Class RepairsObjects
Inheritance
RepairsObjects
Assembly: Assembly-CSharp.dll
Syntax
public class RepairsObjects : BaseEntityEffect, IEntityEffect, IMacroContextProvider
Fields
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EffectKey
Declaration
public static readonly string EffectKey
Field Value
Properties
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GroupName
Declaration
public override string GroupName { get; }
Property Value
Overrides
Methods
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GetEnchantmentSettings()
Declaration
public override EnchantmentSettings[] GetEnchantmentSettings()
Returns
Overrides
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MagicRound()
Testing classic yields the following results:
- Only equipped items will receive repairs, items just stored in inventory are not repaired.
- Repair will happen whether player is resting or just standing around while game time passes.
- Repair does not happen when player is fast travelling (possibly game balance reasons?).
The following assumptions have been made from observation:
- Items are repaired 1 hit point every 4 minutes. Takes around 8-9 hours for a Dwarven Dagger to go from "battered" to "new" in classic and DFU with this timing.
- Uncertain if not repairing during travel is intended or not - it doesn't seem to make sense for a passive enchantment that works all other times.
- Not doing anything around this right now so that repair ticks work consistently with other passive enchantment effects.
- Assuming only a single item is repaired per tick. Priority is based on equip order enumeration.
Declaration
public override void MagicRound()
Overrides
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SetProperties()
Declaration
public override void SetProperties()
Overrides
Implements