Hey Vlue, this script is frigging amazing, and you will absolutely get a copy of my game for free when it's complete if I keep using it. Everything seems to be working great thus far, and I'm trying to get a vastly more extensive affix database setup.
In the meantime, though, a couple things.
1: This is more just a question of how the script the works, as far as assigning an affix. In the notes for a given weapon/armor, we throw in the tags for each affix we want to add, along with the "odds" of it. Obviously, we could add a whole bunch of affixes that add up to way higher than 100%, so how does it decide? Even if an affix has a rarity of 100 (i.e. 100% chance), it might not get picked if there's other affixes listed. Would it be best to think of it like a lottery system, and the rarity is the number of "tickets" placed in the pool the system draws from (not counting all the "nothing" tickets that might get put in, too)? I just wanna make sure I have a comprehensive grasp of how this works so I can fine-tune the rarity on prefixes properly.
2: Is there any way to make it so that weapons/armor purchased from a shop be randomized as well? I see that currently this system doesn't apply and anything purchased is stock (unless I just happened to buy 60 hand axes and NONE of them got an affix

). Although, this does give me an idea for a psuedo-crafting system, i.e. you talk to a blacksmith or something, give him a stock item (plus crafting materials?), and he gives you back a randomized item. Think that might be something doable?
Thanks!
EDIT: Actually, further testing has shown that the percentage-based stats boosts don't seem to be working, other than attack power. For example:
14 => { :name => "Sturdy ",
:SdefP => 5,
:SpriceP => 10,},
Is one of my entries. The item should boost the character's DEF by 5%, correct? But if I go to the equipment screen, there's no visible change to the stats (It looks like, say, "20 -> 20" on the equipment screen). The price change takes effect, but not the stat change. Not sure if I'm doing something wrong, but since I want all my affixes to basically be percentage-based (as opposed to flat buffs/debuffs), this is fairly important, heh. Any thoughts?