Loading Server Data¶
This page explains how different assets on the server are loaded and by what methods can they be refreshed and/or reloaded
AA Data¶
- #reload aa will reload Alternate Advancement data from the
aa_abilitytable globally
Alternate Currency Data¶
- #reload static will reload Alternate Currency data from the
alternate_currencytable globally - #reload alt_currencies will also reload Alternate Currency data from the
alternate_currencytable globally without reloading everything else that #reload static does
Base Data¶
- Base Data uses shared memory - you most likely aren't editing this
- Base Data is recommended to be ran from server boot-up for drastic changes, however editing existing data can be reloaded server-wide using #hotfix
Blocked Spells¶
- #reload blocked_spells will reload Blocked Spells data from the
blocked_spellstable globally
Commands¶
- #reload commands will reload Commands data from the
command_settingstable globally
Content Flags¶
- #reload content_flags will reload Content Flags data from the
content_flagstable globally
Doors¶
- #reload static will reload Doors data from the
doorstable globally - #reload doors will also reload Doors data from the
doorstable globally without reloading everything else that #reload static does
Factions¶
- Factions uses shared memory
- Factions can be hot reloaded in game using #hotfix - keep in mind that this uses shared memory files produced from shared_memory binary located in the ./shared folder
- New factions need a server reboot, existing factions can use #hotfix, you can use placeholder data to add new factions and safely reload like other shared memory data
Fishing and Foraging¶
- Fishing and Foraging data are live once entered into the database, no reloading is required
Grids and Pathing Data¶
- All grid data is loaded at zone boot-up and any new data is simply reloaded during a #repop
Ground Spawns¶
- #reload static will reload Ground Spawns data from the
ground_spawnstable globally - #reload ground_spawns will also reload Ground Spawns data from the
ground_spawnstable globally without reloading everything else that #reload static does
Horses¶
- Horse data is queried directly from the
horsestable on request of creating horse from Spell cast
Items¶
- Items uses shared memory
- Items can be hot reloaded in game using #hotfix - keep in mind that this uses shared memory files produced from shared_memory binary located in the ./shared folder
- Items in earlier clients such as Titanium show the change immediately, if you have inspected an item on a later client, then issued a #hotfix, the client caches these results so you will need to camp or zone to see the stat changes however any affects should take affect immediately
- Note: If you are going to build new items on your server on the fly, I recommend creating a big bank of blank or placeholder ID's in your table that you can use in the future. You can't hot reload the server with new items without creating issues after creating a new row entry
- Existing items can be safely edited without a server reload and using the #hotfix command. This takes affect for all zones immediately
Level EXP Mods¶
- #reload level_mods will reload Level Based Experience Modifiers data from the
level_exp_modstable globally - Note: Must be enabled with the
Zone:LevelBasedEXPModsrule to be used.
Logging¶
- #reload logs will reload Log Settings data from the
logsys_categoriestable globally - #logs reload will also reload Log Settings data from the
logsys_categoriestable globally
Loot¶
- Loot uses shared memory
- Loot can be hot reloaded in game using #hotfix - keep in mind that this uses shared memory files produced from shared_memory binary located in the ./shared folder
- Note: Loot assigned in a script/quest does not rely on the database system or to be reloaded from shared memory
Merchants¶
- #reload merchants will reload Merchants data from the
merchantlisttable globally. - Merchant data is loaded and cached the first time the request is made to a merchant if it wasn't already loaded on zone bootup
NPC Data¶
- #repop will reload NPC data from the
npc_typestable for your current zone
NPC Emotes¶
- #reload npc_emotes will reload NPC Emotes from the
npc_emotestable globally. - While emotes don't HAVE to be database driven (most custom servers will just use scripts) - there is an option to reload the database driven emotes
Objects¶
- #reload static will reload Objects data from the
objecttable globally - #reload objects will also reload Objects data from the
objecttable globally without reloading everything else that #reload static does
Info
Note that you will likely have to zone for your client to update.
Pets¶
- Pet data is live and usable the moment it is in the
petstable and annpc_typesentry is made. - Otherwise a #repop will be require to reload the NPC data from the
npc_typestable
Perl Event Exports¶
- #reload perl_export will reload Perl Event Export Settings data from the
perl_event_export_settingstable globally
Quests¶
- #reload quest or #reload quest 0 will reload all quest scripts for the zone you are in.
- #reload quest 1 will reload all quests for the zone you're in and stop quest timers.
- #reload world or #reload world 0 will reload Quests globally.
- #reload world 1 will reload Quests and repop globally
- #reload world 2 will reload Quests and forcefully repop globally
Reload Static Command¶
- #reload static reloads the following globally.
- Alternate Currencies
- Doors
- Objects
- Ground Spawns
- NPC Emotes
- Traps
- Veteran Rewards
- Zone Configurations
- Zone Points
Rules¶
- #reload rules will reload Rules data from the
rule_valuestable globally
Skill Caps¶
- Skill Caps uses shared memory (Class skills, caps etc.)
- Skill caps is recommended to be ran from server boot-up for drastic changes, however editing existing data can be reloaded server-wide using #hotfix
Spells¶
- Spells uses shared memory
- Spells can be hot reloaded in game using #hotfix - keep in mind that this uses shared memory files produced from shared_memory binary located in the ./shared folder
- Note: If you are going to build new spells on your server on the fly, I recommend creating a big bank of blank or placeholder ID's in your table that you can use in the future. You can't hot reload the server with new spells without creating issues after creating a new row entry.
- Existing spells can be safely edited without a server reload and using the #hotfix command. This takes affect for all zones immediately
Tasks¶
- #task reloadall or #reload tasks will reload Tasks data from the
taskstable and theactivitiestable globally - Note: If a character has a task that you are testing/building and you add new steps, the server will remove it from your task window
Titles¶
- #reload titles will reload Titles data from
titlestable globally
Tradeskills¶
- Tradeskills query the database directly and do not require reload to take affect
Traps¶
- #reload static will reload Traps data from the
trapstable globally - #reload traps 1 will also reload Traps globally without reloading everything else that #reload static does
Variables¶
- #reload variables will reload Variables data from the
variablestable globally
Veteran Rewards¶
- #reload static will reload Veteran Rewards data from the
veteran_reward_templatestable globally - #reload veteran_rewards will also reload Veteran Rewards data from the
veteran_reward_templatestable globally without reloading everything else that #reload static does
Zone Data¶
- #reload zone [Zone ID|Zone Short Name] will reload the Zone data from the
zonetable for your current zone. - #zheader [Zone Short Name] will also reload the Zone data from the
zonetable for your current zone.
Zone Points¶
- #reload static will reload Zone Points data from the
zone_pointstable globally - #reload zone_points will also reload Zone Points data globally without reloading everything else that #reload static does