
Weather
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Re: Weather
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 

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- Joined: Sun Jul 22, 2012 12:17 am
Re: Weather
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.
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.
Test Server: Hanekawa | Fantasy World: Naito
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
Re: Weather
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.
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.
Re: Weather
good work and I'll try to test this myself later on today
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- Posts: 707
- Joined: Sun Jul 22, 2012 12:11 am
Re: Weather
@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.
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- Developer
- Posts: 539
- Joined: Sun Jul 22, 2012 12:17 am
Re: Weather
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?
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?
Test Server: Hanekawa | Fantasy World: Naito
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
Re: Weather
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.
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.
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- Developer
- Posts: 539
- Joined: Sun Jul 22, 2012 12:17 am
Re: Weather
Trivial bug to report 
[Debug] UpdateWeather Finsihed

[Debug] UpdateWeather Finsihed
Test Server: Hanekawa | Fantasy World: Naito
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
Re: Weather
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.
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.
Re: Weather
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.