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Window Selectable / Command Edits

So that the message box does not take up too much room on the screen, I editted Window_Message. I then too editted Command and Selectable, but made copies and directed the message window to the now Window_Command2 and Window_Selectable2 windows...

The only trouble is, it remains like this:

http://img.photobucket.com/albums/v108/ ... ssage1.png[/IMG]

I want it like this:

http://img.photobucket.com/albums/v108/ ... ssage2.png[/IMG]

The trouble is, I do not know, and cannot find, where to edit to a, change the amount it moves to when selecting, or b, change the size of the selector.

One thing I can think of is, I could simply resize the selector in the windowskin and have transparency in there like so:

http://img.photobucket.com/albums/v108/ ... inskin.png[/IMG] >> http://img.photobucket.com/albums/v108/ ... skin_2.png[/IMG]

But then it still wont change the gap between each selection.

So, any ideas?

Code:
#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
#  This message window is used to display text.
#==============================================================================

class Window_Message < Window_Selectable2
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(205, 340, 402, 91)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    self.z = 9998
    @fade_in = false
    @fade_out = false
    @contents_showing = false
    @cursor_width = 0
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    terminate_message
    $game_temp.message_window_showing = false
    if @input_number_window != nil
      @input_number_window.dispose
    end
    super
  end
  #--------------------------------------------------------------------------
  # * Terminate Message
  #--------------------------------------------------------------------------
  def terminate_message
    self.active = false
    self.pause = false
    self.index = -1
    self.contents.clear
    # Clear showing flag
    @contents_showing = false
    # Call message callback
    if $game_temp.message_proc != nil
      $game_temp.message_proc.call
    end
    # Clear variables related to text, choices, and number input
    $game_temp.message_text = nil
    $game_temp.message_proc = nil
    $game_temp.choice_start = 99
    $game_temp.choice_max = 0
    $game_temp.choice_cancel_type = 0
    $game_temp.choice_proc = nil
    $game_temp.num_input_start = 99
    $game_temp.num_input_variable_id = 0
    $game_temp.num_input_digits_max = 0
    # Open gold window
    if @gold_window != nil
      @gold_window.dispose
      @gold_window = nil
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.font.size = 16
    x = y = 0
    @cursor_width = 0
    # Indent if choice
    if $game_temp.choice_start == 0
      x = 8
    end
    # If waiting for a message to be displayed
    if $game_temp.message_text != nil
      text = $game_temp.message_text
      # Control text processing
      begin
        last_text = text.clone
        text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
      end until text == last_text
      text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
      end
      # Change "\\\\" to "\000" for convenience
      text.gsub!(/\\\\/) { "\000" }
      # Change "\\C" to "\001" and "\\G" to "\002"
      text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
      text.gsub!(/\\[Gg]/) { "\002" }
      # Get 1 text character in c (loop until unable to get text)
      while ((c = text.slice!(/./m)) != nil)
        # If \\
        if c == "\000"
          # Return to original text
          c = "\\"
        end
        # If \C[n]
        if c == "\001"
          # Change text color
          text.sub!(/\[([0-9]+)\]/, "")
          color = $1.to_i
          if color >= 0 and color <= 7
            self.contents.font.color = text_color(color)
          end
          # go to next text
          next
        end
        # If \G
        if c == "\002"
          # Make gold window
          if @gold_window == nil
            @gold_window = Window_Gold.new
            @gold_window.x = 560 - @gold_window.width
            if $game_temp.in_battle
              @gold_window.y = 192
            else
              @gold_window.y = self.y >= 128 ? 32 : 384
            end
            @gold_window.opacity = self.opacity
            @gold_window.back_opacity = self.back_opacity
          end
          # go to next text
          next
        end
        # If new line text
        if c == "\n"
          # Update cursor width if choice
          if y >= $game_temp.choice_start
            @cursor_width = [@cursor_width, x].max
          end
          # Add 1 to y
          y += 1
          x = 0
          # Indent if choice
          if y >= $game_temp.choice_start
            x = 8
          end
          # go to next text
          next
        end
        # Draw text
        self.contents.draw_text(4 + x, 17 * y, 40, 32, c)
        # Add x to drawn text width
        x += self.contents.text_size(c).width
      end
    end
    # If choice
    if $game_temp.choice_max > 0
      @item_max = $game_temp.choice_max
      self.active = true
      self.index = 0
    end
    # If number input
    if $game_temp.num_input_variable_id > 0
      digits_max = $game_temp.num_input_digits_max
      number = $game_variables[$game_temp.num_input_variable_id]
      @input_number_window = Window_InputNumber.new(digits_max)
      @input_number_window.number = number
      @input_number_window.x = self.x + 8
      @input_number_window.y = self.y + $game_temp.num_input_start * 32
    end
  end
  #--------------------------------------------------------------------------
  # * Set Window Position and Opacity Level
  #--------------------------------------------------------------------------
  def reset_window
    if $game_temp.in_battle
      self.y = 16
    else
      case $game_system.message_position
      when 0  # up
        self.y = 340
      when 1  # middle
        self.y = 340
      when 2  # down
        self.y = 340
      end
    end
    if $game_system.message_frame == 0
      self.opacity = 255
    else
      self.opacity = 0
    end
    self.back_opacity = 160
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If fade in
    if @fade_in
      self.contents_opacity += 24
      if @input_number_window != nil
        @input_number_window.contents_opacity += 24
      end
      if self.contents_opacity == 255
        @fade_in = false
      end
      return
    end
    # If inputting number
    if @input_number_window != nil
      @input_number_window.update
      # Confirm
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        $game_variables[$game_temp.num_input_variable_id] =
          @input_number_window.number
        $game_map.need_refresh = true
        # Dispose of number input window
        @input_number_window.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    # If message is being displayed
    if @contents_showing
      # If choice isn't being displayed, show pause sign
      if $game_temp.choice_max == 0
        self.pause = true
      end
      # Cancel
      if Input.trigger?(Input::B)
        if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
          $game_system.se_play($data_system.cancel_se)
          $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
          terminate_message
        end
      end
      # Confirm
      if Input.trigger?(Input::C)
        if $game_temp.choice_max > 0
          $game_system.se_play($data_system.decision_se)
          $game_temp.choice_proc.call(self.index)
        end
        terminate_message
      end
      return
    end
    # If display wait message or choice exists when not fading out
    if @fade_out == false and $game_temp.message_text != nil
      @contents_showing = true
      $game_temp.message_window_showing = true
      reset_window
      refresh
      Graphics.frame_reset
      self.visible = true
      self.contents_opacity = 0
      if @input_number_window != nil
        @input_number_window.contents_opacity = 0
      end
      @fade_in = true
      return
    end
    # If message which should be displayed is not shown, but window is visible
    if self.visible
      @fade_out = true
      self.opacity -= 48
      if self.opacity == 0
        self.visible = false
        @fade_out = false
        $game_temp.message_window_showing = false
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index >= 0
      n = $game_temp.choice_start + @index
      self.cursor_rect.set(8, n * 32, @cursor_width, 32)
    else
      self.cursor_rect.empty
    end
  end
end

Code:
#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
#  This window class contains cursor movement and scroll functions.
#==============================================================================

class Window_Selectable2 < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :index                    # cursor position
  attr_reader   :help_window              # help window
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x      : window x-coordinate
  #     y      : window y-coordinate
  #     width  : window width
  #     height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 1
    @index = -1
  end
  #--------------------------------------------------------------------------
  # * Set Cursor Position
  #     index : new cursor position
  #--------------------------------------------------------------------------
  def index=(index)
    @index = index
    # Update Help Text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Get Row Count
  #--------------------------------------------------------------------------
  def row_max
    # Compute rows from number of items and columns
    return (@item_max + @column_max - 1) / @column_max
  end
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
    # Divide y-coordinate of window contents transfer origin by 1 row
    # height of 32
    return self.oy / 18
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #     row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
    # If row is less than 0, change it to 0
    if row < 0
      row = 0
    end
    # If row exceeds row_max - 1, change it to row_max - 1
    if row > row_max - 1
      row = row_max - 1
    end
    # Multiply 1 row height by 32 for y-coordinate of window contents
    # transfer origin
    self.oy = row * 18
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
    # Subtract a frame height of 32 from the window height, and divide it by
    # 1 row height of 32
    return (self.height - 18) / 18
  end
  #--------------------------------------------------------------------------
  # * Get Number of Items Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_item_max
    # Multiply row count (page_row_max) times column count (@column_max)
    return page_row_max * @column_max
  end
  #--------------------------------------------------------------------------
  # * Set Help Window
  #     help_window : new help window
  #--------------------------------------------------------------------------
  def help_window=(help_window)
    @help_window = help_window
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 18
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 18)
    y = @index / @column_max * 18 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x, y, cursor_width, 18)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If cursor is movable
    if self.active and @item_max > 0 and @index >= 0
      # If pressing down on the directional buttons
      if Input.repeat?(Input::DOWN)
        # If column count is 1 and directional button was pressed down with no
        # repeat, or if cursor position is more to the front than
        # (item count - column count)
        if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
           @index < @item_max - @column_max
          # Move cursor down
          $game_system.se_play($data_system.cursor_se)
          @index = (@index + @column_max) % @item_max
        end
      end
      # If the up directional button was pressed
      if Input.repeat?(Input::UP)
        # If column count is 1 and directional button was pressed up with no
        # repeat, or if cursor position is more to the back than column count
        if (@column_max == 1 and Input.trigger?(Input::UP)) or
           @index >= @column_max
          # Move cursor up
          $game_system.se_play($data_system.cursor_se)
          @index = (@index - @column_max + @item_max) % @item_max
        end
      end
      # If the right directional button was pressed
      if Input.repeat?(Input::RIGHT)
        # If column count is 2 or more, and cursor position is closer to front
        # than (item count -1)
        if @column_max >= 2 and @index < @item_max - 1
          # Move cursor right
          $game_system.se_play($data_system.cursor_se)
          @index += 1
        end
      end
      # If the left directional button was pressed
      if Input.repeat?(Input::LEFT)
        # If column count is 2 or more, and cursor position is more back than 0
        if @column_max >= 2 and @index > 0
          # Move cursor left
          $game_system.se_play($data_system.cursor_se)
          @index -= 1
        end
      end
      # If R button was pressed
      if Input.repeat?(Input::R)
        # If bottom row being displayed is more to front than bottom data row
        if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
          # Move cursor 1 page back
          $game_system.se_play($data_system.cursor_se)
          @index = [@index + self.page_item_max, @item_max - 1].min
          self.top_row += self.page_row_max
        end
      end
      # If L button was pressed
      if Input.repeat?(Input::L)
        # If top row being displayed is more to back than 0
        if self.top_row > 0
          # Move cursor 1 page forward
          $game_system.se_play($data_system.cursor_se)
          @index = [@index - self.page_item_max, 0].max
          self.top_row -= self.page_row_max
        end
      end
    end
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
end

Code:
#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
#  This window deals with general command choices.
#==============================================================================

class Window_Command2 < Window_Selectable2
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(width, commands, font = 16)
    # Compute window height from command quantity
    super(0, 0, width, commands.size * 18 + 18)
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    self.contents.font.size = font
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #     color : text color
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(4, 18 * index, self.contents.width - 8, 18)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
end
 
look at the code below. but note that changing the height's value will change every windows. You might want to create a variable which contains the height and change it in the initialize method of the desired window...

Code:
#--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 18
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 18)
    y = @index / @column_max * 18 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x, y, cursor_width, 18) #HERE, the 18 is the height.
  end
 

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