Spoiler
* @param makeEscapeRatio
* @desc Sets the party escape ratio upon battle start as makeEscapeRatio, which
* must return the content of a function that takes the party and troop's
* agi, which can be referenced by partyAgi and troopAgi respectively, as
* the arguments
* The content of the function returned by makeEscapeRatio will be bound
* to BattleManager upon use
*
@Default this._escapeRatio = 0.5 * partyAgi / troopAgi;
*
* @param speed
* @desc Sets the action speed as speed, which must return the content of a
* function that takes the subject's agi, which can be referenced by agi,
* as the argument and returns a Number
* The content of the function returned by speed will be bound to
* Game_Action upon use
*
@Default return agi + Math.randomInt(Math.floor(5 + agi / 4));
*
* @param lukEffectRate
* @desc Sets the luk effect rate multiplier applied to adding states and
* debuffs to a target as lukEffectRate, which must return the content of
* a function that takes a subject and target, which can be referenced by
* subject and target respectively, as the arguments and returns a Number
* The content of the function returned by lukEffectRate will be bound to
* Game_Action upon use
*
@Default return Math.max(1.0 + (subject.luk - target.luk) * 0.001, 0.0);
*
* @param expForLevel
* @desc Sets the required experience for levelling up to level as expForLevel,
* which must return the content of a function that takes the level,
* actor's class, experience basis, extra, acceleration a and b, which can
* be referenced by level, c, basis, extra, acc_a and acc_b respectively,
* as the arguments and returns a Number
* The content of the function returned by expForLevel will be bound to
* Game_Actor upon use
*
@Default return Math.round(basis * (Math.pow(level - 1, 0.9 + acc_a / 250)) * level * (level + 1) / (6 + Math.pow(level, 2) / 50 / acc_b) + (level - 1) * extra);
*
* @param distancePerFrame
* @desc Sets the characters' moving distance per frame as distancePerFrame,
* which must return the content of a function that takes the real move
* speed, which can be referenced by speed, as the argument and returns a
* Number
* The content of the function returned by expForLevel will be bound to
* Game_CharacterBase upon use
*
@Default return Math.pow(2, speed) / 256;
*
* @param makeEncounterCount
* @desc Sets the number of steps needed to trigger an encounter as
* makeEncounterCount, which must return the content of a function that
* takes the encounter count, which can be referenced by n, as the
* argument
* The content of the function returned by makeEncounterCount will be
* bound to Game_Player upon use
*
@Default this._encounterCount = Math.randomInt(n) + Math.randomInt(n) + 1;