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[SOLVED] Cursed (not-removable) amulet in VX

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Cursed Equipment
8/23/10



Summary
I was searching for a way to disable the possibility to equip an item... The problem is: I need an amulet on Actor 1, which he cannot unequip for any reason. I gave it to him with the starting equipment, but now I need a way to "lock" it. Plus, I need to remove it later in the game (though I'm pretty sure an event can handle this, depending on the script...).

Features Desired
  • Possibility to make a certain item "cursed" = not removable
  • A notetag configuration could be nice

Mockups
Nothing here, really, I was thinking of a message if you try to unequip it, but best to keep it simple. A sound effect may be in order, though.

Games its been in
  • Dragon Quest VIII (and many others, but I think it's clear enough what I have in mind anyway)



Did you search?
Yes

Where did you search?
I tried searching for similar scripts, including in the Script Library, but it seems that the only one available is for XP. I found a VX version disabled because of credit lack or something, which I cannot find anywhere else (mirrored or such).
I tried to modify the Equip modules in the script with a Conditional Branch, but I don't know how to stop the operation without having the world collapse on me.
I tried eventing it, but I'd prefer not to, mainly because I have many events on my maps already and making an autorun event that changes the equipment would be rather... odd. Especially considering that I don't want an amulet that always come back, but rather one that never leaves.

What did you search for?
  • cursed equipment
  • unremovable equipment
  • lock equipment

ADDITIONAL INFORMATION:
I am using KGC_EquipAddSection script (with EP disabled) to include ammunition slot, legs slot and an additional accessory, so for the Actor in question his equipment slots look like "Weapon, Weapon, Head, Body, Legs, Accessory, Accessory".


This shouldn't require much work, I hope... Especially if someone has some similar material already done (quite probable) or even a direct link to a good script. So, I hope somebody will help me.  ;D
Even just a quick and dirty advice on how to edit an existing module would be welcome!
« Last Edit: August 25, 2010, 07:06:50 AM by The Mormegil »

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Edited the post to look like other script requests. :)

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2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
Can you include a link to the KGC script you're using? It will likely make a difference.

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Ehm... No, I can't find it anymore, but I can post it here.
Code: [Select]
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/   ?                Skill CP System - KGC_SkillCPSystem               ? VX ?
#_/   ?                      Last Update: 2008/09/06                          ?
#_/   ?            Translated and Extended Updates by Mr. Anonymous           ?
#_/   ? KGC Site:                                                             ?
#_/   ? http://f44.aaa.livedoor.jp/~ytomy/                                    ?
#_/   ? Translator's Blog:                                                    ?
#_/   ? http://mraprojects.wordpress.com                                      ?
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/         This script has two functions equipment-related functions.
#_/   The first function is the ability to create moire 'slots' for equipment,
#_/  such as separating Boots and Gauntlets from mere 'accessories'.
#_/  It is possible to also create additional equipment slots. See the customize
#_/  block for more details.
#_/ 
#_/   The second function is an "EP" (Equipment Point) System, which allows you
#_/  to designate how many 'points' an item costs to successfully equip. A
#_/  character's total EP expenditure is increased upon leveling up.
#_/  This introduces more strategy-oriented character customization.
#_/----------------------------------------------------------------------------
#_/                        ? Instructions For Usage ?
#_/  To make use of these functions, you must insert the tag into the desired
#_/   item's "Notes" box located in the Armor tab of the database. For example,
#_/   you want the Leather Boots to be bound to the "Legs" slot and cost
#_/   2 EP to equip. Insert <equipkind Legs>, press enter, then add <EP 2>
#_/ 
#_/                                ? Tags ?
#_/  <equipkind EquipType>
#_/   Where EquipType = The name of the type of equipment. See EXTRA_EQUIP_KIND
#_/                                                        below.
#_/  <EP Amount>
#_/   Where Amount = The desired amount of EP the item requires to equip.
#_/
#_/
#_/                           ? Script Commands ?
#_/  These commands are used in "Script" function in the third page of event
#_/   commands under "Advanced".
#_/
#_/  * set_actor_equip_type(ActorID, [EquipType])
#_/     Allows you to manually specify an actor's equipment slots. a
#_/      Ex. set_actor_equip_type(2, [0, 2, 3, 3, 3])
#_/      If "nil"(without quotations) is appointed to EquipType, the default
#_/      EQUIP_TYPE (see below) is used. Trust me, it's useful!
#_/
#_/  * change_actor_equipment(ActorID, equipslot_index, ItemID)
#_/     Allows you to change the equipment of a specified actor.
#_/      equipslot_index works by finding the equipment slot number, which is
#_/      different from EQUIP_TYPE. Setting ItemID to 0 will remove the item.
#_/                   With the default setup, we see:
#_/      0=Weapon 1=Shield 2=Headgear 3=Armor 4=Accessory 5=Legs 6=Arms
#_/
#_/                         So, for an example:
#_/                  change_actor_equipment(1, 3, 15)
#_/ Would change Ralph's(Actor01 in the database) armor to Chainmail(By default)
#_/                                           
#_/     
#_/============================================================================
#_/ Installation: This script must be inserted below KCG_ExtendedEquipScene
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#=============================================================================#
#                           ? Customization ?                                 #
#=============================================================================#

module KGC
  module EquipExtension
  #           ? Extended Equipment Classification Names ?
  #  You may designate the names of additional equipment slots here.
  #   Each time you designate a new equipment slot, it is assigned a number.
  #   The first four equipment types (Shield, Helmet, Armor, and Accessory) are
  #   given as 1, 2, 3, 4, respectively. Then the values below are assigned in
  #   order. By default "Legs" and "Arms" would be 4 and 5. It is possible
  #   to add additional slots.
  #  Example: EXTRA_EQUIP_KIND = ["Legs", "Arms", "Skill Book"]
  EXTRA_EQUIP_KIND = ["Legs", "Ammunition"]

  #                     ? Equipment Placement ?
  #  This allows you to arrange the equip slots as you see fit on the equipment
  #   menu. Note the order listed below.
  #                  ** Equipment Classification Summary **
  # 0.Shield  1.Headgear  2.Armor  3.Accessory  4. "Legs"  5."Arms"
  #  Note that these can be changed as desired. By default, we've enabled two
  #   accessory slots at the end, instead of one. If you plan on adding extra
  #   equip slots, the category's cooresponding number must be inserted in the
  #   brackets [] below.
  EQUIP_TYPE = [0, 1, 2, 4, 3, 3]
  end
end

#=============================================================================#
#                          ? End Customization ?                              #
#=============================================================================#

#=================================================#
#                    IMPORT                       #
#=================================================#

$imported = {} if $imported == nil
$imported["EquipExtension"] = true

#=================================================#

module KGC::EquipExtension
  # Unless the EP system is used...

#==============================================================================
# ? KGC::EquipExtension::Regexp
#==============================================================================
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
#                          Note Field Tag Strings                             #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
#  Whatever word(s) are after the separator ( | ) in the following lines are
#   what are used to determine what is searched for in the "Note" section of
#   an item or armor.

  #  Regular expressions defined
  module Regexp
    # Base Item Module
    module BaseItem
      #  Item Type Tag String
      # Special note: I cannot get this tag to work right. If anyone knows how
      # this works or if it's bugged, please let me know.
      EQUIP_TYPE = /<(?:EQUIP_TYPE|equiptype)\s*(\d+(?:\s*,\s*\d+)*)>/
    end

    #  Base Armor Module
    module Armor
      #  Armor Type Tag String
      EQUIP_KIND = /<(?:EQUIP_KIND|equipkind)\s*(.+)>/i
    end
   
  end
end

#=================================================#

#==============================================================================
# ? KGC::Commands
#==============================================================================

module KGC
module Commands
  module_function
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  def restore_equip
    (1...$data_actors.size).each { |i|
      actor = $game_actors[i]
      actor.restore_equip
    }
  end
  #--------------------------------------------------------------------------
  # ? ?????????????
  #     actor_id   : ???? ID
  #     equip_type : ?????
  #--------------------------------------------------------------------------
  def set_actor_equip_type(actor_id, equip_type = nil)
    actor = $game_actors[actor_id]
    return if actor == nil
    actor.equip_type = equip_type
  end
  #--------------------------------------------------------------------------
  # ? ??????????
  #     actor_id   : ???? ID
  #     index      : ???? (0?)
  #     item_id    : ?? or ?? ID (0 ???)
  #--------------------------------------------------------------------------
  def change_actor_equipment(actor_id, index, item_id)
    actor = $game_actors[actor_id]
    return if actor == nil
      actor.change_equip_by_id(index, item_id)
    end
  end

end

class Game_Interpreter
  include KGC::Commands
end

#=================================================#

#==============================================================================
# ? Vocab
#==============================================================================

module Vocab
  # ?????
  def self.extra_armor(index)
    return KGC::EquipExtension::EXTRA_EQUIP_KIND[index]
  end
end

#=================================================#

#==============================================================================
# ? RPG::BaseItem
#==============================================================================

class RPG::BaseItem
  #--------------------------------------------------------------------------
  # ? ?????????????
  #--------------------------------------------------------------------------
  def create_equip_extension_cache
    @__equip_type = []

    self.note.split(/[\r\n]+/).each { |line|
      case line
      when KGC::EquipExtension::Regexp::BaseItem::EQUIP_TYPE
        # ?????
        @__equip_type = []
        $1.scan(/\d+/) { |num|
          @__equip_type << num.to_i
        }
      end
    }

    # EP ???????????? EP = 0
  end
  #--------------------------------------------------------------------------
  # ? ?? EP
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def equip_type
    create_equip_extension_cache if @__equip_type == nil
    return @__equip_type
  end
end

#=================================================#

#==============================================================================
# ? RPG::Armor
#==============================================================================

class RPG::Armor < RPG::BaseItem
  #--------------------------------------------------------------------------
  # ? ?????????????
  #--------------------------------------------------------------------------
  def create_equip_extension_cache
    super
    @__kind = -1

    self.note.split(/[\r\n]+/).each { |line|
      if line =~ KGC::EquipExtension::Regexp::Armor::EQUIP_KIND
        # ????
        e_index = KGC::EquipExtension::EXTRA_EQUIP_KIND.index($1)
        next if e_index == nil
        @__kind = e_index + 4
      end
    }
  end

unless $@
  #--------------------------------------------------------------------------
  # ? ??
  #--------------------------------------------------------------------------
  alias kind_KGC_EquipExtension kind
  def kind
    create_equip_extension_cache if @__kind == nil
    return (@__kind == -1 ? kind_KGC_EquipExtension : @__kind)
  end
end

end

#=================================================#

#==============================================================================
# ? Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_writer   :equip_type               # ?????
  #--------------------------------------------------------------------------
  # ? ??????
  #     actor_id : ???? ID
  #--------------------------------------------------------------------------
  alias setup_KGC_EquipExtension setup
  def setup(actor_id)
    actor = $data_actors[actor_id]
    @extra_armor_id = []

    setup_KGC_EquipExtension(actor_id)

    restore_equip
  end
  #--------------------------------------------------------------------------
  # ? MaxEP ??
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  # ? EP ??
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  # ? EP ????
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def equip_type
    if @equip_type.is_a?(Array)
      return @equip_type
    else
      return KGC::EquipExtension::EQUIP_TYPE
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def armor_number
    return equip_type.size
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def extra_armor_number
    return [armor_number - 4, 0].max
  end
  #--------------------------------------------------------------------------
  # ? ?? ID ??????
  #--------------------------------------------------------------------------
  def extra_armor_id
    @extra_armor_id = [] if @extra_armor_id == nil
    return @extra_armor_id
  end
  #--------------------------------------------------------------------------
  # ? ?????????????

 
  #--------------------------------------------------------------------------
  alias armors_KGC_EquipExtension armors
  def armors
    result = armors_KGC_EquipExtension

    # ???????????
    extra_armor_number.times { |i|
      armor_id = extra_armor_id[i]
      result << (armor_id == nil ? nil : $data_armors[armor_id])
    }
    return result
  end
  #--------------------------------------------------------------------------
  # ? ????? (?????????)
  #     equip_type : ????
  #     item       : ?? or ?? (nil ??????)
  #     test       : ?????? (???????????????????)
  #--------------------------------------------------------------------------
  alias change_equip_KGC_EquipExtension change_equip
  def change_equip(equip_type, item, test = false)
    change_equip_KGC_EquipExtension(equip_type, item, test)
    # ????????????
    if extra_armor_number > 0
      item_id = item == nil ? 0 : item.id
      case equip_type
      when 5..armor_number  # ?????
        @extra_armor_id = [] if @extra_armor_id == nil
        @extra_armor_id[equip_type - 5] = item_id
      end
    end

    restore_battle_skill if $imported["SkillCPSystem"]
    restore_passive_rev  if $imported["PassiveSkill"]
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #     item : ?????? or ??
  #    ??????????????????????????
  #--------------------------------------------------------------------------
  alias discard_equip_KGC_EquipExtension discard_equip
  def discard_equip(item)
    last_armors = [@armor1_id, @armor2_id, @armor3_id, @armor4_id]

    discard_equip_KGC_EquipExtension(item)

    curr_armors = [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
    return unless item.is_a?(RPG::Armor)  # ?????
    return if last_armors != curr_armors  # ???????

    # ????????
    extra_armor_number.times { |i|
      if extra_armor_id[i] == item.id
        @extra_armor_id[i] = 0
        break
      end
    }

    restore_battle_skill if $imported["SkillCPSystem"]
    restore_passive_rev  if $imported["PassiveSkill"]
  end
  #--------------------------------------------------------------------------
  # ? ?? ID ???
  #     class_id : ????? ID
  #--------------------------------------------------------------------------
  alias class_id_equal_KGC_EquipExtension class_id=
  def class_id=(class_id)
    class_id_equal_KGC_EquipExtension(class_id)

    return if extra_armor_number == 0  # ????????

    # ?????????????
    for i in 5..armor_number
      change_equip(i, nil) unless equippable?(equips[i])
    end
  end
  #--------------------------------------------------------------------------
  # ? EP ???????
  #     equip_type : ????
  #     item       : ?? or ??
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def restore_equip
    return if @__last_equip_type == equip_type

    # ???????????????
    last_equips = equips
    last_hp = self.hp
    last_mp = self.mp
    if $imported["SkillCPSystem"]
      last_battle_skill_ids = battle_skill_ids.clone
    end

    # ?????
    last_equips.each_index { |i| change_equip(i, nil) }

    # ????????????
    last_equips.compact.each { |item| equip_legal_slot(item) }
    self.hp = last_hp
    self.mp = last_mp
    if $imported["SkillCPSystem"]
      last_battle_skill_ids.each_with_index { |s, i| set_battle_skill(i, s) }
    end
    @__last_equip_type = equip_type.clone
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # ? ?????????????
  #     item : ?? or ??
  #--------------------------------------------------------------------------
  def equip_legal_slot(item)
    if item.is_a?(RPG::Weapon)
      if @weapon_id == 0
        # ?? 1
        change_equip(0, item)
      elsif two_swords_style && @armor1_id == 0
        # ?? 2 (??????)
        change_equip(1, item)
      end
    elsif item.is_a?(RPG::Armor)
      if !two_swords_style && item.kind == equip_type[0] && @armor1_id == 0
        # ????? (????????)
        change_equip(1, item)
      else
        # ??????????
        list = [-1, @armor2_id, @armor3_id, @armor4_id]
        list += extra_armor_id
        # ?????????????????
        equip_type.each_with_index { |kind, i|
          if kind == item.kind && list[i] == 0
            change_equip(i + 1, item)
            break
          end
        }
      end
    end
  end
end

#=================================================#

#==============================================================================
# ? Window_Base
#==============================================================================

#=================================================#

#==============================================================================
# ? Window_Equip
#==============================================================================

class Window_Equip < Window_Selectable
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = @actor.equips.clone
    @item_max = [@data.size, @actor.armor_number + 1].min
    create_contents

    # ???????
    self.contents.font.color = system_color
    if @actor.two_swords_style
      self.contents.draw_text(4, WLH * 0, 92, WLH, Vocab::weapon1)
      self.contents.draw_text(4, WLH * 1, 92, WLH, Vocab::weapon2)
    else
      self.contents.draw_text(4, WLH * 0, 92, WLH, Vocab::weapon)
      name = armor_slot_name(@actor.equip_type[0])
      self.contents.draw_text(4, WLH * 1, 92, WLH, name)
    end
    for i in 1...@actor.armor_number
      name = armor_slot_name(@actor.equip_type[i])
      self.contents.draw_text(4, WLH * (i + 1), 92, WLH, name)
    end

    # ??????
    rect = Rect.new(92, 0, self.width - 128, WLH)
    @item_max.times { |i|
      rect.y = WLH * i
      draw_item_name(@data[i], rect.x, rect.y)
    }
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #     kind : ??
  #--------------------------------------------------------------------------
  def armor_slot_name(kind)
    case kind
    when 0..3
      return eval("Vocab.armor#{kind + 1}")
    else
      return Vocab.extra_armor(kind - 4)
    end
  end

unless $imported["ExtendedEquipScene"]
  #--------------------------------------------------------------------------
  # ? ????? 1 ????????
  #--------------------------------------------------------------------------
  def cursor_pagedown
    return if Input.repeat?(Input::R)
    super
  end
  #--------------------------------------------------------------------------
  # ? ????? 1 ???????
  #--------------------------------------------------------------------------
  def cursor_pageup
    return if Input.repeat?(Input::L)
    super
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    super
    return unless self.active

    if Input.repeat?(Input::RIGHT)
      cursor_pagedown
    elsif Input.repeat?(Input::LEFT)
      cursor_pageup
    end
  end
end

end

#=================================================#

#==============================================================================
# ? Window_EquipItem
#==============================================================================

class Window_EquipItem < Window_Item
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def refresh
    @item_enabled = []
    super
    @data.each { |item| @item_enabled << enable?(item) }
  end
  #--------------------------------------------------------------------------
  # ? ????????????????
  #     item : ????
  #--------------------------------------------------------------------------
  def include?(item)
    return true if item == nil
    if @equip_type == 0
      return false unless item.is_a?(RPG::Weapon)
    else
      return false unless item.is_a?(RPG::Armor)
      return false unless item.kind == @equip_type - 1
    end
    return @actor.equippable?(item)
  end
  #--------------------------------------------------------------------------
  # ? ??????????????????
  #     item : ????
  #--------------------------------------------------------------------------
  def enable?(item)
    return false unless @actor.equippable?(item)                      # ????

    return true
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #     index : ????
  #--------------------------------------------------------------------------
  def draw_item(index)
    super(index)   
    rect = item_rect(index)
    item = @data[index]

    # ??????????
    cw = self.contents.text_size(sprintf(":%2d", 0)).width
    rect.width -= cw + 4
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #     equip_type : ????
  #--------------------------------------------------------------------------
  def simple_refresh(equip_type)
    # ???????????
    last_equip_type = @equip_type
    @equip_type = equip_type

    @data.each_with_index { |item, i|
      # ????????????????
      if enable?(item) != @item_enabled[i]
        draw_item(i)
        @item_enabled[i] = enable?(item)
      end
    }
    # ???????
    @equip_type = last_equip_type
  end
end

#=================================================#

#==============================================================================
# ? Window_EquipStatus
#==============================================================================

class Window_EquipStatus < Window_Base
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  alias refresh_KGC_EquipExtension refresh
  def refresh
    refresh_KGC_EquipExtension

  end
end

#=================================================#

#==============================================================================
# ? Window_Status
#==============================================================================

class Window_Status < Window_Base

  #--------------------------------------------------------------------------
  # ? ??????
  #     x : ??? X ??
  #     y : ??? Y ??
  #--------------------------------------------------------------------------
  def draw_equipments(x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, WLH, Vocab::equip)

    item_number = [@actor.equips.size, @actor.armor_number + 1].min
    item_number.times { |i|
      draw_item_name(@actor.equips[i], x + 16, y + WLH * (i + 1))
    }
  end
end

#=================================================#

#==============================================================================
# ? Window_ShopStatus
#==============================================================================

class Window_ShopStatus < Window_Base
  #--------------------------------------------------------------------------
  # ? ?????????????????
  #     actor : ????
  #     x     : ??? X ??
  #     y     : ??? Y ??
  #--------------------------------------------------------------------------
  def draw_actor_parameter_change(actor, x, y)
    return if @item.is_a?(RPG::Item)
    enabled = actor.equippable?(@item)
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(x, y, 200, WLH, actor.name)
    if @item.is_a?(RPG::Weapon)
      item1 = weaker_weapon(actor)
    elsif actor.two_swords_style and @item.kind == 0
      item1 = nil
    else
      index = actor.equip_type.index(@item.kind)
      item1 = (index != nil ? actor.equips[1 + index] : nil)
    end
    if enabled
      if @item.is_a?(RPG::Weapon)
        atk1 = item1 == nil ? 0 : item1.atk
        atk2 = @item == nil ? 0 : @item.atk
        change = atk2 - atk1
      else
        def1 = item1 == nil ? 0 : item1.def
        def2 = @item == nil ? 0 : @item.def
        change = def2 - def1
      end
      self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)
    end
    draw_item_name(item1, x, y + WLH, enabled)
  end
end

#=================================================#

#==============================================================================
# ? Scene_Equip
#==============================================================================

class Scene_Equip < Scene_Base
  #--------------------------------------------------------------------------
  # ? ??
  #--------------------------------------------------------------------------
  EQUIP_TYPE_MAX = KGC::EquipExtension::EXTRA_EQUIP_KIND.size + 5
  #--------------------------------------------------------------------------
  # ? ?????????
  #     actor_index : ??????????
  #     equip_index : ????????
  #--------------------------------------------------------------------------
  alias initialize_KGC_EquipExtension initialize
  def initialize(actor_index = 0, equip_index = 0)
    initialize_KGC_EquipExtension(actor_index, equip_index)

    unit = ($imported["LargeParty"] ?
      $game_party.all_members : $game_party.members)
    actor = unit[actor_index]
    @equip_index = [@equip_index, actor.armor_number].min
  end
  #--------------------------------------------------------------------------
  # ? ????????????
  #--------------------------------------------------------------------------
  alias create_item_windows_KGC_EquipExtension create_item_windows
  def create_item_windows
    create_item_windows_KGC_EquipExtension

    kind = equip_kind(@equip_index)
    EQUIP_TYPE_MAX.times { |i|
      @item_windows[i].visible = (kind == i)
    }
  end
  #--------------------------------------------------------------------------
  # ? ????????????
  #--------------------------------------------------------------------------
  def update_item_windows
    kind = equip_kind(@equip_window.index)
    for i in 0...EQUIP_TYPE_MAX
      @item_windows[i].visible = (kind == i)
      @item_windows[i].update
    end
    @item_window = @item_windows[kind]
    @item_window.simple_refresh(@equip_window.index)
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #     index : ?????????
  #--------------------------------------------------------------------------
  def equip_kind(index)
    if index == 0
      return 0
    else
      return @actor.equip_type[index - 1] + 1
    end
  end

unless $imported["ExtendedEquipScene"]
  #--------------------------------------------------------------------------
  # ? ?????????????
  #--------------------------------------------------------------------------
  def update_status_window
    if @equip_window.active
      @status_window.set_new_parameters(nil, nil, nil, nil)
    elsif @item_window.active
      temp_actor = Marshal.load(Marshal.dump(@actor))
      temp_actor.change_equip(@equip_window.index, @item_window.item, true)
      new_atk = temp_actor.atk
      new_def = temp_actor.def
      new_spi = temp_actor.spi
      new_agi = temp_actor.agi
      @status_window.set_new_parameters(new_atk, new_def, new_spi, new_agi)
    end
    @status_window.update
  end
end

  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  alias update_item_selection_KGC_EquipExtension update_item_selection
  def update_item_selection
    if Input.trigger?(Input::C)
      # ????????
      index = @equip_window.index
      item = @item_window.item
      unless item == nil ||
          (@actor.equippable?(item))
        Sound.play_buzzer
        return
      end
    end

    update_item_selection_KGC_EquipExtension
  end
end

#=================================================#

#==============================================================================
# ? Scene_File
#==============================================================================

class Scene_File < Scene_Base
  #--------------------------------------------------------------------------
  # ? ???????????
  #     file : ??????????????? (??????)
  #--------------------------------------------------------------------------
  alias read_save_data_KGC_EquipExtension read_save_data
  def read_save_data(file)
    read_save_data_KGC_EquipExtension(file)

    KGC::Commands.restore_equip
    Graphics.frame_reset
  end
end

*
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OK, well in the meantime I wrote this up: Cursed Equipment

Post it below that script and report back to me if it doesn't work and I will write a compatibility patch. Report back to me if it does too, so I can celebrate :)

**
Rep:
Level 75
RMRK Junior
This works perfectly! At least, for what I need it to.  ;D
I will try out the uncurse option too, just to see if there are compatibility issues, but anyway, thanks a lot, Modern Algebra!  ;8

**
Rep:
Level 75
RMRK Junior
And that works nicely too! :) Thanks again! :D :D ;D