Last Update: 2009.06.01
By: Yanfly Engine ReDux
Introduction
This is a rewrite of my former Extra Equipment Options script so if you have that one, discard it and use this one. This script provides equipment more flexibility and options.
BONUS STATS
By default, VX gave equipment a maximum stat increase of 500. For those who love insanely huge numbers or has a game that provides insanely huge numbers, equipment creation becomes a problem. The script allows you to bypass the maximum increase and also allows you to give equipment stat boosts to MaxHP, MaxMP, Hit, Eva, Cri, and Odds, which weren't originally available.
TRAITS
Some equipment traits were limited to just weapons or armours. Some weren't even available at all. Equipment traits will allow you give weapons and armour more traits than what was originally available for them such as autobattling and auto-states.
REQUIREMENTS
If you don't want equipment to be worn immediately right away, you can set certain requirements on them to be met first before allowing actors to wear them. Should at any time the actor fall below the requirements, the pieces of unwearable equipment will be purged.
CURSED ITEMS
Some items can now curse equipment slots. If a piece of equipment is cursed, the player cannot unequip it until the actor is purified or an event manually changes the equipment worn.
Screenshots

Script
Click here to view the main script.
Instructions
Since there's a couple of important features, I'll use screenshots to explain everything.
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The default database editor limits you by only allowing you to edit the four core stats and then hit or evasion depending on whether it's a piece of weapon or armour. On top of that, it limits you up to 500 stats maximum, which isn't enough for those who want to create an RPG using hugenormous numbers like Disgaea. This script allows you to bypass that limit in addition to letting you adjust stats for MaxHP, MaxMP, Hit, Eva, Cri, and Odds.
<bonus stat +x>
Input this tag into your equipment's notebox and it will raise the stat by x amount. Replace "stat" with maxhp, maxmp, atk, def, spi, agi, hit, eva, cri, or odds. Use "-" if you would like to have a negative decrease.
<bonus stat +x%>
Input this tag into your equipment's notebox and it will raise the stat by x percent. Replace "stat" with maxhp, maxmp, atk, def, spi, agi, hit, eva, cri, or odds. Use "-" if you would like to have a negative decrease. <bonus atk +5%> will increase atk by 5%.
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Equipment can now have extra traits. Before, weapons were limited to fast attack and dual attack. Armours were given prevent critical, half MP cost, double exp gain, and automatic HP recovery. These two never crossed traits before. However, neither of them had auto battle, super guard, or pharmacology. By giving the pieces of equipment bonus traits, the actors wearing them can attain those traits without restriction. In addition to traits, there are auto-states, states that are automatically applied to the actor once the piece of equipment is worn.
<bonus trait x> or <trait x>
This will allow you to give your actors specific traits when equipping a piece of equipment. Add more of the tag to have more traits. Traits are as follows:
* auto battle => Makes the actor automatically fight in battle
* super guard => Gives the actor more damage reduction when guarding
* pharmacology => Items used by the actor give double effect
* fast attack => Actor attacks faster in battle
* dual attack => Actor attacks twice in battle
* prevent cri => Actor cannot suffer critical hits
* half mp cost => Actor consumes half mp when casting skills
* double exp => Actor gains double exp in battle
* auto hp rec => Actor regenerates HP in battle
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For those who don't want players starting off and buying ultra uber weapons, you can impose requirements on them. Having more or less than a stat can restrict the actor from being able to wear the said piece of equipment. You may also set switches as requirements, too.
<require more stat x>
This will cause the piece of equipment to require more than x amount of stat before it can be worn. The "stat" can be replaced by maxhp, maxmp, atk, def, spi, agi, hit, eva, cri, or odds.
<require less stat x>
This will cause the piece of equipment to require less than x amount of stat before it can be worn. The "stat" can be replaced by maxhp, maxmp, atk, def, spi, agi, hit, eva, cri, or odds.
<require switch x> or <require switch x,x>
This will cause the piece of equipment to requires the switches x to be on before it can be worn. To require multiple switches, add more tags or use the x,x tag instead.
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There is also a cursed item property now, too. Equipping a cursed item will prevent that piece of equipment from being unequipped until the actor is purified (freed of all curses) or until an event manually takes off the cursed item. In the event that an actor is purified, the cursed piece of equipment stays on and the stats are usable. However, the actor is able to unequip it. Once the actor takes it off and puts it back on, the actor is cursed once more.
<cursed item>
When the actor equips this item, the equipment slot will become cursed until the item is unequipped through an event or a purifying item is used on the actor. Once purified, the cursed equipment will still be on the actor, still provide stat bonuses, but can be finally unequipped. Note that actors only become cursed when the player equips the item. If the item is equipped via event, it will not be cursed. You can also force curse a slot by using the following event script: $game_actors[1].set_cursed_slot(0)
<purify item>
NOTE: This is for usable items only. This will completely uncurse the target ally and any cursed equipment previously on the before-cursed ally can now be unequipped. Cursed equipment stat bonuses still remain. For those who would like to event script purification, it's $game_actors[1].purify_curses
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IF YOU ARE HAVING PROBLEMS WITH THESE SCRIPTS, REVIEW THE TROUBLESHOOTING PAGE FIRST!
Compatibility
- Works with KGC EquipExtension and Extended Equip Scene.
Please report any compatibility issues and I'll try my best to fix them.
Terms and Conditions
Just give credit where due.
Credits and Thanks
- A fixup for an old and buggy script. (ノ-_-)ノ ~┻━┻
Originally Found Here: Here
