diff --git a/Hot-Reload-Methods.md b/Hot-Reload-Methods.md index 9f6d389..a61d413 100644 --- a/Hot-Reload-Methods.md +++ b/Hot-Reload-Methods.md @@ -14,13 +14,16 @@ This page explains how different assets on the server can be reloaded, what comm * In game command **#reloadstatic** - will reload doors from the [[doors]] table for the respective zone and instance - ### 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 +### Grids / Pathing Data + +* All grid data is loaded at zone boot-up and any new data is simply reloaded during a **#repop** + ### Ground Spawns * In game command **#reloadstatic** - will reload ground spawns from the [[ground_spawns]] table for the respective zone and instance @@ -43,6 +46,10 @@ This page explains how different assets on the server can be reloaded, what comm * 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 +### Logging + +* Server logging settings can be reloaded in game using **#logs reload_all** from the [[logsys_categories]] table - this takes affect server wide for all processes + ### NPC Emotes * 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 @@ -52,6 +59,10 @@ This page explains how different assets on the server can be reloaded, what comm * In game command **#reloadstatic** - will reload objects from the [[objects]] table for the respective zone and instance +### Pets + +* Pet data is live and usable the moment it is edited in the [[pets]] table and an [[npc_types]] entry was already created. Otherwise a **#repop** will be require to reload the npc_types data + ### Perl Event Exports * In game command **#reloadperlexportsettings** will reload all export settings from the [[perl_event_export_settings]] table and this will take affect for **all current running zones**