Durability and Repair for Game Creator 2


... A REAL REPAIR ECONOMY Repair fully or by an amount, for free, for money, for materials, or both. ... BONUSES THAT FADE AS GEAR WEARS (REQUIRES STATS MODULE OR VARIABLES) ... READY MADE UI


by Auxilium


Price History +

Give every item its own durability. Gear wears down, loses its bonuses as it ages, breaks at zero, and gets repaired with gold or materials. Built on GC2 Inventory, Stats optional.

REQUIRES Game Creator 2 Core and Inventory modules.


INCLUDES

  • Durability Profile (ScriptableObject): property IDs, starting values, optional currency repair cost.
  • Four instructions: Initialize Item Durability, Wear Item Durability, Repair Item Durability, Pick Up Durability Item.
  • Three conditions: Item Is Broken, Item Durability Low, Can Repair Item.
  • Selected Inventory Item Runtime Item selector for repair and UI actions.
  • Components: Durability UI, Durability Selected Cell Refresh, Durability Button Action, Dropped Item Link.
  • Profile inspector with a Check Against Item validator.

🛠️ DURABILITY AND REPAIR FOR GAME CREATOR 2


Items that have a lifespan. Every GC2 Inventory item can now carry its own condition that drops as it is used, warns when it runs low, breaks at zero, and comes back to life at the repair bench. It needs only Game Creator 2 Core and Inventory. No Shooter, Melee, or FishNet package required, and GC2 Stats is optional.


This is use based wear and repair: gear wears down because you swing it, shoot it, and use it, and you pay to fix it. Not a time based spoilage timer.


The clever part is that durability lives on the individual Runtime Item as two ordinary numeric Inventory Properties. Two copies of the same sword each remember their own condition, it survives saving and loading, and nothing is faked. It is pure Game Creator 2 under the hood, so it fits straight into the systems you already use.



⚒️ PER ITEM CONDITION, DONE RIGHT


A shared Durability Profile points at two Properties on the item (current and maximum). Initialize them when the item is created, subtract from them when it is used, and restore them when it is repaired. Each instance tracks its own wear, so a battered sword and a pristine one never share a number.



🔨 WEAR, WARN AND BREAK


Call Wear Item Durability from an item's On Use or from a combat hit or shoot event. Then react with conditions: Item Is Broken (durability hit zero) and Item Durability Low (below a fraction of maximum) for warnings, effects, or blocking use. Block a broken weapon from being used, equipped, or fired by adding the inverse condition to Can Use, Can Equip, or Can Shoot.



🔧 A REAL REPAIR ECONOMY


Repair fully or by an amount, for free, for money, for materials, or both. Set a GC2 Inventory Currency with a base cost and a per point cost, and add Repair Materials like 2 Iron Ingots that are consumed from the bag. Repairs are charged exactly and all or nothing, so a short bag changes nothing. Use Can Repair Item to light up a repair button, and a non mutating repair quote to preview the price in custom shop UI.



💪 BONUSES THAT FADE AS GEAR WEARS (REQUIRES STATS MODULE OR VARIABLES)


A battered sword should hit softer than a fresh one. Give an item Condition Scaled Bonuses, like +5 Strength at full condition, and the bonus shrinks as the item wears, shaped by a curve you control, and drops to zero when it breaks. Equipped Durability Bonuses totals every equipped item into GC2 variables, and if you own GC2 Stats, the Optional Stats Bonus Bridge turns that total into a live Stat modifier automatically.



📦 DROP AND PICK UP WITHOUT LOSING WEAR


Drop a worn item and pick it up again and it keeps its exact condition, instead of coming back fresh. One small link component on the world prefab plus the Pick Up Durability Item action handle it. Scene placed pickups still create new items as usual.



📊 READY MADE UI


Durability UI gives you a live fill bar, a current and maximum label, and a repair cost preview that can show raw units or coin denominations. It follows the selected inventory cell automatically. A selected cell refresh component keeps GC2's own built in Property rows up to date, and a no argument Button bridge wires a repair button cleanly.



🧠 FULL VISUAL SCRIPTING


Four instructions, three conditions, and a Selected Inventory Item selector, all under Auxilium / Durability and Repair, plus a one click profile checker that verifies your item is set up correctly, and a welcome window that checks your Game Creator 2 modules and example packages are installed.



📘 WHAT IS INCLUDED


  • Durability Profile asset with starting condition, currency and material repair costs, and condition scaled bonuses
  • Instructions: Initialize, Wear, Repair, and Pick Up Durability Item
  • Conditions: Item Is Broken, Item Durability Low, Can Repair Item
  • Durability UI with fill bar, labels and repair cost preview
  • Equipped Durability Bonuses plus an Optional Stats Bonus Bridge
  • Dropped Item Link and a linked pickup for preserving wear
  • Selected Cell Refresh and a no argument Button bridge