you should create a new kind of boomerang- destroyed when it hits the floor. to do this, make a copy of the boomerang.dat and see this?
<bmp_begin>
file(0-99): sprite\sys\weapon9.bmp w: 48 h: 48 row: 10 col: 10
weapon_hp: 200
weapon_drop_hurt: 35
weapon_hit_sound: data\027.wav
weapon_drop_sound: data\027.wav
weapon_broken_sound: data\027.wav
<bmp_end>
that in bold is our 'subject'
all right weapon_hp: 200...thats the weapon's hp. lets change that to something massive
try 2000?
ok weapon_drop_hurt
here's the reason why i told you to change weapon_hp to 2000... it's how much damage the weapon takes hitting the floor-so it breaks(for sure!) upon hitting the floor, put something more massive than 2000, say 2001+++
. that way you can put this as your normal attack like rudolf and henry (if you want to of course) and reduce mp cost, but better reduce this:
<weapon_strength_list>
entry: 1 normal
dvx: 2 fall: 40 vrest: 10 bdefend: 16
injury: 45 effect: 1
entry: 2 jump
dvx: 7 fall: 70 vrest: 10 bdefend: 16
injury: 45 effect: 1
entry: 3 run
dvx: 10 fall: 70 vrest: 10 bdefend: 16
injury: 55 effect: 1
entry: 4 dash
dvx: 12 fall: 70 vrest: 20 bdefend: 60
injury: 55 effect: 1
<weapon_strength_list_end>
that in bold there's the injury value, it determines how much damage the opponent takes, cause it's a normal attack, you don't want it to be too high or the character will be overpowered.
final note: make some sort of super boomerang, similar to henry's super arrow if you can (get the help of a spriter if you have to). hope i helped! xD if you know most of this already then just ignore me.
btw, that boomerang, save it as weapon12.dat, make the oid in the data.txt 230 so it won't appear as a normal weapon from the sky and oid in the character the same.