Reload - Reloading at runtime
This is a list of all the tables in the game, and what we can or cannot reload.
| Reloading OK | Notes |
|---|---|
| action_location | Use /window gm show, then click on Refresh. |
| character_skills | /killnpc reload |
| character_traits | /killnpc reload |
| characters | /killnpc reload |
| item_stats | /reload item <ID> |
| math_scripts | /reload mathscript |
| merchant_item_categories | /killnpc reload |
| npc_knowledge_areas | /killnpc reload |
| NPC direct Knowledge:
- npc_responses - npc_triggers |
/killnpc reload |
| sc_locations
sc_location_type |
Used for NPC roaming and walking AI
/reload locations to be checked if it reloads also sc_location_type |
| Not needed | Notes |
|---|---|
| accounts | player accounts |
| alliances | alliances between guilds. |
| movement | |
| npc_bad_text | list of all the keywords the NPC couldnt answer to |
| npc_hired_npcs | for players to hire NPCs |
| petitions | player asking help to GMs |
| player_spells | player known spells |
| Not yet reloading | Notes |
|---|---|
| armor_vs_weapons | This table contains the rules related to the damages inflicted by a specific weapon against a specific armor, it's quite important to be able to reload this info |
| character_creation and char_create* | all these tables are very important, and should be reloadable with the live server to allow changes to the background, history, events of the character creation. |
| command* | not high priority, but can be nice to have in the long run |
| hunt_locations | this table keeps track of the areas where new items are spawned, it's high priority |
| item_animations | low priority |
| item_categories | low priority as it changes very rarely |
| item_instances | important, will be good to be able to reload an item specifying its ID |
| loot_* | keeps the information of which items are found on each mob, high priority |
| natural_resources | his keep tracks of all the natural resources spawning in game, it's high priority |
| npc_disallowed_words | used to maintain quests, low priority |
| npc_spawn_ranges | Defines the area the NPC spawns into. low priority. |
| npc_spawn_rules | Defines the rule for spawning NPC, location, frequency, ... medium priority |
| npc_synonyms | related to npc dialogues. low priority |
| npc_trigger_groups | related to npc dialogues. low priority |
| NPC Knowledge areas:
- npc_responses - npc_triggers |
example "general", "religion", "enkidukai". |
| Pets:
- pet_abilities - pet_evo_abilities - pet_evolution |
Define how the pets evolve and their abilities. medium priority. |
| progression_events | very needed as most of the rules are defined here |
| quest_scripts
quests |
Used to be a server side console command. Which was calling
cacheManager->UnloadQuest(id) cacheManager->LoadQuest(id) very important, reload needed, at the moment it's partially working, only on simple cases. Complex quests crash the server |
| race_info | maintains information of base stats/skills of each race, their 3d meshes, ... low priority |
- - t
- -
- -
- -
- sc_locations - YES
- sc_npc_definitions - part of character reload for NPCs
- sc_waypoint* - YES /reload path
- sectors - very low priority, changes rarely
- security_levels - low priority, changes rarely
- skills - very low priority, changes rarely
- spell_glyphs - keep combinations of glyphs to create new spells. quite important, needed
- spells - keeps description and definition of spells. quite important, needed
- tips - low priority, but still useful
- trade* - keeps all the transformations and combinations of crafting. It's extremely important to enable faster implementation of crafting
- trainer_skills - needed, part of character reload for NPCs
- traits - needed, used for defining which traits are available
- tribes - needed, defines base base of a tribe, warning can have dependencies with npcclient