[IMPLEMENTED] Decay=1 on things added through GM Menu

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Puck
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Decay=1 on things added through GM Menu

Post by Puck »

4.0g

I noticed a lot of thing which don't have a specific "decay=" tag in the dfns are being spawned into the world with decay=1, when being .added (updated: through the GM menu).

First things I noticed are decoration blood spatters/corpses, body parts and water throughs, just to name a few. As a little test, I added "decay=0" to all the bloodspatters, and it worked just fine.

Now I could just try to update the dfns accordingly, but I fear there are things I might screw up. Like lightsources for instance. Maybe it is intentional that some things don't have a decay tag, so they can't accidentially be set to nondecayable. Else I'd fix this on my own :(
Last edited by Puck on Sat Feb 06, 2010 3:44 am, edited 2 times in total.
giwo
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Post by giwo »

All decay=1 does is set the decayable flag. If you want an item to be garbage collected after a period of time (common items players interact with) then it should be decayable, if not, then it shouldn't.

I wouldn't attempt to apply too much logic to why something has a certain tag in the scripts.
Puck
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Post by Puck »

Alright, I had a closer look, and I think I found the bug:
.add 0x122a and you get a decorative blood spatter with decay=0.

add the same through the GM menu (first blood spatter in the list), and it decays. Wild guess: If item doesn't have a specific decay tag and you spawn it through the gm menu, its set to decay=1.

Even stuff like fences. Or walls :D

(edit; am I hallucinating or did I read this exact bugreport somewhere around here already? maybe even as "fixed"?)
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Xuri
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Post by Xuri »

Feature, not a bug =) By default all items placed with 'ADD 0x#### ("raw" items, no dfn settings apart from harditems.dfn) are set to non-decayable, while items from the menu (which are items from the DFN files) are set to decayable if they don't have a specific DECAY=0 dfn tag set.

I guess the morale is: When decorating/building stuff which you don't want to decay, add the items using the raw hex-id (looked up in UOFiddler/InsideUO, for instance). Or use 'NODECAY or 'SET DECAYABLE FALSE on the items you spawn from the menu :)

Edit: Or add DECAY=0 to all those menu items. That also works.
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Puck
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Post by Puck »

D'oh!
Edit: Or add DECAY=0 to all those menu items. That also works.

I'd love to, but won't I go crazy from confusion?

I suppose there is no way to get an ini setting that makes my gm menu behave differently, wink wink nudge nudge :P
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Post by Xuri »

My next CVS commit will give you not one, not two - but THREE new uox.ini settings to play with ;)
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Xuri
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Post by Xuri »

On CVS:

Code: Select all

	Added new UOX.INI settings:
		GLOBALITEMDECAY - Toggles on/off item decay on a global scale. Note that it does not remove the decay-status from items, it just 
						resets the decay-timer when it reaches 0
		SCRIPTITEMSDECAYABLE - Toggles whether DFN-items will decay by default or not. Can be overriden by DECAY tag in item-DFNs
		BASEITEMSDECAYABLE - Toggles whether base-items will decay by default or not. Can be overriden by DECAY tag in harditems.dfn
		ITEMDECAYINHOUSES - Toggles default decay of non-locked down items inside multis (houses and boats)
I guess this is more of a feature request than a bug - maybe I should move it to the feature request forum? Hm.
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Post by Puck »

:shock:

This is majorly awesome, yet again :D

Can't wait to tinker around with this!
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Post by warwick »

I want to set the decay time to be a bit longer, perhaps 3-4 times longer, it can be a bit anoying when ore for instance decays after a very short time.

How and where to do this in the scripts
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Post by Xuri »

You can tweak the decay-timers for stuff through the following UOX.INI setting:

DECAYTIMER=300

300 is the default value, and is the time in seconds it takes an item to decay on the ground.
-= Ho Eyo He Hum =-
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