much since, but it didn't seem to work for me. You mentioned PMing you for a username and pass? I'm a little unclear on that, because I do not know a lot about SVN. Is there a place for a username and pass? I could take a look I suppose, just it's easier to ask then go take a look since I'm already browsing the forums checking for updates anyway lol.
I mean, I just looked and I don't see how I would put any info in for a name or pass. Were you talking about the SourceForge page? /confused and /hopeless

Tom_Neverwinter 09/25/2010 14:41

you need tortise svn to commit from your desktop, I still need to set it up properly, schools been a little hectic. you also need to create a user on sourceforge.

atm all I did was setup a basic format
eg server
client
src
bin

etc

RandomGuyFFXI 09/28/2010 10:39

:) Its nice to see this being picked up

If you have any questions feel free to drop them in this thread and even though I have not seen the code in almost 8 months I can try my best to answer. The last SVN will have a lot of random deadlocks and this is primarily because we were overhauling the code to allow for more people. We discovered that we could get a huge performance increase if we moved player processing into the zone handling thread and optimized some of our functions and removed some no longer needed semaphore locks, but this move was just starting when the C&D started.

I saw somewhere earlier in this thread stating that the semaphores were being rewritten, this is semi-true. The CSemaphoreRW files does not mean Rewrite, its actually Read Write Semaphores. The idea behind this is that multiple threads can READ data at the same time, but only one thread may WRITE data and while a write is occurring no other thread should be allowed to read (another way we were trying to squeeze some more performance out).

Another question I remember reading was that quests / missions never populated information. This is generally caused by FFXI being picky about how it receives packets. If the quest + mission packets are not sent in the same data transmission it will like to discard it all (you can see some of our dirty hacks in the gengamepacket function to try and get large groups of packets sent together). Also we had some issues with trying to find the maximum size/amount of packets the client would accept before discarding some information. You may also notice some error messages stating something along the lines of packet overflow, that's nothing to really worry about it just means that there are more packets in the queue to send to the client then what we felt was a safe amount to send. The next transmission will likely be able send the remaining packets in the queue.

And finally to answer the last common question "Why does X work in 0.6.3 but not in 0.6.4 or 0.6.4 but not 0.6.5".. To put it bluntly, a lot of our code is crap. A lot of stuff was not properly planned out before being implemented, or it was implemented as a proof of concept and we thought 'Hey, people may like to see that in a release' even though it wasn't really ready. Pets and Charm is a perfect example of this poor code that needs desperate attention. Some of these things can be added back by just removing the comment blocks, but they will not stand very well and they will cause more headaches then they are worth :(

I hope this helps and like I said before if you have any questions please feel free to ask and I can try my best to answer.

P.S. Sorry if something does not make sense above, I'm writing this at 4:40 AM local time and I'm dead tired

Tom_Neverwinter 09/30/2010 06:11

Time for a reply
 
Quote:

Originally Posted by RandomGuyFFXI (Post 7001359)
The last SVN will have a lot of random deadlocks and this is primarily because we were overhauling the code to allow for more people. We discovered that we could get a huge performance increase if we moved player processing into the zone handling thread and optimized some of our functions and removed some no longer needed semaphore locks, but this move was just starting when the C&D started.

hmmm interesting, I would have thought it would have been a major slow down? I didn't notice a cascade effect? although separating every zone into itself would be a great idea! is this the concept? if so I thought that was how it already did it?

Quote:

Originally Posted by RandomGuyFFXI (Post 7001359)
I saw somewhere earlier in this thread stating that the semaphores were being rewritten, this is semi-true. The CSemaphoreRW files does not mean Rewrite, its actually Read Write Semaphores. The idea behind this is that multiple threads can READ data at the same time, but only one thread may WRITE data and while a write is occurring no other thread should be allowed to read (another way we were trying to squeeze some more performance out).

GENIUS!

Quote:

Originally Posted by RandomGuyFFXI (Post 7001359)
Another question I remember reading was that quests / missions never populated information. This is generally caused by FFXI being picky about how it receives packets. If the quest + mission packets are not sent in the same data transmission it will like to discard it all (you can see some of our dirty hacks in the gengamepacket function to try and get large groups of packets sent together). Also we had some issues with trying to find the maximum size/amount of packets the client would accept before discarding some information. You may also notice some error messages stating something along the lines of packet overflow, that's nothing to really worry about it just means that there are more packets in the queue to send to the client then what we felt was a safe amount to send. The next transmission will likely be able send the remaining packets in the queue.

hmmm, I wonder if there's a way to trick it?

Quote:

Originally Posted by RandomGuyFFXI (Post 7001359)
And finally to answer the last common question "Why does X work in 0.6.3 but not in 0.6.4 or 0.6.4 but not 0.6.5".. To put it bluntly, a lot of our code is crap. A lot of stuff was not properly planned out before being implemented, or it was implemented as a proof of concept and we thought 'Hey, people may like to see that in a release' even though it wasn't really ready. Pets and Charm is a perfect example of this poor code that needs desperate attention. Some of these things can be added back by just removing the comment blocks, but they will not stand very well and they will cause more headaches then they are worth :(

actually to be honest 0.6.3 was the only one I could not get a copy of, it was never mirrored :( thus when the official site went down I couldn't get it. If you have a copy that you would send me I would appreciate it. in fact any awesome stuff would be appreciated by all of us. (notes, tables, changelogs, I dont want any of your had work to go to waste)

Quote:

Originally Posted by RandomGuyFFXI (Post 7001359)
I hope this helps and like I said before if you have any questions please feel free to ask and I can try my best to answer.

P.S. Sorry if something does not make sense above, I'm writing this at 4:40 AM local time and I'm dead tired

Honestly it was exactly what I was hoping to hear. for the longest time I was afraid you guys were going to be mad.
I'm a huge fan of FFXI and the day I heard there was a FFXI server I was like Hell yes!
Thus I became a HUGE fan of PXI and your work!


My plans are ATM modularize all of the work that is complete, and then mix and match. Hopefully a solid release of all the good stuff you guys gave us by Christmas or sooner. (probably sooner?)

I also want to make more modular pieces so you can play straight FFXI as it is or a modified ver. with all sorts of crazy stuff

add in all exp levels up to the hard capped 255 w/ mana and hp (maybe extend? I think I have a trick to fix some of the glitches)

and of course make it so all players cannot run commands only GM's

I've started simplifying installation and made it a little easier to transport around

I also want to add in my own custom weapons and armor/ items how is this done? (in a way that can be implemented in PXI not through FFXI install directory)
Do I just directly link it or do I have to place it in the FFXI folder,nomatter what, add to tables etc etc?


I've got a couple more I'm thinking about but I have no idea how to implement them.

RandomGuyFFXI 09/30/2010 19:38

Quote:

Originally Posted by Tom_Neverwinter (Post 7024649)
actually to be honest 0.6.3 was the only one I could not get a copy of, it was never mirrored thus when the official site went down I couldn't get it. If you have a copy that you would send me I would appreciate it. in fact any awesome stuff would be appreciated by all of us. (notes, tables, changelogs, I dont want any of your had work to go to waste)

I'll have to dig around, I think I may have the latest SVN versions and probably the change logs the wiki I don't have any copies of but I believe there are some floating around somewhere

Quote:

Originally Posted by Tom_Neverwinter (Post 7024649)
I also want to add in my own custom weapons and armor/ items how is this done? (in a way that can be implemented in PXI not through FFXI install directory)
Do I just directly link it or do I have to place it in the FFXI folder,nomatter what, add to tables etc etc?

Any new items or changes to existing items that you want to be visible to the client must be done by dat file modifications. You can make an Onion sword Occasionally hit 2-16 times and give +50 to all stats by modifying the database and PXI code, but you will still see the original item description on the client.

That being said... you can add the augmented status to items to make *some* changes visible to the client, but I'm pretty sure we haven't implemented that feature and I do not remember the limitations of augmented items.


TL;DR -

New Custom Items will need to be added via DAT modifications

Modifications to Existing items you can add augmented status to make some changes visible to the client, but you will also have to research some packets that make this work.

altanaffxi 10/01/2010 20:22

RandomGuy, any chance you can explain/help figure out how to set the @ commands to the original "//" GMs use on the SE servers? And would it be possible to implement storing the GM flag on the SQL database?

I'd like to be able to manually toggle if somebody is a GM or not from the database, which will only then allow them to use the //commands. I have a copy of the GM manual, so I'd like to get those implemented on the server I'm working on.

---

I added the new DRK empyrean scythe. Finding the item ID and weapon mod IDs were easy in Pebbles and by going through the server's code, but there is one major struggle I have adding new items:

Model IDs. I can't seem to find an easier way to get monster/weapon/armor graphic model IDs besies cycling through numbers by guessing, then adding the item and equipping it to see if it's right. Is there an easier way? ModelViewer/AltanaView/Pebbles don't appear to provide relevant data to find the correct Model ID for graphical items.

RandomGuyFFXI 10/02/2010 08:24

4 Attachment(s)
Quote:

Originally Posted by altanaffxi (Post 7045721)
RandomGuy, any chance you can explain/help figure out how to set the @ commands to the original "//" GMs use on the SE servers? And would it be possible to implement storing the GM flag on the SQL database?

Unfortunately, when you type a //command in the client it does not send a packet to the server. This makes it very difficult to enable //<command>. I have not investigated this much, but I bet when Official Square-Enix GM's log in they probably have an additional flag in their client when it boots enabling the //<command> to send the appropriate packets to the server. I have not investigated this much, and this is just pure speculation on the matter.

Quote:

Originally Posted by altanaffxi (Post 7045721)
I'd like to be able to manually toggle if somebody is a GM or not from the database, which will only then allow them to use the //commands. I have a copy of the GM manual, so I'd like to get those implemented on the server I'm working on.

We have started the basic framework for enabling GM commands via the database but never finished. Going purely off of memory I believe Regiuz made this a class and called it something along the lines of commandHandler. You can register command with various privilege levels but I believe the problem is the user privilege level was never pulled down from the database. From a coding aspect I do not think this should be too hard to implement, its just another field that you have to load when the character logs in. That being said I haven't looked at the code in probably 8-9 months now.

Quote:

Originally Posted by altanaffxi (Post 7045721)
I added the new DRK empyrean scythe. Finding the item ID and weapon mod IDs were easy in Pebbles and by going through the server's code, but there is one major struggle I have adding new items:

Model IDs. I can't seem to find an easier way to get monster/weapon/armor graphic model IDs besies cycling through numbers by guessing, then adding the item and equipping it to see if it's right. Is there an easier way? ModelViewer/AltanaView/Pebbles don't appear to provide relevant data to find the correct Model ID for graphical items.

I think there may be an easier way but I personally was never very interested in finding these model values. I was always more interested in the coding the core server and implementing new features :D. Some of our contributors were outstanding at finding these values for us :)

TEAMWORK POWER!!!


**Edit**
Found 0.6.3 and SVNLogs, decided to share ;)

**Edit 2**
Found a database dump; I think it may have been for 1430 but can't remember If anyone wants to give it a shot I have attached it

thebartman 10/02/2010 23:57

I am really interested in playing FFXI, but I am having trouble setting all this stuff up. I followed the guide that was posted, but i keep getting the same error. I log in to my server in meteorXI, and it says 'Incoming Packets: 1", then it connects to the server,but then says "disconnecting!" and stops. I ran it as administrator,but it still won't work. Could somebody please help me with this.

Tom_Neverwinter 10/03/2010 04:49

New release
 
Ok I've done some more work this week.

I'm theorizing a whole mess of code for merits, and even added some of it! :)
I extended the skills and exp db tables. this may now show up when char lv is greater than 75?

I'm probably going to throw in everyones amazing changes and see what happens by Sunday night? (hopefully nothing goes bump in the night)

Now that I can see all the goodness that was 0.6.3 I can put in all sorts of new stuff!!! (which should work!) YAY!

P.S. what are we going to call this thing?
my vote is UG PXI (underground pxi)

heliosnyx 10/03/2010 05:15

Is there a list anywhere of the @commands and a list of the zones?

Sorry if this is posted in another thread, I couldn't find it.

joeis78 10/03/2010 06:50

Wow, awesome 0.6.3 is really cool! I'm working on Fields of Valor myself, right now you can take assignments and it recognizes when you kill a specified target but it's not counting them or recognizing completion.

Hopefully it'll be done soon for us to enjoy!

hyuaga 10/03/2010 19:00

hey Heliosnyx , download edited scripts from links on previus pages . There are @command list , @zone list , @additem list , and more !!!!

altanaffxi 10/03/2010 23:18

I can't seem to figure out how to get the GM flag to toggle on logging in by reading a value off the database. Any ideas? Also, would you know how to go about adding zone-lines to the database?

Since I'm not that sharpest tool when it comes to integrating C++ with SQL queries, I'll go back to working on... fixing LUAs, lol. :(

Codiddle 10/04/2010 17:13

lol altanaffxi :) fixing lua's is pretty impressive, as they do hold a lot of information that make the gameplay function properly. i vote for your idea tom since you're illustrating such a brilliant picture. no need for democracy, just do it!!! >:D

lionhart3001 10/04/2010 23:08

speaking of lua's if u wanna fix utsusemi:NI only giving you 3 shadows instead of 4 as NIN you can fix it by changing the file Copy_image.lua power values to 35 and 25, they are currently 3 and 2, it should look like this:

if (target:getMainJob() == 13) then
if (effect:getPower() == 25) then
shadows = 4;
elseif (effect:getPower() == 35) then
shadows = 5; --Logical progression.
end
end


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