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XPMobius's Better Equip Page

BMM Archive · July 16, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Mobius's Better Equip Page
  • Original author: MobiusXVI
  • Original date: August 4, 2013
  • Source thread: https://forums.rpgmakerweb.com/threads/mobiuss-better-equip-page.16408/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS Scripts (RMXP)

Summary

Better Equip Page by MobiusXVI​ Release Notes

Archived First Post

Better Equip Page
by
MobiusXVI

Release Notes
Aug 2013 - v. 1.0 Initial Release
Aug 2021 - v. 2.0 Added Customization


Introduction

The default equip page in the menu only shows how an item will affect your attack and defense even though it is capable of providing other stat boosts. So what I wanted to do was change it to showcase more stats as well as highlight how the stats change.

Screenshot
screenshot.PNG

Quick Setup
  • Create a new project
  • Insert the script below the default scripts in the script editor (F11) but above "Main"
  • Download the example icons and import the icons into the Materials (F10)
  • Go!

Customizing Things
At the top of the script is a section marked "CUSTOMIZATION". You can edit this portion to change which elements and which states show up on the equip page. For each one, you'll put a list of the IDs that you want to show. All you need to do is open the Database editor (F9), and view your list of elements/states then enter the numbers listed next to the ones you want to show in the script.

Once you've selected which elements and states to show, you'll need to add icons for them in the Materials (F10). Each element/state needs four (4) icons. Two for attack; two for defense. Then within those pairs, you need an "enabled" and "disabled" icon. The four icons will also need to follow a particular naming scheme.

So lets walk through an example. Let's say I have the "Fire" element. Fire could be on a weapon as an attack bonus. Fire could be on an armor as a defensive bonus. The Fire attack bonus could be enabled/disabled for an actor depending on their loadout. The Fire defensive bonus could be enabled/disabled for an actor depending on their loadout. So I make four icons, and name them like such:

  • Fire-attack-enabled
  • Fire-attack-disabled
  • Fire-defense-enabled
  • Fire-defense-disabled
Now the script knows which icon to use for Fire given an actor's loadout. It's important to note that the spelling of Fire in the icon name must EXACTLY (case sensitive) match the name as it's written in the database.

Script

Get it here

Example Icons
Download them here

Advanced Options

Introduction
I tried to keep the script easy to use but that tradeoff means there's not a lot of flexibility. If you'd rather have more control, than you can use this advanced add-on. This will let you specify the location of each element/status icon individually. Thus you could have attack and defense elements next to each other on the same row rather than stacked vertically. Or you could intermingle elements and statuses.

Screenshot
1630778141639.png

How to use
At the top of the script is a section marked "CUSTOMIZATION". You can edit this portion to change which elements and which states show up on the equip page. For each element/state, you need to specify it's "type" and it's database ID. The type is one of four values:
ELEMENT_ATK, ELEMENT_DEF, STATUS_ATK, or STATUS_DEF. There are comments (ROW 1, ICON 1, etc) to help you with the placement. You can have up to 8 icons per row. You can delete unused icons if you don't want that many.

Script
Get it here

License
View the license here

Downloads / Referenced Files

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License / Terms Note

License View the license here

Creator Claims / Removal

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