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With this script:

Code:
class Window_Message < Window_Selectable
# ------------------------------------
  def initialize
    super(80, 304, 400, 128)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    self.z = 9998
    @update_text = true
    @fade_in = false
    @fade_out = false
    @contents_showing = false
    @cursor_width = 0
    self.active = false
    self.index = -1
  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
    @update_text = true
    @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
  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
      @text.gsub!(/\\\\/) { "\000" }
      @text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
      @text.gsub!(/\\[Gg]/) { "\002" }
    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_text
    if @text != nil
      while ((c = @text.slice!(/./m)) != nil)
        if c == "\000"
          c = "\\"
        end
        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
        end
        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
          @x = 0
          if @y >= $game_temp.choice_start
            @x = 8
          end
          next
        end
        self.contents.draw_text(4 + @x, 32 * @y, 40, 32, c)
        @x += self.contents.text_size(c).width
        $game_system.se_play($data_system.decision_se)
        return
      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
    @update_text = false #�š
  end
# ------------------------------------
  def update
    super
    if @fade_in
      self.contents_opacity = 255
      if @input_number_window != nil
        @input_number_window.contents_opacity = 255
      end
      if self.contents_opacity == 255
        @fade_in = false
      end
    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 @update_text
        update_text
        return
      end
      if $game_temp.choice_max == 0
        self.pause = true
      end
      if self.pause == true && Input.dir4 != 0
        terminate_message
      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
        terminate_message if self.pause == true
      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 = 0
      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
      self.cursor_rect.set(8, n * 32, @cursor_width, 32)
    else
      self.cursor_rect.empty
    end
  end
end

How can i make it make no sound...the sound it makes is realy annoying.':|
 

Mac

Member

If you want to change the sound that it plays, you can replace that line like this and put whatever SE you want to play in between the quotation marks.

Code:
$game_system.se_play("Name Here")

But if you don't want it at all....just comment the line out by putting a # before it, just incase you want to use it later.
 

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