).
Overriding it directly for Window_BattleActor did what I wanted:
Code:
Window_BattleActor.prototype.itemHeight = function() {
return WHATEVER_YOU_WANT
};Window_BattleActor.prototype.itemHeight = function() {
return WHATEVER_YOU_WANT
};$gameSelfSwitches.value([$gameMap.this,0005,'A']) == truelet key = [$gameMap.mapId(), 5, "A"];if $gameSelfSwitches.value([$gameMap._mapID,5,'A']) == true {
// Do this
}let key = [$gameMap.mapId(), 5, "A"];let key = [$gameMap.mapId(), 5, "A"];
if ( $gameSelfSwitches.value(key) ) {
// Fall asleep or watch a terrible movie! :o
}Game_Interpreter.prototype.setup = function(list, eventId) {
this.clear();
this._mapId = $gameMap.mapId();
this._eventId = eventId || 0;
this._list = list;
Game_Interpreter.requestImages(list);
};if $gameSelfSwitches.value([$gameMap._mapID,5,'A']) == true {
// Do this
}if ($gameSelfSwitches.value([$gameMap.mapId(),5,'A']) == true)if ($gameSelfSwitches.value([$gameMap.mapId(),5,'A']))let key = [$gameMap.mapId(), 5, "A"];
if ( $gameSelfSwitches.value(key) ) {
// Fall asleep or watch a terrible movie! :o
}Game_Interpreter.prototype.setup = function(list, eventId) {
this.clear();
this._mapId = $gameMap.mapId();
this._eventId = eventId || 0;
this._list = list;
Game_Interpreter.requestImages(list);
};($gameSelfSwitches.value([$gameMap.mapId(),5,'A'])) == true$gameSelfSwitches.setValue([$gameMap.mapId(),5,'A']) = false;($gameSelfSwitches.value([$gameMap.mapId(),5,'A'])) == true$gameSelfSwitches.setValue([$gameMap.mapId(),5,'A']) = false;$gameSelfSwitches.setValue([$gameMap.mapId(), 5, "A"], false)Game_Action.prototype.lukEffectRate = function(target) {
return Math.max(1.0 + (this.subject().luk - target.luk) * 0.001, 0.0);
};