Reload - Reloading at runtime: Difference between revisions

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Created page with " This is a list of all the tables in the game, and what we can or cannot reload. *accounts - Not needed. *action_location - YES Use /window gm show, then click on . *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 al..."
 
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This is a list of all the tables in the game, and what we can or cannot reload.
This is a list of all the tables in the game, and what we can or cannot reload.
*accounts - Not needed.
{| class="wikitable"
*action_location - YES Use /window gm show, then click on .
!Reloading OK
*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
!Notes
*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.
|-
*character_skills - YES. /killnpc reload
|action_location
*character_traits - same as previous
|Use /window gm show, then click on Refresh.
*characters - same as previous
|-
*command* - not high priority, but can be nice to have in the long run
|character_skills
*hunt_locations - this table keeps track of the areas where new items are spawned, it's high priority
|/killnpc reload
*item_animations - medium priority
|-
*item_categories - low priority as it changes very rarely
|character_traits
*item_instances - important, will be good to be able to reload an item specifying its ID
|/killnpc reload
*item_stats - YES /reload item <ID>
|-
*loot_* - keeps the information of which items are found on each mob, high priority
|characters
*math_scripts: YES /reload mathscript
|/killnpc reload
*merchant_item_categories related to character reload, should be tested on complex cases
|-
*movement - to be reviewed with the team and decide if we want it
|item_stats
*natural_resources - this keep tracks of all the natural resources spawning in game, it's high priority
|/reload item <ID>
*npc_disallowed_words - used to maintain quests, medium priority
|-
*npc_* (excluding the above 2 tables) - all related to dialogues, ka or specific knowlege, very important and some are linked to character reload, others not and should be separated
|math_scripts
*progression_events - very needed as most of the rules are defined here
|/reload mathscript
*quest_* - 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, ... medium priority
|merchant_item_categories
*sc_locations - YES /reload locations
|/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
|}
{| class="wikitable"
|+
!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
|}
{| class="wikitable"
!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_npc_definitions - part of character reload for NPCs
*sc_waypoint* - YES /reload path
*sc_waypoint* - YES /reload path
*sectors - very low priority, changes rarely
*sectors - very low priority, changes rarely
*security_levels - low priority, changes rarely
*security_levels - low priority, changes rarely
*skills - very low priority, changes rarely
* skills - very low priority, changes rarely
*spell_glyphs - keep combinations of glyphs to create new spells. quite important, needed
*spell_glyphs - keep combinations of glyphs to create new spells. quite important, needed
*spells - keeps description and definition of spells. quite important, needed
*spells - keeps description and definition of spells. quite important, needed

Revision as of 15:07, 29 September 2024


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