here is a crazy attempt to make that in an event:
first disable normal attacks (=()
then instead of it make a skill that is the same as normal attack, it will take the hero's str/int/dex/you name it and using it and the monsters' defense it will randomize the damage.
something like:
damage = herostr - targetmonsterdefense
damage = rand(damage*2, damage) - note you'll probably need to make a new variable for damage *2 thing, it's been a while since I made events and I don't have rmxp currently.
then simply reduce the damage from the target's hp, it's possible, but I need rmxp to find the exact lines for that
now that you are done (and know how to use mage's int for better hits now) we can go to the actual system.
in our new skill, which btw costs 0mp to use just like the normal attack, and in every other skill you'll use add a common event, one for each character.
every time you use any it will reduce rand of 0-2 durability from the weapon.
if durability <= 0 then
-unequip weapon
-remove weapon from inventory
-add "broken weapon" item
later on, make a non player character that checks if the player got any of the broken items in their inventory and for a price replaces them with the weapons they once were, that's easy.
back to the complicated stuff we now want to actually check if we even got the same weapon all the time or do we just like breaking stuff.
a common parallel event solves this.
If equip1(you do that for EVERY equipment, isn't it hot?) is equipped to character(do that for every character, that's also fun) then
-equip1flag = on
else
-equip1flag = off
simple!
next we set durabilities
at the games' start set all dura variables to their amount, say 100.
equip1dura = 100
so on.
now you can either make an event that allows a main variable "dura" take the durability of each weapon every time it's switched and when a weapon goes off, it's dura will be set to the dura variable and dura will become the new weapon's dura.
or otherwise, make a common event linked to the durability loss in battle we talked about before, this common event will check the equipped weapon by checking which flag is on, then reduce durability from it and if 0 just break it, it will be a mass if you have many weapons and the biggest downside is that you must limit every weapon into becoming a unique, meaning each weapon can only be found or bought once during the entire game (or twice if you simply make a copy of it but then it's treated as a whole new weapon)
you do the same with armors only that this time instead of the heros' weapons losing dura the monsters will use skills and reduce their opponents armor dura.
YES IT'S COMPLICATED LIKE HELL
yes, I got lost in it while explaining
I tried to make it before, even with 3-4 weapons it was hell
BUT if you have the time, and have the will, you'll make something no script out there does, making your game unique.
I estimate it to work, and be fully debugged in a matter of 3 days per weapon * characters amount + armor * monsters amount~
If you need help with it, pm me any question and I'll do my best to answer.
using such a system will allow you to easily make 50% reduction of durability skills, fountains of repairing, so on so on, you name it.
Using the script you were offered will probably be a good idea if you lack the time or don't want to invest such amount of it in a game.
be warned: this is one of the hardest to make events and you can get lost in it very easily.
good luck and good hunting.