I must be getting senile because I've forgotten what the solution this is, but basically, I've got a window accidentally displaying the right arrow. This is something that happens when adjusting the parameters of a window vs. its background images and something to do with a 16-32 pixel border, but for the life of me I can't recall where I messed up. Here's the window code, based heavily on the Window_Skill.
class Window_Chant < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# This is the Spell Book Window: It is translucent
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 128, 640, 352)
@actor = actor
@column_max = 3
refresh
self.index = -1
# If in battle
if $game_temp.in_battle
self.width = 540 #100
self.x = 100
self.y = 64
self.height = 214 #256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# * Acquiring Chant
#--------------------------------------------------------------------------
def chant
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@actor.chants.size
chant = $data_chants[@actor.chants[i]]
if chant != nil
@data.push(chant)
end
end
# If item count is not 0, make a bit map and draw all items
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
chant = @data[index]
if @actor.chant_can_use?(chant.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
if $game_temp.in_battle
x = 6 + index % 3 * (146 + 32)
y = index / 3 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(chant.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 24, y, 160, 32, chant.name, 0)
self.contents.draw_text(x + 94, y, 48, 32, chant.power.to_s, 2)
else
x = 4 + index % 3 * (180 + 32)
y = index / 3 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(chant.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, chant.name, 0)
self.contents.draw_text(x + 124, y, 48, 32, chant.power.to_s, 2)
end
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.chant == nil ? "" : self.chant.description)
end
end