You can put durability based items in armories and shops, but the downside is that every entry of that item will have the same price… until now!
(Don’t ask why Godot is there)
To make this work, put the PriceList folder inside NightmareModules.
In PriceListPointers.csv you can add any durability based item that you want to have variable prices.
In ShopDurability.event create the lists and fill them with the necessary info.
ALIGN 4
SkillScrollPriceList:
FILL 512
//Price List
SetPriceByDurability(SkillScrollPriceList,AdeptID,30000)
SetPriceByDurability(SkillScrollPriceList,AstraID,65000)
SetPriceByDurability(SkillScrollPriceList,DesperationID,65000)
SetPriceByDurability(SkillScrollPriceList,AegisID,30000)
SetPriceByDurability(SkillScrollPriceList,PaviseID,30000)
SetPriceByDurability(SkillScrollPriceList,MiracleID,30000)
SetPriceByDurability(SkillScrollPriceList,GreatShieldID,50000)
SetPriceByDurability(SkillScrollPriceList,ImpaleID,65000)
SetPriceByDurability(SkillScrollPriceList,DragonFangID,65000)
SetPriceByDurability(SkillScrollPriceList,SureShotID,40000)
SetPriceByDurability(SkillScrollPriceList,ColossusID,30000)
SetPriceByDurability(SkillScrollPriceList,VengeanceID,40000)
SetPriceByDurability(SkillScrollPriceList,IgnisID,65000)
SetPriceByDurability(SkillScrollPriceList,GlaciesID,65000)
SetPriceByDurability(SkillScrollPriceList,MoonbowID,30000)
SetPriceByDurability(SkillScrollPriceList,LunaID,50000)
SetPriceByDurability(SkillScrollPriceList,FlareID,50000)
SetPriceByDurability(SkillScrollPriceList,CoronaID,50000)
SetPriceByDurability(SkillScrollPriceList,SolID,40000)
And that’s it.
If you plan to put durability based items in the prep screen shop, make sure the final price won’t exceed the 65,535 (0xFFFF) limit, otherwise you’ll end up with a price lower than it actually should be.
I haven’t tested all possible escenarios, but I think this should work without any problems.