What you can do is overwrite lineHeight so that it returns a different value.
You're thinking of this somewhat backwards; aliasing a function doesn't mean you then have to replace every reference to it in the code with your new name for it. Let me think how best to explain this...
Let's say I want to add a new property to Game_System, called _bestiaryEnabled or something, to determine whether or not to display an option for it in the menu. Although I COULD do:
Code:
Game_System.prototype.initialize = function() {
this._saveEnabled = true;
this._menuEnabled = true;
this._encounterEnabled = true;
this._formationEnabled = true;
this._battleCount = 0;
this._winCount = 0;
this._escapeCount = 0;
this._saveCount = 0;
this._versionId = 0;
this._framesOnSave = 0;
this._bgmOnSave = null;
this._bgsOnSave = null;
this._windowTone = null;
this._battleBgm = null;
this._victoryMe = null;
this._defeatMe = null;
this._savedBgm = null;
this._walkingBgm = null;
this._bestiaryEnabled = null;
};it means I have to copy the entirety of the function I'm rewriting, even though I'm *adding* something to it. And if other plugins also rewrote this function, I'd be undoing those changes if my plugin comes afterwards. It's much better to alias the function instead:
Code:
Trihan.TLB_Game_System_Initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function() {
Trihan.TLB_Game_System.Initialize.call(this);
this._bestiaryEnabled = null;
}The point is that I've rewritten the initialize function, but I stored the original function in a variable *before* doing that so that the original is still callable in code, meaning I can have it do whatever the original did before my additions without having to replicate the whole thing.
That doesn't mean I have to replace every reference to the function with my new name for it, because the whole point of rewriting the function is that other places in code that call it use my new version instead of the old one.