Here is the link for downloading the face maker
Download the face maker 1 cause the face maker 2
is crap you cant do anything.
Go to siteAdvice for site:
I dont know if the site start for everyone in portuguese
but you can change the language.
You have to register to download the face maker
Then go to the RPG maker XP thread
select the topic called Face Maker 1 and 2
and start your download.
For the People dat dont have a face script here is oneReplace your Window_message for this one
By "ccoa"
#==============================================================================
# ? Window_Message
#------------------------------------------------------------------------------
# ???
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $defaultfonttype # "Message" window font
self.contents.font.size = $defaultfontsize
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
# ***ccoa***
# face for the message box
@face = Sprite.new
end
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
# ?
@contents_showing = false
# ?? ???
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
# ???
$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
# ???
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
# ***ccoa***
#if there was a face showing, don't show it in the next window
if $face_showing != nil
$face_showing = nil
@face.visible = false
end
end
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
x = y = 0
@cursor_width = 0
# ??
if $game_temp.choice_start == 0
x = 8
end
# ???
if $game_temp.message_text != nil
text = $game_temp.message_text
# ???
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
# ?"\\\\" ? "\000" ???
text.gsub!(/\\\\/) { "\000" }
# "\\C" ? "\001" ??"\\G" ? "\002" ???
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
# c ? 1 ?? (?)
while ((c = text.slice!(/./m)) != nil)
# \\ ???
if c == "\000"
# ??
c = "\\"
end
# \C[n] ???
if c == "\001"
# ???
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# ??
next
end
# \G ???
if c == "\002"
# ???
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
# ??
next
end
# ?
if c == "\n"
# ??
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
# y ? 1 ???
y += 1
x = 0
# ??
if y >= $game_temp.choice_start
x = 8
end
# ??
next
end
# ***ccoa***
#display face?
if $face_showing != nil
#draw the face, then add the text to one side of it
@face.bitmap = RPG::Cache.picture($face_showing)
@face.x = self.x
@face.y = self.y
@face.z = 9999
@face.opacity = 255
@face.visible = true
self.contents.draw_text((@face.x * 2) + x, 32 * y, 40, 32, c)
else
# just put in the text
self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
end
# x ???
x += self.contents.text_size(c).width
end
end
# ???
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# ?
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 reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # ?
self.y = 16
when 1 # ?
self.y = 160
when 2 # ?
self.y = 304
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
def update
super
# ???
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 @input_number_window != nil
@input_number_window.update
# ??
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
# ???
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
# ??
if @contents_showing
# ???
if $game_temp.choice_max == 0
self.pause = true
end
# ??
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
# ??
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 @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 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 update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
# ***ccoa***
# make sure the cursor appears in the correct spot for choice messages
if $face_showing != nil
self.cursor_rect.set((@face.x * 2) + 8, n * 32, @cursor_width, 32)
else
self.cursor_rect.set(8, n * 32, @cursor_width, 32)
end
else
self.cursor_rect.empty
end
end
end
To make the face appeare in the message
you first you have to call a script and make this EX:
$face_showing = "example"
Then you can write the message