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reloadscript


Lemongrass

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So I just talked to Namine210(http://rathena.org/board/user/1399-namine210/).


She mentioned that she would like to have a parameterized @reloadscript command. She told me, she would like to be able to reload seperate core parts of the scripts, in particular the mob scripts.

 

I agree with her idea and want to take it even further!

 

What do you guys think of a parameterized version which features:


@reloadscript: reloads everything

@reloadscript custom: reloads custom files

@reloadscript guild: reloads guild files

@reloadscript job: reloads job files

@reloadscript mobs: reloads mob files

@reloadscript npc: reloads npc files

@reloadscript warp: reloads warp files

 

These optional parameters could be based on the conf files related to it. So since you are the users, what would you think of this feature?

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should of been from the start

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Sounds good

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Can you add mapflag also group.conf no reason to restart the whole server as well.

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this is amazing i was thinking bout it yesterday only, as its really a pain if you edit one script and have to unnecessarily reload all

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this is amazing i was thinking bout it yesterday only, as its really a pain if you edit one script and have to unnecessarily reload all

we have @loadnpc  / @unloadnpc / @unloadnpcfile

 

@topic

i dont think this is needed...

most of the users..who have edited alot files in the npc folder..i think just simply type @reloadscript and reload all ...else just restart server..

i believe that add @reloadscript with different optional parameters is not necessary... not really useful...

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+1

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Lemongrass, where exactly were you thinking to take the parameters from?

I could only come up with:

  • Read the import lines in the scripts_main.conf file, ignoring pre-re/re directories (?).
  • Make the command import scripts_<parameter>.conf, checking if the path exists and then loading both pre-re/re directories (if they exist).
  • Hardcode them (preferably not).

Or was there something else you had in mind?

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I would just read the corresponding conf file in the main directory or if it lies in re/pre re will be precompiled. All of the parameters I pointed out are basically names of conf files. It wouldnt work out for warps or monsters inside of other script files though

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@Emistry agreed... but the @loadnpc requires the entire path "npc\xxxx\xxx.txt"

Edited by kamikaze666
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and maybe

@reload mapflag or something for re-define a mapflag, atleast for using setbattleflag("pk_mode",1); it only change the flag value, but not turn map become flag.pvp..

so, setbattleflag("pk_mode",1) -> @reload mapflag

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I agree with Lemongrass even if it need a lot of work to adapt this.

 

Maybe it's another subject, another suggest but I take this opportunity to give my point of view :

When I was a scripter gm newbie (it's not about 40 years, I'm not so old even if I'm telling my story) it was hard to play with all the @reload command and I take a lot of time to find what command I must do to reload the file I want (it need some test to find the right @reload for some db files) => I think the reload commands are not clearly identified from the beginning.

 

I would prefer:

@reload <empty>

--> give help

--> give all reload command and the file it reloads (if need) like

-- itemdb : item_db, item_db2 etc..

-- skilldb : skill_db, etc..

 

 

and a space between @reload and the command (a submenu is more clear)

@reload script

@reload skilldb

etc..

Edited by Capuche
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This was partially implemented in r17326.  It can still be expanded so I will be leaving this open for further discussion.  Personally, I want a versatile way to unload mapflags, maybe something like @unloadflag pvp (removes PvP mapflag from all maps).

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I be all in for this only

if I can run the command

from an item script

or within npc script

of which I am unable to do so right now.

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