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Damage Limit & Break Damage Limit

I found this script on RPG RPG revolution. It allows you to set a damage limit, but how would i go about having the damage limit removed for actors using certain weapons? Similarly to Final Fantasy X, where the celestial weapons let you break the initial damage limit of 9999, but then have a new damage limit of 99,999.

This is the script

#============================================================================
#                            Limiting Damage 
#----------------------------------------------------------------------------
# Written by Synthesize
# Version 100
# October 1st, 2007
#============================================================================
# Compatibility:
# Rewrites:
#    Game_Battler::attack_effect
#    Game_Battler::skill_effect
#--------------------------------------------------------------------------
# Begin Customization Section
#--------------------------------------------------------------------------
module LimitDamage 
  Maximum_Damage = 9999
  Minimum_Damage = 1
  Maximum_SkillDamage = 9999
  Minimum_SkillDamage = 1
  # Change these values to your expected setting.
  # Note: By default minimum damage is 0.
end
#--------------------------------------------------------------------------
# End Customization Section
#--------------------------------------------------------------------------
# Begin Game_Battler Rewrite
#--------------------------------------------------------------------------
class Game_Battler
  def attack_effect(attacker)
  # Clear critical flag
    self.critical = false
    # First hit detection
    hit_result = (rand(100) < attacker.hit)
    # If hit occurs
    if hit_result == true
      # Calculate basic damage
      atk = [attacker.atk - self.pdef / 2, 0].max
      self.damage = atk * (20 + attacker.str) / 20
      # Element correction
      self.damage *= elements_correct(attacker.element_set)
      self.damage /= 100
      # If damage value is strictly positive
      if self.damage > 0
        # Critical correction
        if rand(100) < 4 * attacker.dex / self.agi
          self.damage *= 2
          self.critical = true
        end
        # Guard correction
        if self.guarding?
          self.damage /= 2
        end
      end
      # Dispersion
      if self.damage.abs > 0
        amp = [self.damage.abs * 15 / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      # Second hit detection
      eva = 8 * self.agi / attacker.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
    end
    # If hit occurs
    if hit_result == true
      # State Removed by Shock
      remove_states_shock
      # Substract damage from HP
      if self.damage < LimitDamage::Minimum_Damage
        self.damage = LimitDamage::Minimum_Damage
      elsif self.damage > LimitDamage::Maximum_Damage
        self.damage = LimitDamage::Maximum_Damage
      end
      self.hp -= self.damage
      # State change
      @state_changed = false
      states_plus(attacker.plus_state_set)
      states_minus(attacker.minus_state_set)
    # When missing
    else
      # Set damage to "Miss"
      self.damage = "Miss"
      # Clear critical flag
      self.critical = false
    end
    # End Method
    return true
  end
  #---------------------------------------------------------------------
  # Begin Skill Adjustment
  #---------------------------------------------------------------------
  def skill_effect(user, skill)
    # Clear critical flag
    self.critical = false
    # If skill scope is for ally with 1 or more HP, and your own HP = 0,
    # or skill scope is for ally with 0, and your own HP = 1 or more
    if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
      ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
      # End Method
      return false
    end
    # Clear effective flag
    effective = false
    # Set effective flag if common ID is effective
    effective |= skill.common_event_id > 0
    # First hit detection
    hit = skill.hit
    if skill.atk_f > 0
      hit *= user.hit / 100
    end
    hit_result = (rand(100) < hit)
    # Set effective flag if skill is uncertain
    effective |= hit < 100
    # If hit occurs
    if hit_result == true
      # Calculate power
      power = skill.power + user.atk * skill.atk_f / 100
      if power > 0
        power -= self.pdef * skill.pdef_f / 200
        power -= self.mdef * skill.mdef_f / 200
        power = [power, 0].max
      end
      # Calculate rate
      rate = 20
      rate += (user.str * skill.str_f / 100)
      rate += (user.dex * skill.dex_f / 100)
      rate += (user.agi * skill.agi_f / 100)
      rate += (user.int * skill.int_f / 100)
      # Calculate basic damage
      self.damage = power * rate / 20
      # Element correction
      self.damage *= elements_correct(skill.element_set)
      self.damage /= 100
      # If damage value is strictly positive
      if self.damage > 0
        # Guard correction
        if self.guarding?
          self.damage /= 2
        end
      end
      # Dispersion
      if skill.variance > 0 and self.damage.abs > 0
        amp = [self.damage.abs * skill.variance / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      # Second hit detection
      eva = 8 * self.agi / user.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
      # Set effective flag if skill is uncertain
      effective |= hit < 100
    end
    # If hit occurs
    if hit_result == true
      # If physical attack has power other than 0
      if skill.power != 0 and skill.atk_f > 0
        # State Removed by Shock
        remove_states_shock
        # Set to effective flag
        effective = true
      end
      # Substract damage from HP
      if self.damage < LimitDamage::Minimum_SkillDamage
        self.damage = LimitDamage::Minimum_SkillDamage
      elsif self.damage > LimitDamage::Maximum_SkillDamage
        self.damage = LimitDamage::Maximum_SkillDamage
      end
      last_hp = self.hp
      self.hp -= self.damage
      effective |= self.hp != last_hp
      # State change
      @state_changed = false
      effective |= states_plus(skill.plus_state_set)
      effective |= states_minus(skill.minus_state_set)
      # If power is 0
      if skill.power == 0
        # Set damage to an empty string
        self.damage = ""
        # If state is unchanged
        unless @state_changed
          # Set damage to "Miss"
          self.damage = "Miss"
        end
      end
    # If miss occurs
    else
      # Set damage to "Miss"
      self.damage = "Miss"
    end
    # If not in battle
    unless $game_temp.in_battle
      # Set damage to nil
      self.damage = nil
    end
    # End Method
    return effective
  end
end

#============================================================================
# Written by Synthesize
# Special Thanks: Peter for the request
#----------------------------------------------------------------------------
#                            Limiting Damage
#============================================================================

Anyone got any ideas?
 
1: Im pretty sure that to request modifications of existing scripts you would post here/
2: I have read the rules and they say nothing remotely similar to "Questions go in the RGSS Support Board". However if you want to be childish and pretend-play as moderators, it does say in the rules:

"If someone is violating these rules...
 
Do not say anything at all."
 

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