I'm not sure, but in the cases of decimals in KNP, I used to make a number a few times bigger than the amount of decimals I wanted to do.
Let's say I want like an arrow to do Dmg*Multiplier damage. Problem is, Multiplier is something that has to be a decimaled number with around 2 decimal points. This is what I'd do..
Assume Dmg = 3, Multiplier's supposed to be 1.35...
I'll set Alterable Value A (Damage) to 3
Alterable Value B (Multiplier) to 135
Damage = Dmg*Multiplier/100
The answer will still be correct. Not as accurate and not so easy, but it works if you don't have any alternative. I think a lot of other things in TGF and the old MMF use only integers.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Well, unless MMF has an undocumented floor/ceiling function (and I really wouldn't know, I'd been using the squaring-rooting method instead of abs() up until recently), you could do a little recursive dealie that uses mod to check if the last digit >=5, strip it and add to the next order of mag.
Like I wrote, store $1.50 as 150, then when you calculate, divide by 100. You'd have 150/100*3. And like Phizzy said, you can just move the decimal point there with a little string manipulation.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.