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 Entire forum ➜ MUSHclient ➜ General ➜ How do i reload the scripts of my mush client

How do i reload the scripts of my mush client

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Posted by Shawntan   (4 posts)  Bio
Date Tue 07 Jan 2003 10:23 AM (UTC)
Message
How do i reload the scripts of my mush client. FOr example, now i have abc.vbs loaded .... i wanna clear all the current scripts and reload def.vbs.... is there a way to do it by code ? or you have to manually go to the interface to click.
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Posted by Meerclar   USA  (733 posts)  Bio
Date Reply #1 on Tue 07 Jan 2003 04:35 PM (UTC)
Message
As far as I know, the only way to relopad a script is manually but Ive never actually tried to do it from within a script.

Meerclar - Lord of Cats
Coder, Builder, and Tormenter of Mortals
Stormbringer: Rebirth
storm-bringer.org:4500
www.storm-bringer.org
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Posted by Shadowfyr   USA  (1,788 posts)  Bio
Date Reply #2 on Tue 07 Jan 2003 07:55 PM (UTC)
Message
If I understand the question right... You want to have more than one script, but switch back and forth between them? You can't do that. The main world script is just that, 'the world script'. It is supposed to contain all subs, functions or other script code. The only execption to this rule is self contained plugins that have their own triggers, aliases, etc. and a linked script. Plugins can be loaded from the main script as well as disabled if you wish, but not removed.

Put simply, unless there is some specific reason that you can't take abc.vbs and def.vbs and combine them (like both using the same sub name or the like), you are better off placing all such things into a single file. If you specifically want or need to keep them seperate, then use a plugin instead, but remember that doing so you will have to edit the plugin itself to make changes to aliases, triggers or timers the plugin uses.
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Posted by Nick Gammon   Australia  (23,120 posts)  Bio   Forum Administrator
Date Reply #3 on Tue 07 Jan 2003 09:26 PM (UTC)
Message
There is no script interface to reload scripts (somehow that seems like bootstrap problem to me), however a while ago there was a post about doing your own "include" files. You could probably use that idea (load a file, execute the contents) to simulate reloading scripts.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Guest1   USA  (256 posts)
Date Reply #4 on Wed 08 Jan 2003 02:55 AM (UTC)

Amended on Wed 08 Jan 2003 03:10 AM (UTC) by Guest1

Message
I'm not 100% sure I get what you're wanting to do here either, but if I understand it right, you mean the ability to change your collection of subroutines that your open world script draws on? Shift+Ctrl+6 is the only place you can change that if I understand you correctly.. if this is what you meant, maybe combine your 2 collections of sub-routines into 1 single collection instead, and then create 2 complete groups of all your triggers and aliases on your world script (effectively doubling all your triggers and aliases you have now). One complete group of triggers and aliases when enabled would work off one 'set' of subroutines that are now contained within the newly created single sub-routine script, while the other complete group of triggers and aliases would draw off the the other 'set' of subroutines that are now contained within the newly created single sub-routine script, if that makes sense. You would then have a single alias that would toggle between one entire set of triggers & aliases or the other, hence ultimately achieving what you want, changing from one set of sub-routines to the other set on the script..

or maybe I completely misunderstood what you're trying to do..

*raises an eyebrow*
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Posted by Shawntan   (4 posts)  Bio
Date Reply #5 on Wed 08 Jan 2003 09:59 PM (UTC)
Message
THanks for the answers ... putting all in one script or using groups .. will causes the script for to grow larger and larger if i have many classes and characters... So thought there may be a way i could change my scripts somehow so that the scripts wont be messed up in one huge script. Debugging is easier too with separate scripts. ANyway thanks for the help.
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Posted by Flannel   USA  (1,230 posts)  Bio
Date Reply #6 on Fri 17 Jan 2003 09:21 PM (UTC)
Message
Any reason you couldnt just use plugins?

That is what they were designed for.

~Flannel

Messiah of Rose
Eternity's Trials.

Clones are people two.
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