Alright, I think I see what you're trying to do now. So yes, you will probably need plugins, but we'll get to those in a minute. I'm going to go into a bit more detail on what Andar was talking about and include some of the specific plugins and functions that you can use if you want.
We'll start with the easiest version. Install a plugin that enables skills to have item costs, such as this one:
http://yanfly.moe/2015/12/12/yep-43-skill-cost-items/ Then make a skill type "
Gear". Make sure your character has this listed as one of their skill types. You can then create a skill for each consumable weapon, named as whatever you want. Now comes the important bit: In the Notes tab in that skill, you're going to type <Armor (ID) Cost: (#)> So if you had a skill such as
Hat Toss, you'd look up the item ID for Hat, which is 02, and we'll have it consume 1 hat on use. So now, if we have a hat in our inventory (Not equipped), the tag <Armor 2 cost: 1> will eat that hat and let us use the skill. Now this isn't quite ideal for what it sounds like you want, as you can't do it with equipped gear. Let's move onto another option.
This method doesn't require a plugin, but it's a little less versatile, and gets a lot more complicated if you have multiple actors in the party. Again, make your skill type, and create a skill for each piece of gear. This time, no notes, but instead, make the item call up a common event. In this common event, you'll want to "Change Equipment" of the actor of your choice, unequip the item the skill is using. Then "Change Armors" to remove the unequipped item from your inventory, consuming it, then (optional) "Change Skill" Forget the skill. (Note that if you decide to forget skills you don't have the items for, you'll need to put a trait on the gear to teach them that skill when equipped). Pretty simple, but as I said, if you have more than one actor, this gets busy really quick.
And one last option, install Yanfly's Item Core plugin, and make up your items, setting an individual item cap on each of them of your choice, so they can't stock up on too many. Now instead of making your armor and such actually equippable, make them normal Items instead. You can then design the items to give you whatever effect you're looking for, but they're not actually equippable. You can still use these to call common events, so you can customize them however you want (Ie. using them to boost stats if in inventory, simulating "equipped" gear). You can use this as a slot management system, so the player could only carry one body armor, three molotovs, 2 knives, etc etc, since you can manage the inventory cap of each item. The skill consumes the item (using the first method's plugin again), and it makes room for more.
Last note that might be of interest to you is in the First plugin, as well. You can actually replace your MP or TP bar with an item count, say..bullets? Then make your attacks cost bullets and watch it tick down without having to check your inventory to see how many are left. And if you're using the Weapons Unleashed plugin, you can replace the "Attack" and "Guard" commands with different skills. So perhaps a primary and secondary weapon basic attack that consumes the ammo(s) you substituted your bars with? Just some ideas. Sorry this post ran long, just wanted to be thorough. Let me know if you have any questions.