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#1 default XP - Weapon Condition
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mr_wiggles

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Weapon Condition
Version: 1.6
Author: Mr Wiggles
Date: May 25, 2010

Version History




  • (Version 1.6) 5/25/10 - Added new constants to allow more control of weapon strength.
  • (Version 1.4) 5/17/10 - Fixed bug when un-equipping, Made weapons condition effect the sell value, Made a Repair shop to pay for repairs.
  • (Version 1.0) 5/15/10 - Original Release


Planned Future Versions


  • (Version 2.0) Armor conditions, more compatible with other scripts.


Description


You know in fall out and oblivion where the more you use your weapon the more it gets damaged, soon you are un-able to use it at all with out repairing it or getting a new one. This script does just that.

Features


  • Change damage chance that will happen to the weapon in a percentage scale.
  • Item, Shop, Battle, Equip windows have been edited to show a mini health bar of the weapons condition
  • weapons of the same condition state are grouped together
  • (Version 1.4) Weapons condition effects its sell value
  • (Version 1.4) Repair shop to buy services to repair weapons
  • (Version 1.6) Can change the starting condition of weapons
  • (Version 1.6) Weapons can have individual strengths so that certain weapons deteriorate faster


Screenshots
Spoiler:

Equip Window:
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Item Window:
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Shop Window:
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Battle Window:
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Repair shop:
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Instructions

Just paste above main, bellow all the default scripts, change some stuff in the script header and follow its instructions.

script



Its in the demo.

Support



Post your questions / comments here.

Known Compatibility Issues

This script rewrites quite a few chunks of the Equip, Item, Battle, Shop Scenes so chances are that any script you have that changes those will not work.

Demo



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Author's Notes



You are free to take this script and edit it in any way you see fit, HOWEVER I still need to be credited as the original author some where.

Restrictions
Don't post this on any other forums with out my permission.
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#2 default Re: XP - Weapon Condition
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BluE

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YAY WIGGLES! NEED THIS FOR EVER!
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#3 default Re: XP - Weapon Condition
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MotionM

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Looks sweet. Congrats.
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#4 default Re: XP - Weapon Condition
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mr_wiggles

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Script was updated.

Thanks guys. Very Happy
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#5 default Re: XP - Weapon Condition
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G@MeF@Ce

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@wiggles - I finally had the chance to look at this and this is some killer code!
I seriously cant wait to see a version for XAS!

I can totally picture a fire sword that you have to recharge by dipping in lava
or a water staff that you have to dip in a magic lake!

I really think you are on to something very ground breaking for RMXP with this concept. Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven
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#6 default Re: XP - Weapon Condition
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mr_wiggles

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Thanks, im gonna keep at it, when ever i get the chance i will work on another update.
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#7 default Re: XP - Weapon Condition
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MotionM

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Do all the weapons have the same rate of breaking? If so, then you should change that, unless you'd rather us change the script around.
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#8 default Re: XP - Weapon Condition
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mr_wiggles

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like what do you mean, have certain weapons deteriorate faster?
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#9 default Re: XP - Weapon Condition
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Yeaaahhh.
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#10 default Re: XP - Weapon Condition
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mr_wiggles

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yea i can add that in, sounds like a cool idea, i already have another update ready, but its a small one so i was waiting to add more to it.

it will prob be something like this:

# when (weapon_id)
# return (weapon_strength)
def weapon_strength(weapon_id)
case weapon_id
when 1
return value
when 2
return value
else
return default_value
end
end
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#11 default Re: XP - Weapon Condition
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MotionM

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Other then that, it looks really good. Looking forward to the updates.

OT: (By the time you get this, you might've already answered it..) Did you get my PM's?
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#12 default Re: XP - Weapon Condition
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mr_wiggles

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[script was updated]
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