Project Zomboid

Project Zomboid

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Infinite weapons durability
   
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18 Dec, 2024 @ 5:23am
29 Jan @ 11:54am
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Infinite weapons durability

Description
Infinite weapons durability, by GhostLexly. fixed to B42

Original mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2747095819&searchtext=infinite+weapons

Workshop ID: 3386659539
Mod ID: InfWeapons
17 Comments
Tidurian 5 Mar @ 1:45pm 
if PrimaryItem:getCondition() ~= PrimaryItem:getConditionMax() or PrimaryItem:getHeadCondition() ~= PrimaryItem:getHeadConditionMax() or PrimaryItem:getSharpness() ~= PrimaryItem:getMaxSharpness() then

and

if SecondaryItem:getCondition() ~= SecondaryItem:getConditionMax() or SecondaryItem:getHeadCondition() ~= SecondaryItem:getHeadConditionMax() or SecondaryItem:getSharpness() ~= SecondaryItem:getMaxSharpness() then

those are one continous line. Steam breaks them into three lines.
Tidurian 5 Mar @ 1:38pm 
@Thrice should not matter but "every line below a IF "one tab in" every "end" one tab back. but yeah should not matter.
Thrice 5 Mar @ 1:37pm 
@Tildurian - Steam removed any formatting in that text you posted. Does that matter? Total lua noob.
Tidurian 10 Feb @ 12:00am 
Core.Main = function()
local player = getPlayer();
if player ~= null then
local PrimaryItem = player:getPrimaryHandItem();
local SecondaryItem = player:getSecondaryHandItem();
if PrimaryItem ~= nil then
if PrimaryItem:getCondition() ~= PrimaryItem:getConditionMax() or PrimaryItem:getHeadCondition() ~= PrimaryItem:getHeadConditionMax() or PrimaryItem:getSharpness() ~= PrimaryItem:getMaxSharpness() then
Core.DoRepair(PrimaryItem)
end
end
if SecondaryItem ~= nil then
if SecondaryItem:getCondition() ~= SecondaryItem:getConditionMax() or SecondaryItem:getHeadCondition() ~= SecondaryItem:getHeadConditionMax() or SecondaryItem:getSharpness() ~= SecondaryItem:getMaxSharpness() then
Core.DoRepair(SecondaryItem)
end
end
end
end
Tidurian 9 Feb @ 11:54pm 
Core.DoRepair = function(ItemToRepair)
-- sets the maximum conditions
ItemToRepair:setCondition(ItemToRepair:getConditionMax() )
ItemToRepair:setHeadCondition(ItemToRepair:getHeadConditionMax())
if ItemToRepair:hasSharpness() then ItemToRepair:applyMaxSharpness() end
end
Tidurian 9 Feb @ 11:54pm 
i went ahead and rewrote the entire "infiniteWeaponsDurability.lua" includes sharpness and also checks the secondary hand. also replaced reoccuring checks with local Variables. (should be better for performance)

will be a multipost since Steam dosnt allows me more then 1000 letters for comments....
Tidurian 9 Feb @ 11:37pm 
Feature suggestion b42 : Keep bladed items sharpened as well as repaired. i already know the function to use within your mod : just add in your "Core.DoRepair function" : "if ItemToRepair:hasSharpness() then ItemToRepair:applyMaxSharpness() end"
TimmyNeutron 22 Jan @ 3:14pm 
@Bryoda thank you so much kind sir your code works <3
TarLink 14 Jan @ 3:16am 
@Bryoda , thanks, I used your code and it works ! :steamthumbsup:
TarLink 11 Jan @ 5:02pm 
I confirm, the axe broke, but the handle is still there !