RPG Maker VX Ace

Give weights to equipment features that will be considered when optimising equipment.

  • Trihan
  • 04/20/2015 10:35 PM
Equipment Performance Enhanced
Version: 1.01
Author: John Clifford AKA Trihan
Date: 21/04/2015

Version History

  • <Version 1.01> 2015.04.21 Fixed an issue with sparam weights for certain stats

  • <Version 1> 2015.04.20 Original Release

Planned Future Versions

  • <Version 1.1> Add commands and notetags to override performance weights on a per-item basis.

  • <Version 1.2> Add an optional flag for actors which will cause them to try optimising to compensate for weaknesses e.g. a character weak against fire will prioritise equipment with fire resistance.


The default behaviour of the equipment optimisation method for actors takes nothing but its parameter bonuses into account; this means you could have armour with 18 DEF that will be equipped over one with 17 DEF that quadruples your HP and reduces all damage to 0%. This script aims to change that by giving features a weight that will be considered when picking the "optimal" equipment.


  • Define weights for each feature you can set for a weapon or armour that will be taken into account when optimising equipment

  • Adapts to whatever states, skill types, skills, weapon types, armour types and elements you've set in the database, so you don't have to worry about keeping track of how many array elements are set in the config.

  • REDUCES the item's performance value if the feature is detrimental e.g. -10% HP or making you more susceptible to a state.

  • Override individual weight values easily in the config.

  • Optional config flag to prevent performance reduction when the feature has a negative effect; all features will add to the value, even bad ones.

  • Once it's configured everything else is done for you!


Take these two items of armour, for example (I've edited one to have worse overall stats, for illustration purposes)

Now logic would dictate that you'd rather be wearing a robe that reduces most elemental damage by 60%, even if it does have 1 less DEF. However, if you optimise your equipment in the default engine while holding these two...

But no more, my friends! Use my patented Equipment Performance Enhanced script and you too can achieve this!


Using this script couldn't be easier. In fact, if you're okay with 1 extra point per percentage or solid point of bonuses, and 10 points for additional skill types/skills etc, you don't even have to set anything up! The config is fully commented and explained, and it also tells you how you can override individual values for the arrays which are set up dynamically. If I made this any easier to use I'd have to charge for it.


  • Trihan


  • The readers of my Slip into Ruby series. I only noticed this while I was looking through Game_Actor for my next issue.

  • Sixth, for pointing out the sparam issue.


I'm a regular pretty much everywhere. Make a post asking about the script and I'll probably find it, but the main support sources are listed in the script comments.

Known Compatibility Issues

None known at present


I don't think this really needs a demo, it's pretty self-explanatory.

Author's Notes

This is the first proper utility script I've made in a while. I'm really proud of how well it turned out!

Terms of Use

Anyone can use this for anything. I'd appreciate credit, but feel free to go nuts.


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I think this topic is really interesting from a technical perspective. It reminds me of those "damage/defense/healing" values in Diablo 3.

From a game developers perspective, i would rather remove that "optimize"-button.
In a game with really simple items, like every item being a stat-stick, that optimize-function saves the trouble of doing boring decisions manually.

In a game with more interesting item choices, for example with items that give additional skills, the decision which item to equip is not that boring and even your improved optimize script may not be able to live up to what it promises.

In Diablo 3, comparing items give information on how much damage/defense/healing will change by using another item, but those values are only calculated using the basic stats and not special effects. Its still up to the player to decide whether it's worth to sacrifice raw power for something special.

I think for a simpler systems, the game would benefit from your script. Nice work.
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
I can see where you're coming from, but I would point out that all my script promises is that you can allow the various features available to equipment to be taken into account when you choose to use the built-in equipment optimisation feature. If you take it out, this script obviously isn't for you. I made it simply because it's patently ridiculous to be holding a shield with 15 DEF and 1 MDEF and one with 15 DEF that makes your attacks inflict poison, teaches you an entirely new skill category, doubles the gold you get from battles and increases your chance to hit by 20%, and have the optimisation process pick the first one.

This just gives designers more control over what's considered important when choosing the best equipment for a character.
I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.
Diablo 3 items are horribly designed, since all it ever boils down to is a single number. There are never any interesting choices when it comes to equipment in that game, and an optimize button would be welcome in it and be very suitable for it.
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