Reload - Reloading at runtime

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Revision as of 22:12, 1 February 2023 by Talad (talk | contribs) (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.

  • 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 allow changes to the background, history, events of the character creation.
  • character_skills - YES. /killnpc reload
  • character_traits - same as previous
  • characters - same as previous
  • 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 - medium 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
  • item_stats - YES /reload item <ID>
  • loot_* - keeps the information of which items are found on each mob, high priority
  • math_scripts: YES /reload mathscript
  • 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
  • natural_resources - this keep tracks of all the natural resources spawning in game, it's high priority
  • 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
  • progression_events - very needed as most of the rules are defined here
  • 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
  • sc_locations - YES /reload locations
  • 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