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ReviveRegen
Revives refill over time back to the number your run started with, using the game's own revive timer. Only the host needs it. Works with MoreWizards.
| Date uploaded | a day ago |
| Version | 1.0.0 |
| Download link | girthy_mods-ReviveRegen-1.0.0.zip |
| Downloads | 10 |
| Dependency string | girthy_mods-ReviveRegen-1.0.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.788README
ReviveRegen
In The Spell Brigade, when your team runs out of revives a timer slowly earns one back. ReviveRegen keeps that timer going until your revives are back to the number the run started with.
- Uses the game's own revive timer and progress ring. Nothing new to learn.
- Revives refill one at a time. Each one takes a little longer than the last, just like vanilla (configurable).
- The timer starts as soon as you drop below your starting revives, not only when you hit zero.
Multiplayer
- Only the host needs this mod. The host adds the revives, and the count syncs to everyone.
- Players who also have it see the progress ring while revives refill. Players without it still see the count go up.
- Works with MoreWizards, and refills to MoreWizards' adjusted revive pool for big parties.
Config
The ReviveRegen config file in BepInEx\config, or your mod manager's config editor.
| Setting | Default | What it does |
|---|---|---|
| Enabled | true | Refill to the starting number. Off = vanilla (only earns one back at zero) |
| SecondsPerRevive | 0 | Seconds to earn each revive back. 0 = the game's own timer |
| ExtraSecondsAfterEachRevive | 10 | Each revive earned back makes the next take this much longer (vanilla: 10). 0 = always the same |
| ExtraAboveStart | 0 | Let revives refill this many above the starting number |
CHANGELOG
1.1.3
- Everyone uses the host's settings. While you're in someone's game, this mod reads the host's config instead of yours, from the lobby on. Your own whether you see the refill timer stay yours. Your config file isn't changed, and your own values are back when you leave. If the host doesn't have the mod, it stays off for you in that game.
1.1.2
- The refill timer now sits to the right of the revive count. It used to sit under the count, behind the party level badge.
Changelog
1.1.1
- At 0 revives the refill timer stays hidden, so the game's own refill ring and "revive earned" animation show for 0 -> 1. The timer still shows for refills above 1.
1.1.0
- Taking damage makes revives come back sooner: each 1% of a player's max health lost takes 1 second off the timer (
DamageSpeedsUpRecharge,SecondsPerPercentHealthLost). - A refill timer under the revive counter ("+1 in 0:42", "+1 Revive!" when one arrives). The game's own ring only shows at 0 revives, so there was no sign revives were coming back. It flashes orange when damage speeds it up (
ShowRefillTimer). - Fix: when revives were set from outside (e.g. RunSaves restoring a run), a revive could come back instantly.
1.0.1
- Fix: revives never regenerated. Reading the game's pause state threw an error every frame (NullReferenceException in pauseStartTime), so the game's normal timer ran instead. The pause state is now read directly.
1.0.0
- First release: revives refill over time back to the starting number, using the game's own timer and progress ring.