Weather

bluekirby0
Developer
Posts: 707
Joined: Sun Jul 22, 2012 12:11 am

Re: Weather

Post by bluekirby0 » Sun Aug 05, 2012 11:40 am

Do you need some help getting elementals to spawn? I'm rather interested in getting this up and running soon so if you need some help let me know :D

PrBlahBlahtson
Developer
Posts: 539
Joined: Sun Jul 22, 2012 12:17 am

Re: Weather

Post by PrBlahBlahtson » Mon Aug 06, 2012 12:47 am

On @setweather,

It seems to change the visible weather for everyone in zone, until anyone moves or changes their current target (possibly any time a packet is sent?) If that was your goal, then all good. Not sure if that will interfere with spawn checks, though :)

Very exciting to see weather in FFXI again, though.

DeVeous
Posts: 40
Joined: Sun Jul 22, 2012 8:11 pm

Re: Weather

Post by DeVeous » Mon Aug 06, 2012 8:59 am

I've got the first part or elemental mob spawns working, but right now its just for standard weather updates, and I hadn't planned on spawning elemental mobs if the @setweather GM command is used. This will have to change if we decide to allow setweather to be used in lua scripting. I was thinking at the end of the Summoner Quest in Le Thiene it would be cool to be able to force the weather to 'Sun Shine'.

If that's the case then once the routine weather update handles the elemental mobs correctly I'll make @setweather more of a static update to the zone's weather instead of a testing utility.

Its Monday, so work is getting in the way of fun, but I hope to have a new patch this evening (CST) that will handle elemental mob spawning and de-spawning.

Once that's done hopefully I'll have a feel on what to do about @setweather.

THANK YOU SO MUCH !!!! for taking the time to test the patch.

cipherx
Developer
Posts: 26
Joined: Fri Aug 03, 2012 3:18 am

Re: Weather

Post by cipherx » Mon Aug 06, 2012 12:20 pm

good work and I'll try to test this myself later on today

bluekirby0
Developer
Posts: 707
Joined: Sun Jul 22, 2012 12:11 am

Re: Weather

Post by bluekirby0 » Mon Aug 06, 2012 1:09 pm

@setweather needs to be useful as a testing utility for quests that rely on weather effects and such. I can't think of a justification to actually use it in scripts though. Scholar "storm" spells target only individuals rather than an entire zone, so I wouldn't worry about making a "setWeather" that is usable in general scripting.

PrBlahBlahtson
Developer
Posts: 539
Joined: Sun Jul 22, 2012 12:17 am

Re: Weather

Post by PrBlahBlahtson » Mon Aug 06, 2012 1:19 pm

A question I had meant to ask, just out of curiosity. Is the weather table loaded into memory when the server starts, or will changes to the table have an impact without a restart?

Phrased differently, if I change a zone from 20% to 40%, will I have to restart the server, or will it read the new value the next time a weather change is possible?

DeVeous
Posts: 40
Joined: Sun Jul 22, 2012 8:11 pm

Re: Weather

Post by DeVeous » Mon Aug 06, 2012 2:35 pm

Changes to the table are dynamic, so without a game-server restart you could go into the table set zoneid 102 to have a value of 100 for rain and 0 for all others the next update will trigger rain guaranteed for Le Theine.

I made a php doc for updating the zone_weather table, its just a dropdown list of all the zones and an input field for each weather type, if anyone runs apache and would like a copy, let me know.

PrBlahBlahtson
Developer
Posts: 539
Joined: Sun Jul 22, 2012 12:17 am

Re: Weather

Post by PrBlahBlahtson » Mon Aug 06, 2012 5:35 pm

Trivial bug to report :)

[Debug] UpdateWeather Finsihed

DeVeous
Posts: 40
Joined: Sun Jul 22, 2012 8:11 pm

Re: Weather

Post by DeVeous » Tue Aug 07, 2012 8:26 am

Sorry for no patch last night. I got the logic added for spawning/despawning mobs during their weather type, but I ran into a few zones that took issue with the logic. I think I've got it figure out (I may have been grabbing IDs for null mobs) and will test that solution when I get home.

Also, I'e updated the @setweather for the GMs to force a hard weather change (which include spawning/despawning Elemental mobs) that will last until the next update runs. I've also corrected the spelling of finish :)

I also, went through the zone_weather.sql and removed all entries for zones that don't have any weather conditions (since table is dynamic zones can be added back if needed) and (can't believe I didn't do this in the first place) I've added a check to see if the existing weather is the same as the proposed weather, if so then no work is done for that zone.

Hope to have the new patch out this evening.

DeVeous
Posts: 40
Joined: Sun Jul 22, 2012 8:11 pm

Re: Weather

Post by DeVeous » Tue Aug 07, 2012 6:49 pm

I've added a new patch. Instead of doing a new post for each patch, I'll just keep the first post up to date.

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