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[Resolved][vx] extra description line

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Is there any way I can set the text in item description to take up 2 lines of space? I want to move the statistical additions under the explanation.
« Last Edit: August 28, 2011, 06:13:12 AM by Scalinger2 »

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my name is Timothy what's yours
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2014 Most Missed Member2014 Zero to Hero2014 Best IRC Quote2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
That is a script I've been wanting to write. I'll do it tonight.
it's like a metaphor or something i don't know

****
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*****
my name is Timothy what's yours
Rep:
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Hello
2014 Most Missed Member2014 Zero to Hero2014 Best IRC Quote2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
Had to do something tonight, so yeah. I'll do it just about first thing when I get home tomorrow.
it's like a metaphor or something i don't know

*****
my name is Timothy what's yours
Rep:
Level 79
Hello
2014 Most Missed Member2014 Zero to Hero2014 Best IRC Quote2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
Working on this now; should be done before I go to sleep.
I'm not only adding this feature, but giving it more stuff kinda like MA's Global Text Codes. For a script like this though (have to create special functions), I'm going to release a base script (which several things can be made using) and this description codes thing.
I think that's worth waiting about 4 more hours?
it's like a metaphor or something i don't know

****
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I have plenty of time dont worry xD

*****
my name is Timothy what's yours
Rep:
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Hello
2014 Most Missed Member2014 Zero to Hero2014 Best IRC Quote2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
The base:
Code: [Select]
#===============================================================================
#
# Special Text
# Pacman, 19/8/2011
# Scripter's tool; converts special characters and returns the altered text.
# This is a simple script that provides methods for converting special
# characters in any text. It returns the variable ID for \v[ID], the actor with
# ID's name for \n[ID], changes the colour to ID for \c[ID], returns the party's
# gold for \g, returns \ for \\, returns the state with ID's name for \s[ID],
# returns the element with ID's name for \e[ID], and returns the class with ID's
# name for \cl[ID].
#
#===============================================================================

$imported = {} if $imported == nil; $imported["Pacman's Special Text"] = true

#==============================================================================
# ** Bitmap
#------------------------------------------------------------------------------
#  The bitmap class. Bitmaps are expressions of so-called graphics. Sprites
# (Sprite) and other objects must be used to display bitmaps on the screen.
#==============================================================================

class Bitmap
  #--------------------------------------------------------------------------
  # * Create dummy window
  #--------------------------------------------------------------------------
  @@_dummy_window = Window_Base.new(-64, -64, 64, 64) # Class variable.
  @@_dummy_window.visible = false                     # Invisible.
  #--------------------------------------------------------------------------
  # ? Format specification character drawing
  #--------------------------------------------------------------------------
  def draw_special_text(x, y, width, height, text, align = 0)
    string = convert_special_characters(text)
    dx = 0
    buf = Bitmap.new(Graphics.width * 2, Window_Base::WLH)
    buf.font = self.font.clone
    loop {
      c = string.slice!(/./m)
      case c
      when nil
        break
      when "\x01"
        string.sub!(/\[([0-9]+)\]/, "")
        buf.font.color = @@_dummy_window.text_color($1.to_i)
        next
      else
        buf.draw_text(dx, 0, 40, Window_Base::WLH, c)
        c_width = buf.text_size(c).width
        dx += c_width
      end
    }
    self.font = buf.font.clone
    dest = Rect.new(x, y, [width, dx].min, height)
    src = Rect.new(0, 0, dx, Window_Base::WLH)
    offset = width - dx
    case align
    when 1  # Center justification
      dest.x += offset / 2
    when 2  # Right justification
      dest.x += offset
    end
    stretch_blt(dest, buf, src)
    buf.dispose
  end
  #--------------------------------------------------------------------------
  # * Conversion of Special Characters to their Expected Expression
  #--------------------------------------------------------------------------
  def convert_special_characters(string)
    x = string.dup
    x.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] }
    x.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name }
    x.gsub!(/\\C\[([0-9]+)\]/i) { "\x01[#{$1}]" }
    x.gsub!(/\\G/)              { $game_party.gold }
    x.gsub!(/\\\\/)             { "\\" }
    x.gsub!(/\\s\[(\d+)\]/i)    { $data_states[$1.to_i].name
    x.gsub!(/\\e\[(\d+)\]/i)    { $data_elements[$1.to_i].name }
    x.gsub!(/\\cl\[(\d+)\]/i)   { $data_classes[$1.to_i].name }
    return x
  end
end
The actual script:
Code: [Select]
#===============================================================================
#
# Advanced Description
# Pacman, 19/8/2011
# Allows for more rows in the description boxes. Use the | key (above backslash)
# to add a row, and configure the script below.
# Also provides for normal message box codes to be used in description boxes.
# REQUIRES AND MUST BE INSERTED BELOW SPECIAL TEXT
#
#===============================================================================
# Begin Editing
#===============================================================================

module AdvDesc
  # Maximum number of rows the help window displays.
  MAXIMUM_ROWS = 2
  # Button used to scroll the status window of the shop scene.
  SCROLL_BUTTON = Input::X
end

#===============================================================================
# End Editing
#===============================================================================

$imported = {} if $imported == nil
$imported["Advanced Description"] = true

#==============================================================================
# ** Window_Help
#------------------------------------------------------------------------------
#  This window shows skill and item explanations along with actor status.
#==============================================================================

class Window_Help < Window_Base
  #--------------------------------------------------------------------------
  # Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :max_rows
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias advdesc_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @max_rows = 1
    advdesc_initialize
  end
  #--------------------------------------------------------------------------
  # * Change number of rows
  #--------------------------------------------------------------------------
  def max_rows=(n)
    @max_rows = [n, 1].max
    h = (WLH * @max_rows) + 32; self.height = h
    create_contents
    text, align = @text, @align
    @text = @align = nil
    set_text(text, align)
  end
  #--------------------------------------------------------------------------
  # * Set Text
  #  text  : character string displayed in window
  #  align : alignment (0..flush left, 1..center, 2..flush right)
  #--------------------------------------------------------------------------
  def set_text(text, align = 0)
    if text != @text or align != @align
      self.contents.clear
      self.contents.font.color = normal_color
      font_temp = self.contents.font.clone
      temp = text.gsub(/\\N(\[\d+\])/i) { "\\__#{$1}" }
      lines = temp.split(/(?:[|]|\\n)/i)
      lines.each_with_index { |l, i|
        l.gsub!(/\\__(\[\d+\])/i) { "\\N#{$1}" }
        self.contents.draw_special_text(4, i * WLH, self.width - 40, WLH, l,
         align)
      }
      self.contents.font = font_temp
      @text, @align = text, align
    end
  end
end

#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
#  This class performs the item screen processing.
#==============================================================================

class Scene_Item < Scene_Base
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias advdesc_start start
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    advdesc_start
    change_windows_size
  end
  #--------------------------------------------------------------------------
  # * Change Size of Windows
  #--------------------------------------------------------------------------
  def change_windows_size
    @help_window.max_rows = AdvDesc::MAXIMUM_ROWS
    @item_window.y = @help_window.height
    @item_window.height = Graphics.height - @help_window.height
    @item_window.refresh
  end
end

#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
#  This class performs the skill screen processing.
#==============================================================================

class Scene_Skill < Scene_Base
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias advdesc_start start
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    advdesc_start
    change_windows_size
  end
  #--------------------------------------------------------------------------
  # * Change Size of Windows
  #--------------------------------------------------------------------------
  def change_windows_size
    @help_window.max_rows = AdvDesc::MAXIMUM_ROWS
    @status_window.y = @help_window.height
    dy = @help_window.height + @status_window.height
    @skill_window.y = dy
    @skill_window.height = Graphics.height - dy
    @skill_window.refresh
  end
end

#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs the equipment screen processing.
#==============================================================================

class Scene_Equip < Scene_Base
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias advdesc_start start
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    advdesc_start
    change_windows_size
  end
  #--------------------------------------------------------------------------
  # * Change Size of Windows
  #--------------------------------------------------------------------------
  def change_windows_size
    @help_window.max_rows = AdvDesc::MAXIMUM_ROWS
    @equip_window.y = @help_window.height
    @status_window.y = @help_window.height
    change_item_windows_size
  end
  #--------------------------------------------------------------------------
  # * Change Size of Item Windows
  #--------------------------------------------------------------------------
  def change_item_windows_size
    @item_windows.each { |w|
      dy = @help_window.height + @equip_window.height
      w.y = dy
      w.height = Graphics.height - dy
      w.refresh
    }
  end
end

#==============================================================================
# ** Scene_Shop
#------------------------------------------------------------------------------
#  This class performs shop screen processing.
#==============================================================================

class Scene_Shop < Scene_Base
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias advdesc_start start
  alias advdesc_update update
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    advdesc_start
    change_windows_size
  end
  #--------------------------------------------------------------------------
  # * Change Size of Windows
  #--------------------------------------------------------------------------
  def change_windows_size
    @help_window.max_rows = AdvDesc::MAXIMUM_ROWS
    @command_window.y = @help_window.height
    @gold_window.y = @help_window.height
    dy = @help_window.height + @command_window.height
    @dummy_window.y = @buy_window.y = @sell_window.y =
    @number_window.y = @status_window.y = dy
    @dummy_window.height = @buy_window.height =
    @sell_window.height = @number_window.height =
    @status_window.height = Graphics.height - dy
    @dummy_window.create_contents
    @number_window.create_contents
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if !@command_window.active &&
     Input.press?(AdvDesc::SCROLL_BUTTON)
      super
      update_menu_background
      update_scroll_status
      return
    else
      @status_window.cursor_rect.empty
    end
    advdesc_update
  end
  #--------------------------------------------------------------------------
  # * Update Status of Scrolling
  #--------------------------------------------------------------------------
  def update_scroll_status
    @status_window.cursor_rect.width = @status_window.contents.width
    @status_window.cursor_rect.height = @status_window.height - 32
    @status_window.update
    if Input.press?(Input::UP)
      @status_window.oy = [@status_window.oy - 4, 0].max
    elsif Input.press?(Input::DOWN)
      max_pos = [@status_window.contents.height -
        (@status_window.height - 32), 0].max
      @status_window.oy = [@status_window.oy + 4, max_pos].min
    end
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias advdesc_start_skill_selection start_skill_selection
  alias advdesc_start_item_selection start_item_selection
  #--------------------------------------------------------------------------
  # * Start Skill Selection
  #--------------------------------------------------------------------------
  def start_skill_selection
    advdesc_start_skill_selection
    change_skill_window_size
  end
  #--------------------------------------------------------------------------
  # * Change Size of Skill Window
  #--------------------------------------------------------------------------
  def change_skill_window_size
    @help_window.row_max = AdvDesc::MAXIMUM_ROWS
    @skill_window.y = @help_window.height
    @skill_window.height = Graphics.height - (@help_window.height +
     @status_window.height)
    @skill_window.refresh
  end
  #--------------------------------------------------------------------------
  # * Start Item Selection
  #--------------------------------------------------------------------------
  def start_item_selection
    advdesc_start_item_selection
    change_item_window_size
  end
  #--------------------------------------------------------------------------
  # * Change Size of Item Window
  #--------------------------------------------------------------------------
  def change_item_window_size
    @help_window.max_rows = AdvDesc::MAXIMUM_ROWS
    @item_window.y = @help_window.height
    @item_window.height = Graphics.height - (@help_window.height +
     @status_window.height)
    @item_window.refresh
  end
end
Give some credit to KGC, I based this off of his scripts.
« Last Edit: August 19, 2011, 07:33:04 AM by Pacman »
it's like a metaphor or something i don't know

****
Rep:
Level 69
I got this error. I'm supposed to put the | in the description when I want the second line of text right?

*
Rep:
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2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Most Mature Member2010 Favourite Staff Member
There's a missing bracket.

Change line 76:
Code: [Select]
    x.gsub!(/\\s\[(\d+)\]/i)    { $data_states[$1.to_i].name

to:

Code: [Select]
    x.gsub!(/\\s\[(\d+)\]/i)    { $data_states[$1.to_i].name }

****
Rep:
Level 69
pacman forgot to put it thru the script spell check :P
thx guys!

Edit: It works in equip menu but isn't fully compatible with the cozzie quick item sort.
how do i fix this? xD
« Last Edit: August 19, 2011, 10:11:26 PM by Scalinger2 »

*****
my name is Timothy what's yours
Rep:
Level 79
Hello
2014 Most Missed Member2014 Zero to Hero2014 Best IRC Quote2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
Yeah, I noticed the missing bracket, but I was almost asleep anyway. Yeah.
Anyway, I'll take a crack at fixing that, shouldn't be too hard. To avoid you having to configure the script again, can I have your copy of that script?
it's like a metaphor or something i don't know


*****
my name is Timothy what's yours
Rep:
Level 79
Hello
2014 Most Missed Member2014 Zero to Hero2014 Best IRC Quote2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
Replace the Advanced Description script with this:
Code: [Select]
#===============================================================================
#
# Advanced Description
# Pacman, 19/8/2011
# Allows for more rows in the description boxes. Use the | key (above backslash)
# to add a row, and configure the script below.
# Also provides for normal message box codes to be used in description boxes.
# REQUIRES AND MUST BE INSERTED BELOW SPECIAL TEXT
#
#===============================================================================
# Begin Editing
#===============================================================================

module AdvDesc
  # Maximum number of rows the help window displays.
  MAXIMUM_ROWS = 2
  # Button used to scroll the status window of the shop scene.
  SCROLL_BUTTON = Input::X
end

#===============================================================================
# End Editing
#===============================================================================

$imported = {} if $imported == nil
$imported["Advanced Description"] = true

#==============================================================================
# ** Window_Help
#------------------------------------------------------------------------------
#  This window shows skill and item explanations along with actor status.
#==============================================================================

class Window_Help < Window_Base
  #--------------------------------------------------------------------------
  # Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :max_rows
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias advdesc_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @max_rows = 1
    advdesc_initialize
  end
  #--------------------------------------------------------------------------
  # * Change number of rows
  #--------------------------------------------------------------------------
  def max_rows=(n)
    @max_rows = [n, 1].max
    h = (WLH * @max_rows) + 32; self.height = h
    create_contents
    text, align = @text, @align
    @text = @align = nil
    set_text(text, align)
  end
  #--------------------------------------------------------------------------
  # * Set Text
  #  text  : character string displayed in window
  #  align : alignment (0..flush left, 1..center, 2..flush right)
  #--------------------------------------------------------------------------
  def set_text(text, align = 0)
    if text != @text or align != @align
      self.contents.clear
      self.contents.font.color = normal_color
      font_temp = self.contents.font.clone
      temp = text.gsub(/\\N(\[\d+\])/i) { "\\__#{$1}" }
      lines = temp.split(/(?:[|]|\\n)/i)
      lines.each_with_index { |l, i|
        l.gsub!(/\\__(\[\d+\])/i) { "\\N#{$1}" }
        self.contents.draw_special_text(4, i * WLH, self.width - 40, WLH, l,
         align)
      }
      self.contents.font = font_temp
      @text, @align = text, align
    end
  end
end

#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
#  This class performs the item screen processing.
#==============================================================================

class Scene_Item < Scene_Base
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias advdesc_start start
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    advdesc_start
    change_windows_size
  end
  #--------------------------------------------------------------------------
  # * Change Size of Windows
  #--------------------------------------------------------------------------
  def change_windows_size
    @help_window.max_rows = AdvDesc::MAXIMUM_ROWS
    if $imported["CozSimplSortInvent"]            # Support for Cozzie's SSI
      @category_window.y = @help_window.height
      @category_window.refresh
      @sort_window.y = @category_window.y
      @sort_window.refresh
      height = @category_window.height + @help_window.height
      @item_window.y = height
      @item_window.height = Graphics.height - height
    else
      @item_window.y = @help_window.height
      @item_window.height = Graphics.height - @help_window.height
    end
    @item_window.refresh
  end
end

#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
#  This class performs the skill screen processing.
#==============================================================================

class Scene_Skill < Scene_Base
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias advdesc_start start
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    advdesc_start
    change_windows_size
  end
  #--------------------------------------------------------------------------
  # * Change Size of Windows
  #--------------------------------------------------------------------------
  def change_windows_size
    @help_window.max_rows = AdvDesc::MAXIMUM_ROWS
    @status_window.y = @help_window.height
    dy = @help_window.height + @status_window.height
    @skill_window.y = dy
    @skill_window.height = Graphics.height - dy
    @skill_window.refresh
  end
end

#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs the equipment screen processing.
#==============================================================================

class Scene_Equip < Scene_Base
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias advdesc_start start
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    advdesc_start
    change_windows_size
  end
  #--------------------------------------------------------------------------
  # * Change Size of Windows
  #--------------------------------------------------------------------------
  def change_windows_size
    @help_window.max_rows = AdvDesc::MAXIMUM_ROWS
    @equip_window.y = @help_window.height
    @status_window.y = @help_window.height
    change_item_windows_size
  end
  #--------------------------------------------------------------------------
  # * Change Size of Item Windows
  #--------------------------------------------------------------------------
  def change_item_windows_size
    @item_windows.each { |w|
      dy = @help_window.height + @equip_window.height
      w.y = dy
      w.height = Graphics.height - dy
      w.refresh
    }
  end
end

#==============================================================================
# ** Scene_Shop
#------------------------------------------------------------------------------
#  This class performs shop screen processing.
#==============================================================================

class Scene_Shop < Scene_Base
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias advdesc_start start
  alias advdesc_update update
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    advdesc_start
    change_windows_size
  end
  #--------------------------------------------------------------------------
  # * Change Size of Windows
  #--------------------------------------------------------------------------
  def change_windows_size
    @help_window.max_rows = AdvDesc::MAXIMUM_ROWS
    @command_window.y = @help_window.height
    @gold_window.y = @help_window.height
    dy = @help_window.height + @command_window.height
    @dummy_window.y = @buy_window.y = @sell_window.y =
    @number_window.y = @status_window.y = dy
    @dummy_window.height = @buy_window.height =
    @sell_window.height = @number_window.height =
    @status_window.height = Graphics.height - dy
    @dummy_window.create_contents
    @number_window.create_contents
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if !@command_window.active &&
     Input.press?(AdvDesc::SCROLL_BUTTON)
      super
      update_menu_background
      update_scroll_status
      return
    else
      @status_window.cursor_rect.empty
    end
    advdesc_update
  end
  #--------------------------------------------------------------------------
  # * Update Status of Scrolling
  #--------------------------------------------------------------------------
  def update_scroll_status
    @status_window.cursor_rect.width = @status_window.contents.width
    @status_window.cursor_rect.height = @status_window.height - 32
    @status_window.update
    if Input.press?(Input::UP)
      @status_window.oy = [@status_window.oy - 4, 0].max
    elsif Input.press?(Input::DOWN)
      max_pos = [@status_window.contents.height -
        (@status_window.height - 32), 0].max
      @status_window.oy = [@status_window.oy + 4, max_pos].min
    end
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias advdesc_start_skill_selection start_skill_selection
  alias advdesc_start_item_selection start_item_selection
  #--------------------------------------------------------------------------
  # * Start Skill Selection
  #--------------------------------------------------------------------------
  def start_skill_selection
    advdesc_start_skill_selection
    change_skill_window_size
  end
  #--------------------------------------------------------------------------
  # * Change Size of Skill Window
  #--------------------------------------------------------------------------
  def change_skill_window_size
    @help_window.max_rows = AdvDesc::MAXIMUM_ROWS
    @skill_window.y = @help_window.height
    @skill_window.height = Graphics.height - (@help_window.height +
     @status_window.height)
    @skill_window.refresh
  end
  #--------------------------------------------------------------------------
  # * Start Item Selection
  #--------------------------------------------------------------------------
  def start_item_selection
    advdesc_start_item_selection
    change_item_window_size
  end
  #--------------------------------------------------------------------------
  # * Change Size of Item Window
  #--------------------------------------------------------------------------
  def change_item_window_size
    @help_window.max_rows = AdvDesc::MAXIMUM_ROWS
    @item_window.y = @help_window.height
    @item_window.height = Graphics.height - (@help_window.height +
     @status_window.height)
    @item_window.refresh
  end
end
it's like a metaphor or something i don't know

****
Rep:
Level 69