There is some strange stuff going on with this
Some things stop during a world save like MR HPR My Bard has 8 MR and 8 HPR and my mana and hit points do not regenerate during a world save which is fair
Other things do not stop during a world save like a nature's fury (there are more)
A nature's fury cast without a focus level and with 100 skill points in spell weaving lasts 30 seconds if it is not being attacked
If that same fury is cast and during it's 30 seconds there is a world save it will last 30 seconds less the world save time
Not really a big deal but if you just got off your 5th fury and a world save hits all that mana was wasted because those furies are not doing any damage but they just lost 13 to 14 seconds off their 30 seconds. And you didn't regen any mana to cast more
My timing is off but it doesn't matter because I cast the fury after the warning and before the save. The save was 13.7 seconds long my fury should have lasted another 13.7 seconds after the save.
The screen shot shows the warning coming at 10:08:55
The screen shot shows the world starting to save with my fury in play at 10:09:04
The fury was cast at 10:08: 57
The screen shot shows the world save was complete at 10:09:18 and it took 13.7 seconds
My screen shots show a 14 second difference
The screen shot shows that my fury disappeared/died at 10:09:27
It was cast 7 seconds before the save and lasted 9 seconds after the save
Working As Intended World Saves And Timers
World Saves And Timers
Last edited by Bama on September 30th, 2019, 7:20 pm, edited 1 time in total.
Gabba Gabba Hey!!!
哈哈哈
哈哈哈
Re: World Saves And Timers
Bards
I Provoke the 2 centaurs 4 seconds before a world save The world save hits and everything stops Except for the cool down timer on my next bard skill attempt
The save took 13.7 seconds and I was able to have another chance to provoke instead of waiting out the timer
I Provoke the 2 centaurs 4 seconds before a world save The world save hits and everything stops Except for the cool down timer on my next bard skill attempt
The save took 13.7 seconds and I was able to have another chance to provoke instead of waiting out the timer
Gabba Gabba Hey!!!
哈哈哈
哈哈哈
Re: World Saves And Timers
I'm inclined to say this is working as intended. Timers will not tick during a world save, but things like "you can perform another skill 10 seconds from now" are still affected. Making things last longer after a world save could be done (we actually already correct the Monster Dash stopwatches for it), but it would make a lot of the code somewhat awkward. Another mitigation could be retroactively regenerating 10 seconds worth of HP, mana and stamina upon world save end, but that might be awkward too (for example if you're in combat and you just got your target to low HP and mana).
Eos
UOGDemise - Administrator
Please do not PM me for general support.
If you are experiencing game issues please send a help request in-game.
Thank you for your continued support of UOG: Demise.
UOGDemise - Administrator
Please do not PM me for general support.
If you are experiencing game issues please send a help request in-game.
Thank you for your continued support of UOG: Demise.
Re: World Saves And Timers
easy, if you go destard and get you chased with 10 dragons and happend save time, when time start again all 10 dragons prepare you gift 10 fire breath during SAVE xDxDxD
they stop attack and move, but are able prepare spells skills
they stop attack and move, but are able prepare spells skills
Re: World Saves And Timers
I realize now the term "timer" may be a little technical. In RunUO (or programming in general), a timer is a piece of code that gets triggered/executed at specified intervals. For example, your mana regeneration is a timer that "ticks"/executes on a fixed interval and adds +1 mana every time it does. While the world is saving, timers are not "ticking"/executing.
Your skill delay, however, is not a timer. Instead, it's a data entry on your character that represents the "next time" you can do a skill. When you perform a skill, a point in the future is chosen based on the skill delay (like 10 seconds from now). While the world saves, this piece of data is not changed. It still represents the same point in time after the world save, which, after waiting for the world to save, has probably become a point in the past. As such, you can use a skill immediately.
There are advantages to coding things one way or the other, e.g. it making more logical sense to do so in a given context or it resulting in less complex code. Sadly, because they act differently during a world save, it leads to inconsistencies.
Eos
UOGDemise - Administrator
Please do not PM me for general support.
If you are experiencing game issues please send a help request in-game.
Thank you for your continued support of UOG: Demise.
UOGDemise - Administrator
Please do not PM me for general support.
If you are experiencing game issues please send a help request in-game.
Thank you for your continued support of UOG: Demise.
Re: World Saves And Timers
Thank you
So provoke 2 mobs just before a world save and once the save is done provoke 2 more
So provoke 2 mobs just before a world save and once the save is done provoke 2 more
Gabba Gabba Hey!!!
哈哈哈
哈哈哈