Let players mend worn gear at a smith, an anvil, or a wayside stone.

Repair & Durability

Equipment wears out. Every weapon, armour piece and tool with a Max Durability above 0 loses durability as it is used and as its wearer is hit, and a piece that reaches the broken threshold auto-unequips and grants nothing until it is mended. Repair is the other half of that loop — and it is the half players notice, because gear that can break with nowhere to fix it just feels like a bug.

The Repair window lists everything the player carries or wears that is damaged, prices each piece, and mends them one at a time or all at once.

Where to author it

There is nothing to switch on: durability and repair ship with the item model. What you author is where players can repair, and there are three routes.

RouteWhere you author itBest for
Blacksmith NPCDatabase → NPCs → the NPC's Roles, tick BlacksmithA town smith with a face and a name
Open Repair event commandThe zone editor's event command list → SceneOpen RepairAn anvil, a forge, a wayside grindstone — any prop with no NPC
Crafting stationPlace a crafting-station object in the zoneA workshop where repair comes free with the bench

A shop NPC counts as a repair station too, so a general store already lets players patch up.

How to set it up

A blacksmith NPC

1. Open Database → NPCs and pick or create the NPC. 2. Under Roles, tick Blacksmith. 3. Save, then Publish.

The NPC now offers "Repair my gear" in dialogue, which opens the Repair window. Standing next to them is what authorizes the repair, so walking away ends it.

An anvil or a forge with no NPC

1. In the zone editor, place the object players should interact with (an anvil, a forge, a grindstone). 2. Add an event on that tile and set its trigger — Action Button for "press to use", or Player Touch to fire on contact. 3. Add the command Scene → Open Repair. It takes no settings. 4. Save, then Publish.

Interacting with the prop now opens the Repair window and grants repair for five minutes, so the buttons in it actually work. That grant is the whole point of the command: an anvil is scenery, not a blacksmith, and without it every Repair click at one would answer "You must be near a repair station."

What a repair costs

The price of one piece is derived from how damaged it is and the item's tier — a ruined tier-5 greatsword costs far more than a scuffed tier-1 knife. It is charged in silver, taken from the player's purse at the moment they click.

Repair All spends cheapest first and stops when the purse runs out, so a thin wallet mends the most pieces it can rather than being swallowed by the single worst item. The window says so: "Enough for 3/7 — cheapest first."

The window's fields

What the player seesWhat it means
Worn gearEvery damaged piece in the bag and on the body, cheapest repair first
Durability barGreen → yellow → orange → red as the piece nears breaking
Per-item priceAmber when affordable, red when not
RepairMends that one piece
TotalWhat mending everything would cost, and what the player is carrying
Repair allWorks down the list until the silver runs out

Rename the window, its sections or any of its labels in the UI & HUD editor — it is the panel Repair, and every string is a vocabulary key (ui.repair.*), so "Repair" can be "Mend", "Temper" or another language. Hide or reorder its three sections (damaged list, total line, actions) there too.

Gotchas

  • The window opening is not permission. Opening Repair from a HUD button or from Show/Hide Menu → Repair does not grant anything — the player still has to be at a smith, a station, or inside an Open Repair grant. Only the Open Repair command grants.
  • The grant lasts five minutes and does not survive logout. Logging out at the anvil and back in across the map is not a portable smithy.
  • A conversation can't open it. Converting an event that uses Open Repair into an NPC conversation will refuse with a note pointing you at the Blacksmith role instead — that role opens the same window.
  • An item with Max Durability 0 never appears. It cannot wear out, so it cannot be repaired; the window filters it out rather than listing a piece with no price.
  • Publish after authoring. A new blacksmith role or a new event command reaches players only after a publish, and a managed server picks it up on its next roll.
  • Prices in the window are a preview. Every one is re-derived and re-checked on the server when the player actually clicks, so a stale window can never buy a cheap repair.