Hello, MalevolentAura. You could make a plugin with the following code, which is the code from the same function in rpg_core.js with the value of variable m changed from 4 to 24 and with all blt's except the corners commented out. The corners are by default kept from stretching out of proportion. With this change, instead of the corners being four pixels wide, they are made to be 24 pixels wide. I think this change accomplishes your objective with the disadvantage that the corners could end up overlapping each other if you use large cursor sprites on small selections.
Code:Window.prototype._refreshCursor = function () {
var pad = this._padding;
var x = this._cursorRect.x + pad - this.origin.x;
var y = this._cursorRect.y + pad - this.origin.y;
var w = this._cursorRect.width;
var h = this._cursorRect.height;
var m = 24;
var x2 = Math.max(x, pad);
var y2 = Math.max(y, pad);
var ox = x - x2;
var oy = y - y2;
var w2 = Math.min(w, this._width - pad - x2);
var h2 = Math.min(h, this._height - pad - y2);
var bitmap = new Bitmap(w2, h2);
this._windowCursorSprite.bitmap = bitmap;
this._windowCursorSprite.setFrame(0, 0, w2, h2);
this._windowCursorSprite.move(x2, y2);
if (w > 0 && h > 0 && this._windowskin) {
var skin = this._windowskin;
var p = 96;
var q = 48;
/*
bitmap.blt(skin, p + m, p + m, q - m * 2, q - m * 2, ox + m, oy + m, w - m * 2, h - m * 2);
bitmap.blt(skin, p + m, p + 0, q - m * 2, m, ox + m, oy + 0, w - m * 2, m);
bitmap.blt(skin, p + m, p + q - m, q - m * 2, m, ox + m, oy + h - m, w - m * 2, m);
bitmap.blt(skin, p + 0, p + m, m, q - m * 2, ox + 0, oy + m, m, h - m * 2);
bitmap.blt(skin, p + q - m, p + m, m, q - m * 2, ox + w - m, oy + m, m, h - m * 2);
*/
bitmap.blt(skin, p + 0, p + 0, m, m, ox + 0, oy + 0, m, m);
bitmap.blt(skin, p + q - m, p + 0, m, m, ox + w - m, oy + 0, m, m);
bitmap.blt(skin, p + 0, p + q - m, m, m, ox + 0, oy + h - m, m, m);
bitmap.blt(skin, p + q - m, p + q - m, m, m, ox + w - m, oy + h - m, m, m);
}
};