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ATY Scripts/Dokümanlar/Inventory/Durability & Decay

Durability & Decay

Durability & Decay

Durability

An item defined with durability = true is created at 100 and wears down as it is used. The value rides on that unit's metadata, so two pistols in the same bag can be in different condition and the difference survives trading, storing and server restarts.

Only items that ask for it have a condition. Weapons ship with one; a phone, a lockpick or anything adopted from the framework does not, because an item that wears out is a rule about your server rather than a property of the object. Add one where you want it — durability = true here, the Condition switch on the admin panel's item screen, or SetDurability from your own resource.

weapon_pistol = {
    label      = 'Pistol',
    weight     = 1100,
    stack      = false,
    durability = true,
}

Set it directly when a resource needs to:

exports.aty_inventory:SetDurability(inv, slot, 62)

Spoilage

Food and medical items can carry an expiry. With Config.Decay.spoil on (the default), items with an expiry field (hours) age in real time. A spoiled item can still be used, but it applies its spoiled effect instead of its effect — the shipped food and drink then restore little and cost health.

Config.Decay = {
    spoil = true,
}

Decay is computed from timestamps, not ticked — an item in a stash nobody has opened for two days is exactly as old as one that was watched the whole time.

Water damage

A separate, small system: swimming wears items that carry a water value. Every tick milliseconds in the water, each one loses water × rate points of condition, times underwaterMultiplier when fully submerged. Only items with durability can lose any (the shipped firearms carry water = 2), and nothing is destroyed — a soaked item stays in the bag at 0.

Config.Decay.water = {
    enabled              = true,
    tick                 = 4000,
    rate                 = 1.0,
    underwaterMultiplier = 2.0,
}

Inspecting

invdecay <playerId|invId> [age <hours>] [soak <n>] [repair]

Prints each perishable's freshness and each water-sensitive item's condition, flags what has spoiled, and lists the ages inside a stack whose units were made at different times. age winds the clock forward, soak applies submerged water ticks and repair puts condition back to 100 — test tools, on real items.

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