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  1. I've looked around and I haven't found a script for this so I decided I might as well share since this is very use full to a new server that is starting up.Note: This may cause crashing. It has not cause one yet for me. But it does lag when you use it for a quick second. You must also ADD this to the original script.Go into your core folder->src->Server->scripts->Commands, and find cs_reload.cpp. class reload_commandscript : public CommandScript { public: reload_commandscript() : CommandScript("reload_commandscript") { } ChatCommand* GetCommands() const { static ChatCommand reloadAllCommandTable[] = { +{ "starter", SEC_ADMINISTRATOR, true, &HandleReloadAllStarterCommand, "", NULL }, static ChatCommand reloadCommandTable[] = { +{ "full_creaturetemplate", SEC_ADMINISTRATOR, true, &HandleReloadFullCreatureTemplateCommand, "", NULL }, +{ "item_template", SEC_ADMINISTRATOR, true, &HandleReloadItemTemplateCommand, "", NULL }, +static bool HandleReloadStarterCommand(ChatHandler* handler, const char* /*args*/) } HandleReloadItemTemplateCommand(handler, "a"); HandleReloadFullCreatureTemplateCommand(handler, "a"); return true; } + static bool HandleReloadItemTemplateCommand(ChatHandler* handler, const char* /*args*/) { sLog->outString("Reloading Item_template.."); sObjectMgr->LoadItemTemplates(); handler->SendGlobalGMSysMessage("Item_template has been reloaded!"); return true; } + static bool HandleReloadFullCreatureTemplateCommand(ChatHandler* handler, const char* /*args*/) { sLog->outString("Reloading Creature_template.."); sObjectMgr->LoadCreatureTemplates(); handler->SendGlobalGMSysMessage("Creature_template has been reloaded!"); return true; } }; void AddSC_reload_commandscript() { new reload_commandscript(); } Extra: When editing creature's/Items you must delete your cache before seeing the new stats. With the creature reload if you make a new creature you can immediately spawn it once reloaded.
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