Firstly, Please improve your grammar.
I'm not criticizing you, but it's better to improve it
to let people understand what you want.
Secondly, Here's the script I found on RPGRevolution..
#==============================================================================
# Show Face on Message window with Emoticon option
#------------------------------------------------------------------------------
# By Nechigawara Sanzenin
# Orginal Show Face in Message Window from http://www.rpgrevolution.com/
# WARNING!! : This script can use on RPG Maker XP Only!! (VX Not Support)
#==============================================================================
=begin
How to Use Show Face Option:
Add "\f[FaceName]" To text in message control
FaceName must be the filename of a graphic file found in the directory
"Graphics\Pictures" of your RPG Maker XP project.
The file must be a PNG of 96X96 pixels.
You do not need to write the file extention.
How to Use Emoticon Option:
Add "\E[Number Of Emoticon]" To text in message control
The Emoticon Picture is in "Graphics\Picture".
when the line number of emoticonset is 1 , Number of Emoticon is 1.
when the line number of emoticonset is 2 , Number of Emoticon is 2.
Max of Number of Emoticon is 10.
You can set Emoticon's Picture Name at EMO_NAME.
You can set Emoticon's Position at EMO_X and EMO_y.
You can set frame rate at BALLOON_WAIT.
if the message window don't have face,Noting happen.
=end
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
BALLOON_WAIT = 12
EMO_NAME = "Balloon"
EMO_X = 93
EMO_Y = 15
#--------------------------------------------------------------------------
alias inc_initialize initialize
def initialize
inc_initialize
@viewport = Viewport.new(0, 0, 544, 416)
@viewport.z = z + 50
@balloon_face = 0
create_balloon
@pic_show = false
end
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
dispose_balloon
@viewport.dispose
super
end
#--------------------------------------------------------------------------
alias inc_terminate_message terminate_message
def terminate_message
inc_terminate_message
@balloon_sprite.visible = false
@pic_show = false
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
x = y = 0
@cursor_width = 0
# If the choices indentation is done
if $game_temp.choice_start == 0
x = 8
end
# When there is a message of the waiting of indication
if $game_temp.message_text != nil
text = $game_temp.message_text
# check face graphic
if (/\A\\[Ff]\[(.+?)\]/.match(text))!=nil then
@face_file = $1 + ".png"
if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
self.contents.blt(0, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
@pic_show = true
end
text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
end
# Control character 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
# For convenience,"\\\\" convert to "\000"
text.gsub!(/\\\\/) { "\000" }
# "\\C" convert to "\001", "\\G" convert to "\002"
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\003[#{$1}]" }
text.gsub!(/\\[Tt]\[([0-9]+)\]/) { "\004[#{$1}]" }
text.gsub!(/\\[Zz]\[([0-9]+)\]/) { "\005[#{$1}]" }
text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\006[#{$1}]" }
# Until acquisition (letter becomes not be able to acquire 1 letter in c, the loop)
phrase = ""
while ((c = text.slice!(/./m)) != nil)
# \\ = Show letter " \ "
if c == "\000"
# You reset to original letter
c = "\\"
end
# \C = Change text color
if c == "\001"
# Modifying letter color
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# To the following letter
next
end
# \G = Show window gold
if c == "\002"
nowwidth = self.contents.text_size(phrase).width
self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase)
x += nowwidth
phrase = ""
# Drawing up the Gold window dough
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
# To the following letter
next
end
# \F Change Font Face
if c == "\003"
text.sub!(/\[([0-9]+)\]/, "")
fontface = $1.to_i
case fontface
when 1
self.contents.font.name = "AngsanaUPC"
when 2
self.contents.font.name = "BrowalliaUPC"
when 3
self.contents.font.name = "CordiaUPC"
when 4
self.contents.font.name = "DilleniaUPC"
when 5
self.contents.font.name = "EucrosiaUPC"
when 6
self.contents.font.name = "FreesiaUPC"
when 7
self.contents.font.name = "IrisUPC"
when 8
self.contents.font.name = "JasmineUPC"
when 9
self.contents.font.name = "KodchiangUPC"
when 10
self.contents.font.name = "LilyUPC"
when 11
self.contents.font.name = "Microsoft Sans Serif"
when 12
self.contents.font.name = "Tahoma"
else
self.contents.font.name = $fontface
end
# To the following letter
next
end
# \T Change Font Type
if c == "\004"
text.sub!(/\[([0-9]+)\]/, "")
fonttype = $1.to_i
case fonttype
when 1
self.contents.font.bold = true
self.contents.font.italic = false
when 2
self.contents.font.bold = false
self.contents.font.italic = true
when 3
self.contents.font.bold = true
self.contents.font.italic = true
else
self.contents.font.bold = false
self.contents.font.italic = false
end
# To the following letter
next
end
# \Z Change Font Size
if c == "\005"
text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i, 12].max, 50].min
c = ""
next
end
# show emoticon
if c == "\006"
text.sub!(/\[([0-9]+)\]/, "")
if @pic_show == true
@balloon_face = $1.to_i
refresh_balloon
end
c = ""
next
end
# In case of line feed character
if c == "\n"
nowwidth = self.contents.text_size(phrase).width
if @pic_show == true
self.contents.draw_text (120 + x, 32 * y, nowwidth, 32, phrase)
else
self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase)
end
x += nowwidth
phrase = ""
# If the choices renewing the width of cursor
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
# y Adding 1
y += 1
x = 0
# If the choices indentation is done
if y >= $game_temp.choice_start
x = 8
end
# To the following letter
next
end
# Drawing letter
# Adding the width of the letter which is drawn in x
phrase.concat (c)
end
if phrase != ""
nowwidth = self.contents.text_size(phrase).width
if @pic_show == true
self.contents.draw_text (120 + x, 32 * y, nowwidth, 32, phrase)
else
self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase)
end
x += nowwidth
phrase = ""
end
end
# In case of choices
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# In case of numerical 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
#--------------------------------------------------------------------------
def update
super
# In case of fading in
update_balloon
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
# When it is in the midst of numerical inputting
if @input_number_window != nil
@input_number_window.update
# Decision
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
# Releasing the numerical input window
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
# When it is in the midst of message indicating
if @contents_showing
# If it is not in the midst of indicating the choices, indicating pause sign
if $game_temp.choice_max == 0
self.pause = true
end
# Cancellation
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
# Decision
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
# While fading out when there is a message or choices of the waiting of indication at other than
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
# There is no message which it should indicate, but when the window is visible state
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
#--------------------------------------------------------------------------
def create_balloon
dispose_balloon
@balloon_duration = 8 * 8 + BALLOON_WAIT
@balloon_sprite = ::Sprite.new(@viewport)
@balloon_sprite.bitmap = RPG::Cache.picture(EMO_NAME)
@balloon_sprite.ox = 16
@balloon_sprite.oy = 32
@balloon_sprite.visible = false
update_balloon
end
#--------------------------------------------------------------------------
def refresh_balloon
if @balloon_face == 0 or @balloon_face > 10
@balloon_sprite.visible = false
else
@balloon_sprite.visible = true
end
update_balloon
end
#--------------------------------------------------------------------------
def update_balloon
if @balloon_duration > 0
@balloon_duration -= 1
if @balloon_duration == 0
@balloon_duration = 8 * 8 + BALLOON_WAIT
@balloon_duration -= 1
else
@balloon_sprite.x = x + EMO_X
@balloon_sprite.y = y + EMO_Y
@balloon_sprite.z = z + 50
if @balloon_duration < BALLOON_WAIT
sx = 7 * 32
else
sx = (7 - (@balloon_duration - BALLOON_WAIT) / 8) * 32
end
sy = (@balloon_face - 1) * 32
@balloon_sprite.src_rect.set(sx, sy, 32, 32)
end
end
end
#--------------------------------------------------------------------------
def dispose_balloon
if @balloon_sprite != nil
@balloon_sprite.dispose
@balloon_sprite = nil
end
end
end
How to Use Show Face Option:
Add "\f[FaceName]" To text in message control
FaceName must be the filename of a graphic file found in the directory
"Graphics\Pictures" of your RPG Maker XP project.
The file must be a PNG of 96X96 pixels.
You do not need to write the file extention.
How to Use Emoticon Option:
Add "\E[Number Of Emoticon]" To text in message control
The Emoticon Picture is in "Graphics\Picture".
when the line number of emoticonset is 1 , Number of Emoticon is 1.
when the line number of emoticonset is 2 , Number of Emoticon is 2.
Max of Number of Emoticon is 10.
You can set Emoticon's Picture Name at EMO_NAME.
You can set Emoticon's Position at EMO_X and EMO_y.
You can set frame rate at BALLOON_WAIT.
if the message window don't have face,Noting happen.
If you use this, Credit Nechigawara Sanzenin.