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House decay time
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<Derrick> RunUO AI is kind of a functional prototype, which i have hacked into something resembling OSI behavior, but only by complitcating everything
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Thanks so much. This is a great discovery.
I called setDecayTest(0) from a script and all items began decay. Previously all items were returning 255 as decay max, and decay count was not updating. Once decay was enabled, all items seem to save a decay max of 72, even piles. Initial guesstimation shows that the decayCount is increased by 6 each second, and the item is deleted when decayMax is reached. Currently it looks like items only last on the ground for a little over a minute.
All items on the ground in this picture decayed together a few moments after this screenshot.
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Is it possible that you used setDecayTest(1) instead of 0 Derrick? I ran the same test myself this morning and the information returned was nothing like the information your screenshots show.
Edit: I ran the test again and here's what I found for each setting:
When I ran the command on items in game with the decay test on, the decay rate for items advanced by 6 each time. For houses it advanced by only 1. I don't know what the relationship is or how it's calculated at this point, but there's the information. |
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The information in my screenshots is the display from the "decayinfo" script which can be attached to an item, and then that item can be used to target an item to get that item's serial, decay count, and decaymax. The Decay max returned from your script seems to be the same. Was the decaycount incrementing by about 6 per second?
I've tinkered with the spawner rates via the god client, so it's possible the server was running in "Fast" mode. I'll recheck this realtime increment interval at my earliest opportunity to see is it's effected by the spawner speed. Can you post the script for the command you are using above? Edit: OOps, yes, I did set it to (1). Thanks! |
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6 posts
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