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Double_X

DoubleX RMMV Constants Edit v102a

Oct 30th, 2015 (edited)
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  1. /*============================================================================
  2.  *    ## Plugin Info                                                          
  3.  *----------------------------------------------------------------------------
  4.  *    # Plugin Name                                                          
  5.  *      DoubleX RMMV Constants Edit                                          
  6.  *----------------------------------------------------------------------------
  7.  *    # Terms Of Use                                                          
  8.  *      You shall keep this plugin's Plugin Info part's contents intact      
  9.  *      You shalln't claim that this plugin's written by anyone other than    
  10.  *      DoubleX or his aliases                                                
  11.  *      None of the above applies to DoubleX or his aliases                  
  12.  *----------------------------------------------------------------------------
  13.  *    # Prerequisites                                                        
  14.  *      Abilities:                                                            
  15.  *      1. Little Javascript coding proficiency to fully utilize this plugin  
  16.  *----------------------------------------------------------------------------
  17.  *    # Links                                                                
  18.  *      This plugin:                                                          
  19.  *      1. http://pastebin.com/GPkQXNEu                                      
  20.  *      Mentioned Patreon Supporters:
  21.  *      https://www.patreon.com/posts/71738797
  22.  *----------------------------------------------------------------------------
  23.  *    # Author                                                                
  24.  *      DoubleX                                                              
  25.  *----------------------------------------------------------------------------
  26.  *    # Changelog                                                            
  27.  *      v1.02a(GMT 1400 24-1-2016):                                          
  28.  *      1. Fixed called DoubleX_RMMV.Constants_Edit before it's defined bug  
  29.  *      2. All configuration values will be saved in $gameSystem              
  30.  *      3. Increased this plugin's readability                                
  31.  *      v1.01a(GMT 1400 10-11-2015):                                          
  32.  *      1. Added param isDashing under Game_CharacterBase                    
  33.  *      2. Fixed MHP param not working on actors bug                          
  34.  *      v1.00b(GMT 0700 8-11-2015):                                          
  35.  *      1. Increased this plugin's simplicity and user-friendliness          
  36.  *      v1.00a(GMT 1100 30-10-2015):                                          
  37.  *      1. 1st version of this plugin finished                                
  38.  *============================================================================*/
  39. /*:
  40.  * @plugindesc Lets users edit some hardcoded default RMMV constants on the fly
  41.  * @author DoubleX
  42.  *
  43.  * @param ---DataManager---
  44.  * @default
  45.  *
  46.  * @param maxSavefiles
  47.  * @desc Sets the maximum save files as maxSavefiles, which must return a Number
  48.  *       Don't change maxSavefiles inside the save menu unless you know what
  49.  *       you're doing
  50.  *       Don't reduce maxSavefiles on the fly unless you know what you're doing
  51.  * @default 20
  52.  *
  53.  * @param ---BattleManager---
  54.  * @default
  55.  *
  56.  * @param _escapeRatio
  57.  * @desc Sets the escape ratio increment upon each failed party escape as
  58.  *       _escapeRatio, which must return a Number
  59.  * @default 0.1
  60.  *
  61.  * @param ---Game_Action---
  62.  * @default
  63.  *
  64.  * @param applyCritical
  65.  * @desc Sets the critical damage multiplier as applyCritical, which must return
  66.  *       a Number
  67.  * @default 3
  68.  *
  69.  * @param ---Game_BattlerBase---
  70.  * @default
  71.  *
  72.  * @param MaxBuff
  73.  * @desc Sets the maximum buff level as MaxBuff, which must return a Number
  74.  *       Don't reduce MaxBuff in battles unless you know what you're doing
  75.  *       Don't set MaxBuff as larger than 2 unless you know what you're doing
  76.  * @default 2
  77.  *
  78.  * @param MaxDebuff
  79.  * @desc Sets the maximum debuff level as MaxDeBuff, which must return a Number
  80.  *       Don't reduce MaxDeBuff in battles unless you know what you're doing
  81.  *       Don't set MaxDeBuff as larger than 2 unless you know what you're doing
  82.  * @default 2
  83.  *
  84.  * @param paramMax
  85.  * @desc Sets the maximum parameter values as paramMax
  86.  *       General form: [mhp, mmp, atk, def, mat, mdf, agi, luk]
  87.  *       paramMax must return an Array with at least 8 elements and the first 8
  88.  *       elements always being nonzero Number except mmp which can be any Number
  89.  *       Don't change paramMax on the fly unless you know what you're doing
  90.  * @default 999999, 9999, 999, 999, 999, 999, 999, 999
  91.  *
  92.  * @param paramBuffRate
  93.  * @desc Sets the boost/drop percent of a parameter buff/debuff level as
  94.  *       paramBuffRate, which must return a Number
  95.  *       Don't change paramBuffRate during battles unless you know what you're
  96.  *       doing
  97.  * @default 0.25
  98.  *
  99.  * @param maxTp
  100.  * @desc Sets the maximum tp value as maxTp, which must return a nonzero Number
  101.  *       Don't change maxTp on the fly unless you know what you're doing
  102.  * @default 100
  103.  *
  104.  * @param isDying
  105.  * @desc Sets the critical hp region as hp lower than mhp / isDying
  106.  *       isDying must return a nonzero Number
  107.  *       Don't change isDying on the fly unless you know what you're doing
  108.  * @default 4
  109.  *
  110.  * @param ---Game_Battler---
  111.  * @default
  112.  *
  113.  * @param initTp
  114.  * @desc Sets the maximum initial tp value as initTp if tp isn't preserved
  115.  *       initTp must return a non negative Number
  116.  * @default 25
  117.  *
  118.  * @param chargeTpByDamage
  119.  * @desc Sets the maximum tp value charged by damage as chargeTpByDamage, which
  120.  *       must return a non negative Number
  121.  * @default 50
  122.  *
  123.  * @param ---Game_Actor---
  124.  * @default
  125.  *
  126.  * @param stepsForTurn
  127.  * @desc Sets the number of steps per turn outside battles as stepsForTurn,
  128.  *       which must return a nonzero Number
  129.  *       Don't change stepsForTurn outside battles unless you know what you're
  130.  *       doing
  131.  * @default 20
  132.  *
  133.  * @param basicFloorDamage
  134.  * @desc Sets the basic floor damage as basicFloorDamage, which must return a
  135.  *       Number
  136.  * @default 10
  137.  *
  138.  * @param ---Game_Enemy---
  139.  * @default
  140.  *
  141.  * @param DropItemDouble
  142.  * @desc Sets the enemy item drop rate 2x multiplier as DropItemDouble, which
  143.  *       must return a Number
  144.  * @default 2
  145.  *
  146.  * @param ratingRange
  147.  * @desc Sets the maximum difference between the maximum and minimum effective
  148.  *       enemy action rating as ratingRange, which must return a Number
  149.  * @default 3
  150.  *
  151.  * @param ---Game_Party---
  152.  * @default
  153.  *
  154.  * @param maxGold
  155.  * @desc Sets the maximum game party gold value as maxGold, which must return a
  156.  *       Number
  157.  *       Don't reduce maxGold on the fly unless you know what you're doing
  158.  * @default 99999999
  159.  *
  160.  * @param maxItems
  161.  * @desc Sets the maximum game party items as maxItems, which must return a
  162.  *       Number
  163.  *       Don't reduce maxItems on the fly unless you know what you're doing
  164.  * @default 99
  165.  *
  166.  * @param ratePreemptiveHigh
  167.  * @desc Sets the game party preemptive rate when the game party has higher agi
  168.  *       than that of the troop to be encountered as ratePreemptiveHigh, which
  169.  *       must return a Number
  170.  * @default 0.05
  171.  *
  172.  * @param ratePreemptiveLow
  173.  * @desc Sets the game party preemptive rate when the game party has lower agi
  174.  *       than that of the troop to be encountered as ratePreemptiveLow, which
  175.  *       must return a Number
  176.  * @default 0.03
  177.  *
  178.  * @param ratePreemptiveRaise
  179.  * @desc Sets the game party preemptive rate multiplier as ratePreemptiveRaise,
  180.  *       which must return a Number
  181.  * @default 4
  182.  *
  183.  * @param rateSurpriseLow
  184.  * @desc Sets the game party surprise rate when the game party has lower agi
  185.  *       than that of the troop to be encountered as rateSurpriseLow, which
  186.  *       must return a Number
  187.  * @default 0.03
  188.  *
  189.  * @param rateSurpriseHigh
  190.  * @desc Sets the game party preemptive rate when the game party has higher agi
  191.  *       than that of the troop to be encountered as rateSurpriseHigh, which
  192.  *       must return a Number
  193.  * @default 0.05
  194.  *
  195.  * @param ---Game_Troop---
  196.  * @default
  197.  *
  198.  * @param DropGoldDouble
  199.  * @desc Sets the enemy gold drop rate 2x multiplier as DropGoldDouble, which
  200.  *       must return a Number
  201.  * @default 2
  202.  *
  203.  * @param ---(v1.01a+)Game_CharacterBase---
  204.  * @default
  205.  *
  206.  * @param isDashing
  207.  * @desc Sets the speed exponent increment with 2 as the base when the
  208.  *       characters' dashing as isDashing, which must return a Number
  209.  * @default 1
  210.  *
  211.  * @param ---Game_Player---
  212.  * @default
  213.  *
  214.  * @param isBush
  215.  * @desc Sets the encounter progress value multiplier when the player's in the
  216.  *       bushes part of the map as isBush, which must return a Number
  217.  * @default 2
  218.  *
  219.  * @param hasEncounterHalf
  220.  * @desc Sets the encounter progress value multiplier when the game party has
  221.  *       the encounter half flag as hasEncounterHalf, which must return a Number
  222.  * @default 0.5
  223.  *
  224.  * @param isInShip
  225.  * @desc Sets the encounter progress value multiplier when the player's in a
  226.  *       ship as isInShip, which must return a Number
  227.  * @default 0.5
  228.  *
  229.  * @param ---Scene_Shop---
  230.  * @default
  231.  *
  232.  * @param sellingPriceDivisor
  233.  * @desc Sets the selling price divisor as sellingPriceDivisor, which must
  234.  *       return a nonzero number
  235.  *       Don't change sellingPriceDivisor when showing the selling price unless
  236.  *       you know what you're doing
  237.  * @default 2
  238.  *
  239.  * @help
  240.  * The default plugin file name is DoubleX RMMV Constants Edit v102a
  241.  * If you want to change that, you must edit the value of
  242.  * DoubleX_RMMV.Constants_Edit_File, which must be done via opening the plugin
  243.  * js file directly
  244.  *============================================================================
  245.  *    ## Plugin Call Info                                                    
  246.  *----------------------------------------------------------------------------
  247.  *    # Configuration manipulations                                          
  248.  *      1. $gameSystem.constantsEdit.param                                    
  249.  *         - Returns the value of param under DoubleX_RMMV.Constants_Edit    
  250.  *      2. $gameSystem.constantsEdit.param = val                              
  251.  *         - Sets the value of param under DoubleX_RMMV.Constants_Edit as val
  252.  *         - All DoubleX_RMMV.Constants_Edit.param change will be saved      
  253.  *============================================================================
  254.  */
  255.  
  256. "use strict";
  257. var DoubleX_RMMV = DoubleX_RMMV || {};
  258. DoubleX_RMMV["Constants Edit"] = "v1.02a";
  259.  
  260. // The plugin file name must be the same as DoubleX_RMMV.Constants_Edit_File
  261. DoubleX_RMMV.Constants_Edit_File = "DoubleX RMMV Constants Edit v102a";
  262.  
  263. /*============================================================================
  264.  *    ## Plugin Implementations                                              
  265.  *       You need not edit this part as it's about how this plugin works      
  266.  *----------------------------------------------------------------------------
  267.  *    # Plugin Support Info:                                                  
  268.  *      1. Prerequisites                                                      
  269.  *         - Some Javascript coding proficiency to fully comprehend this      
  270.  *           plugin                                                          
  271.  *      2. Function documentation                                            
  272.  *         - The 1st part describes why this function's rewritten/extended for
  273.  *           rewritten/extended functions or what the function does for new  
  274.  *           functions                                                        
  275.  *         - The 2nd part describes what the arguments of the function are    
  276.  *         - The 3rd part informs which version rewritten, extended or created
  277.  *           this function                                                    
  278.  *         - The 4th part informs whether the function's rewritten or new    
  279.  *         - The 5th part informs whether the function's a real or potential  
  280.  *           hotspot                                                          
  281.  *         - The 6th part describes how this function works for new functions
  282.  *           only, and describes the parts added, removed or rewritten for    
  283.  *           rewritten or extended functions only                            
  284.  *         Example:                                                          
  285.  * /*----------------------------------------------------------------------
  286.  *  * Why rewrite/extended/What this function does                        
  287.  *  *----------------------------------------------------------------------*/
  288. /* // arguments: What these arguments are                                    
  289.  * function function_name(arguments) // Version X+; Rewrite/New; Hotspot      
  290.  *     // Added/Removed/Rewritten to do something/How this function works    
  291.  *     function_name_code                                                    
  292.  *     //                                                                    
  293.  * end // function_name                                                      
  294.  *----------------------------------------------------------------------------*/
  295.  
  296. DoubleX_RMMV.Constants_Edit = {};
  297. (function(CE) {
  298.  
  299.     /*------------------------------------------------------------------------
  300.      *    # Edit class: DataManager                                          
  301.      *------------------------------------------------------------------------*/
  302.  
  303.     DataManager.maxSavefiles = function() { // Rewrite
  304.         return $gameSystem.constantsEdit.maxSavefiles; // Rewritten
  305.     }; // DataManager.maxSavefiles
  306.  
  307.     /*------------------------------------------------------------------------
  308.      *    # Edit class: BattleManager                                        
  309.      *------------------------------------------------------------------------*/
  310.  
  311.     BattleManager.processEscape = function() { // Rewrite
  312.         $gameParty.removeBattleStates();
  313.         $gameParty.performEscape();
  314.         SoundManager.playEscape();
  315.         var success = this._preemptive ? true :
  316.         (Math.random() < this._escapeRatio);
  317.         if (success) {
  318.             this.displayEscapeSuccessMessage();
  319.             this._escaped = true;
  320.             this.processAbort();
  321.         } else {
  322.             this.displayEscapeFailureMessage();
  323.             // Rewritten
  324.             this._escapeRatio += $gameSystem.constantsEdit._escapeRatio;
  325.             //
  326.             $gameParty.clearActions();
  327.             this.startTurn();
  328.         }
  329.         return success;
  330.     }; // BattleManager.processEscape
  331.  
  332.     CE.Game_System = {};
  333.     var GS = CE.Game_System;
  334.  
  335.     /*------------------------------------------------------------------------
  336.      *    New public instance variable                                        
  337.      *------------------------------------------------------------------------*/
  338.     // The storage of all configuration values
  339.     Object.defineProperty(Game_System.prototype, "constantsEdit", {
  340.         get: function() { return this._constantsEdit; },
  341.         configurable: true
  342.     });
  343.  
  344.     GS.initialize = Game_System.prototype.initialize;
  345.     Game_System.prototype.initialize = function() {
  346.         GS.initialize.apply(this, arguments);
  347.         GS.initConstantsEditParams.call(this); // Added
  348.     }; // Game_System.prototype.initialize
  349.  
  350.     GS.initConstantsEditParams = function() {
  351.         var params, filters;
  352.         this._constantsEdit = {};
  353.         params = PluginManager.parameters(DoubleX_RMMV.Constants_Edit_File);
  354.         Object.keys(params).forEach(function(param) {
  355.             this._constantsEdit[param] = +params[param];
  356.         }, this);
  357.         this._constantsEdit.paramMax = params.paramMax.split(", ").
  358.         map(function(num) { return +num; });
  359.     }; // GS.initConstantsEditParams
  360.  
  361.     /*------------------------------------------------------------------------
  362.      *    # Edit class: Game_Action                                          
  363.      *------------------------------------------------------------------------*/
  364.  
  365.     Game_Action.prototype.applyCritical = function(damage) { // Rewrite
  366.         return damage * $gameSystem.constantsEdit.applyCritical; // Rewritten
  367.     }; // Game_Action.prototype.applyCritical
  368.  
  369.     /*------------------------------------------------------------------------
  370.      *    # Edit class: Game_BattlerBase                                      
  371.      *------------------------------------------------------------------------*/
  372.  
  373.     Game_BattlerBase.prototype.isMaxBuffAffected = function(paramId) {
  374.     // Rewrite
  375.         // Rewritten
  376.         return this._buffs[paramId] === $gameSystem.constantsEdit.MaxBuff;
  377.         //
  378.     }; // Game_BattlerBase.prototype.isMaxBuffAffected
  379.  
  380.     Game_BattlerBase.prototype.isMaxDebuffAffected = function(paramId) {
  381.     // Rewrite
  382.         // Rewritten
  383.         return this._buffs[paramId] === $gameSystem.constantsEdit.MaxDebuff;
  384.         //
  385.     }; // Game_BattlerBase.prototype.isMaxDebuffAffected
  386.  
  387.     Game_BattlerBase.prototype.paramMax = function(paramId) { // Rewrite
  388.         return $gameSystem.constantsEdit.paramMax[paramId]; // Rewritten
  389.     }; // Game_BattlerBase.prototype.paramMax
  390.  
  391.     Game_BattlerBase.prototype.paramBuffRate = function(paramId) { // Rewrite
  392.         // Rewritten
  393.         return this._buffs[paramId] * $gameSystem.constantsEdit.paramBuffRate +
  394.         1.0;
  395.     //
  396.     }; // Game_BattlerBase.prototype.paramBuffRate
  397.  
  398.     Game_BattlerBase.prototype.maxTp = function() { // Rewrite
  399.         return $gameSystem.constantsEdit.maxTp; // Rewritten
  400.     }; // Game_BattlerBase.prototype.maxTp
  401.  
  402.     Game_BattlerBase.prototype.tpRate = function() { // Rewrite
  403.         return this.tp / this.maxTp(); // Rewritten
  404.     }; // Game_BattlerBase.prototype.tpRate
  405.  
  406.     Game_BattlerBase.prototype.isDying = function() { // Rewrite
  407.         // Rewritten
  408.         return this.isAlive() && this._hp < this.mhp /
  409.         $gameSystem.constantsEdit.isDying;
  410.         //
  411.     }; // Game_BattlerBase.prototype.isDying
  412.  
  413.     /*------------------------------------------------------------------------
  414.      *    # Edit class: Game_Battler                                          
  415.      *------------------------------------------------------------------------*/
  416.  
  417.     Game_Battler.prototype.initTp = function() { // Rewrite
  418.         // Rewritten
  419.         this.setTp(Math.randomInt($gameSystem.constantsEdit.initTp));
  420.         //
  421.     }; // Game_Battler.prototype.initTp
  422.  
  423.     Game_Battler.prototype.chargeTpByDamage = function(damageRate) { // Rewrite
  424.         // Rewritten
  425.         var value = Math.floor($gameSystem.constantsEdit.chargeTpByDamage *
  426.         damageRate * this.tcr);
  427.         //
  428.         this.gainSilentTp(value);
  429.     }; // Game_Battler.prototype.chargeTpByDamage
  430.  
  431.     Game_Battler.prototype.regenerateTp = function() { // Rewrite
  432.         var value = Math.floor(this.maxTp() * this.trg); // Rewritten
  433.         this.gainSilentTp(value);
  434.     }; // Game_Battler.prototype.regenerateTp
  435.  
  436.     /*------------------------------------------------------------------------
  437.      *    # Edit class: Game_Actor                                            
  438.      *------------------------------------------------------------------------*/
  439.  
  440.     Game_Actor.prototype.paramMax = function(paramId) { // v1.01a+; Rewrite
  441.         // Removed
  442.         //
  443.         return Game_Battler.prototype.paramMax.call(this, paramId);
  444.     }; // Game_Actor.prototype.paramMax
  445.  
  446.     Game_Actor.prototype.stepsForTurn = function() { // Rewrite
  447.         return $gameSystem.constantsEdit.stepsForTurn; // Rewritten
  448.     }; // Game_Actor.prototype.stepsForTurn
  449.  
  450.     Game_Actor.prototype.basicFloorDamage = function() { // Rewrite
  451.         return $gameSystem.constantsEdit.basicFloorDamage; // Rewritten
  452.     }; // Game_Actor.prototype.basicFloorDamage
  453.  
  454.     /*------------------------------------------------------------------------
  455.      *    # Edit class: Game_Enemy                                            
  456.      *------------------------------------------------------------------------*/
  457.  
  458.     Game_Enemy.prototype.dropItemRate = function() { // Rewrite
  459.         return $gameParty.hasDropItemDouble() ?
  460.         $gameSystem.constantsEdit.DropItemDouble : 1;
  461.     }; // Game_Enemy.prototype.dropItemRate
  462.  
  463.     Game_Enemy.prototype.selectAllActions = function(actionList) { // Rewrite
  464.         var ratingMax = Math.max.apply(null, actionList.map(function(a) {
  465.             return a.rating;
  466.         }));
  467.         // Rewritten
  468.         var ratingZero = ratingMax - $gameSystem.constantsEdit.ratingRange;
  469.         //
  470.         actionList = actionList.filter(function(a) {
  471.             return a.rating > ratingZero;
  472.         });
  473.         for (var i = 0; i < this.numActions(); i++) {
  474.             this.action(i).setEnemyAction(
  475.             this.selectAction(actionList, ratingZero));
  476.         }
  477.     }; // Game_Enemy.prototype.selectAllActions
  478.  
  479.     /*------------------------------------------------------------------------
  480.      *    # Edit class: Game_Party                                            
  481.      *------------------------------------------------------------------------*/
  482.  
  483.     Game_Party.prototype.maxGold = function() { // Rewrite
  484.         return $gameSystem.constantsEdit.maxGold; // Rewritten
  485.     }; // Game_Party.prototype.maxGold
  486.  
  487.     Game_Party.prototype.maxItems = function(item) { // Rewrite
  488.         return $gameSystem.constantsEdit.maxItems; // Rewritten
  489.     }; // Game_Party.prototype.maxItems
  490.  
  491.     Game_Party.prototype.ratePreemptive = function(troopAgi) { // Rewrite
  492.         // Rewritten
  493.         var ce = $gameSystem.constantsEdit;
  494.         var rate = this.agility() >= troopAgi ?
  495.         ce.ratePreemptiveHigh : ce.ratePreemptiveLow;
  496.         if (this.hasRaisePreemptive()) { rate *= ce.ratePreemptiveRaise; }
  497.         //
  498.         return rate;
  499.     }; // Game_Party.prototype.ratePreemptive
  500.  
  501.     Game_Party.prototype.rateSurprise = function(troopAgi) { // Rewrite
  502.         // Rewritten
  503.         var ce = $gameSystem.constantsEdit;
  504.         var rate = this.agility() >= troopAgi ?
  505.         ce.rateSurpriseLow : ce.rateSurpriseHigh;
  506.         //
  507.         if (this.hasCancelSurprise()) { rate = 0; }
  508.         return rate;
  509.     }; // Game_Party.prototype.rateSurprise
  510.  
  511.     /*------------------------------------------------------------------------
  512.      *    # Edit class: Game_Troop                                            
  513.      *------------------------------------------------------------------------*/
  514.  
  515.     Game_Troop.prototype.goldRate = function() { // Rewrite
  516.         // Rewritten
  517.         return $gameParty.hasGoldDouble() ?
  518.         $gameSystem.constantsEdit.DropGoldDouble : 1;
  519.         //
  520.     }; // Game_Troop.prototype.goldRate
  521.  
  522.     /*------------------------------------------------------------------------
  523.      *    # Edit class: Game_CharacterBase                                    
  524.      *------------------------------------------------------------------------*/
  525.  
  526.     Game_CharacterBase.prototype.realMoveSpeed = function() {
  527.     // v1.01a+; Rewrite
  528.         // Rewritten
  529.         return this._moveSpeed +
  530.         (this.isDashing() ? $gameSystem.constantsEdit.isDashing : 0);
  531.         //
  532.     }; // Game_CharacterBase.prototype.realMoveSpeed
  533.  
  534.     /*------------------------------------------------------------------------
  535.      *    # Edit class: Game_Player                                          
  536.      *------------------------------------------------------------------------*/
  537.  
  538.     Game_Player.prototype.encounterProgressValue = function() { // Rewrite
  539.         // Rewritten
  540.         var ce = $gameSystem.constantsEdit;
  541.         var value = $gameMap.isBush(this.x, this.y) ? ce.isBush : 1;
  542.         if ($gameParty.hasEncounterHalf()) { value *= ce.hasEncounterHalf; }
  543.         if (this.isInShip()) { value *= ce.isInShip; }
  544.         //
  545.         return value;
  546.     }; // Game_Player.prototype.encounterProgressValue
  547.  
  548.     /*------------------------------------------------------------------------
  549.      *    # Edit class: Scene_Shop                                            
  550.      *------------------------------------------------------------------------*/
  551.  
  552.     Scene_Shop.prototype.sellingPrice = function() { // Rewrite
  553.         // Rewritten
  554.         return Math.floor(this._item.price /
  555.         $gameSystem.constantsEdit.sellingPriceDivisor);
  556.         //
  557.     }; // Scene_Shop.prototype.sellingPrice
  558.  
  559. })(DoubleX_RMMV.Constants_Edit);
  560.  
  561. /*============================================================================*/
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