Repair
Open the declared NPC's vendor option and repair automatically, independently of general auto-gossip/auto-repair settings. Skip when every durable equipped item reaches minDurability (default 90%). Show the REPAIR label in both panels.
- Value shape
- table
- Scope
- step
Technical descriptions are preserved in source English. Field names and Lua examples are unchanged.
Examples
Source example. Replace IDs and values for your route; this website does not execute Lua.
Repair = { npcID = 3331, minDurability = 90 }Documented parameters
| Documented parameters | Behavior & details | Value shape |
|---|---|---|
npcID | Shown in the source example; this does not establish a required field. | number |
minDurability | Shown in the source example; this does not establish a required field. | number |
Behavior & details
Forms shown in the documentation, not an exhaustive runtime schema. Constant runtime types are not inferred.
Action / Progression Options
An action waits for completion; a failed step condition skips the step. Use one main action per step.
Repair threshold
minDurability is a percentage from 0 to 100, inclusive. Each durable equipped item is checked; a damaged weapon cannot be hidden by healthy armor. No durable equipment skips the visit; unavailable or restricted durability data keeps it pending.
Repair guards
Only npcID may repair. Wait for an open repair merchant, affordable personal cost and condition eligibility. Combat and modifier overrides pause automation. Confirm completion from durability updates; previews never repair or create action state.
Main actions
Use separate SellItems and Repair steps with the same coordinates; only one main action per step.