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What's up with RPG XP and faces?

hey guys.  Sorry for being a noob who doesn't know how to search like a pro.  I looked for this quite a bit but whenever i searched for face it returned requests for facesets. 

I used RM2k a long time ago, and I used RMXP a long time ago too, and in both cases I remember being able to put faces of the characters in text and assign a character portrait for the info screen.  Anyway when i decided to mess around again I decided to get a newer version.  but the version that i have been using of late doesn't seem to have any support for faces what so ever. 


Do any of you know if i can patch my version to get this support or if i just have to find a way around it.  Right now i have figured out that i can use the show picture function, this looks better and is more useful than faces, but it's really time consuming and doesn't fix the system screen.

ALSO, there are some other differences from what i was used to.  primarily, what's up with character sets being bigger than the standard size.  how does it work if i have a huge wagon as the icon for an event which is still only 50x50.

my version is RPGXP 1.02a.  anybody got any ideas?  and thanks.
 
With the new addition of RGSS scripts, there's no need for patches. You can simply install the one viperj linked you, or search for others, like ccoa's UMS or dubealex's AMS.

Charactersets can be any size, they are just split 1/4x1/4 of their total size. The whole wagon will show up on the map if you set it as an event, but the wagon only really is on one center tile and only that one center tile will be impassable.
 
Thanks guys I really appreciate the help.

I tried to use the script but couldn't quite get it to work.  I think that there is some prerequisite scripting required that I don't have yet.  I tired to watch the demo movie but the link was old.  anyway I can get by without faces in line with text.  I find that using pictures as faces looks really good. 

what I really want to know is what is there to be done about the system screen.  It displays the character's character set image, which is pretty lame looking.
I couldn't find a scrip that only changed that, most of the scripts i found to change system screens made pretty radical changes.
 
Here's Dubealex's AMS
Code:
#===================================================
# ¦ AMS - Advanced Message Script - R4 [Update #2]
#===================================================
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Edited, Fixed and Enhanced by: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis 
#
# Special Thanks:
# Rabu: For enabling the Show Face feature in an encrypted project
#
# To found all my new features, search the following:  #NEW
# To configure the button to skip the dialog, search:  #SKIP_TEXT_CODE
#
# May 18, 2005
#===================================================

LETTER_BY_LETTER_MODE = true   #Set the letter by letter mode ON/OFF          

#===================================================
# ? CLASS AMS Begins
#===================================================
class AMS
  
  attr_accessor :name_box_x_offset
  attr_accessor :name_box_y_offset 
  attr_accessor :font_type
  attr_accessor :name_font_type
  attr_accessor :font_size
  attr_accessor :name_font_size
  attr_accessor :message_box_opacity 
  attr_accessor :name_box_skin
  attr_accessor :name_box_text_color
  attr_accessor :message_box_text_color
  attr_accessor :message_box_skin
  attr_accessor :name_box_width
  attr_accessor :name_box_height
  attr_accessor :message_width
  attr_accessor :message_height
  attr_accessor :message_x
  attr_accessor :message_y_bottom
  attr_accessor :message_y_middle
  attr_accessor :message_y_top
  attr_accessor :event_message_x_ofset
  attr_accessor :event_message_y_ofset
   
def initialize
   
  @name_box_x_offset = 12       #Choose the X axis offset of the name bos. default= 0
  @name_box_y_offset = -12    #Choose the Y axis offset of the name bos. default= -10
  @name_box_width = 18           #Choose the width of the Name Box. default= 8  
  @name_box_height = 29        #Choose the height of the Name Box. default= 26
  
  @font_type = "Arial"           #Choose the Font Name (Case Sensitive) for message box
  @name_font_type = "Arial" #Choose the Font Name (Case Sensitive) for Name Box
  @font_size = 22                      #Choose the default Font Size for message box text
  @name_font_size = 24            #Choose the deafault Font Size for Name Box text
  @name_box_text_color=0        #Choose the Text Color of the Name Box
  @message_box_text_color=0   #Choose the Text Color of the Message Box
  
  @message_box_opacity = 165            #Choose the opacity of the message window. Default=160
  @message_box_skin = "001-Blue01"   #Choose the WindowSkin for the Message Box
  @name_box_skin = "001-Blue01"       #Choose the WindowSkin for the Name Box
  
  @message_width = 480          #Choose the width size of the message box. Default=480
  @message_height = 160         #Choose the height size of the message box. Default=160
  @message_x = 80                  #Choose the X position of the message box. Default=80
  @message_y_bottom = 304    #Choose the Y bottom position of the message box. Default=304
  @message_y_middle = 160    #Choose the Y middle position of the message box. Default=160
  @message_y_top = 16           #Choose the Y top position of the message box. Default=16
  
  @event_message_x_ofset = 0   #Choose the X position offset of the event message. Default=0
  @event_message_y_ofset = 48   #Choose the Y position offset of the event message. Default=48
  
end
end
#===================================================
# ? CLASS AMS Ends
#===================================================


#===================================================
# ? Class Window_Message Begins
#===================================================
class Window_Message < Window_Selectable   

alias xrxs9_initialize initialize

def initialize

@alex_skip = false

xrxs9_initialize

if $soundname_on_speak == nil then
   $soundname_on_speak = ""
end

$gaiji_file = "./Graphics/Gaiji/sample.png"

if FileTest.exist?($gaiji_file)
   @gaiji_cache = Bitmap.new($gaiji_file)
else
   @gaigi_cache = nil
end
@opacity_text_buf = Bitmap.new(32, 32)
end


#--------------------------------------------------------------------------

alias xrxs9_terminate_message terminate_message

def terminate_message
  
if @name_window_frame != nil
   @name_window_frame.dispose
   @name_window_frame = nil
end

if @name_window_text  != nil
   @name_window_text.dispose
   @name_window_text  = nil
end
xrxs9_terminate_message
end

#--------------------------------------------------------------------------

def refresh
  
self.contents.clear
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
@popchar = -2

if $game_temp.choice_start == 0
   @x = 8
end

if $game_temp.message_text != nil
   @now_text = $game_temp.message_text
   if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
      @face_file = $1 + ".png"
      @x = @face_indent = 128
     if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
       self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
     end
     @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
   end

   begin
   last_text = @now_text.clone
   @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
   end until @now_text == last_text
   @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
     $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
    end
   
   #NEW
   #Dubealex's Stop Skip Text ON-OFF
   @now_text.gsub!(/\\[%]/) { "\100" }
   #End new command
    
   #NEW
   #Dubealex's Show Monster Name Feature
    @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
    $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
    end
    #End new command
    
   #NEW
   #Dubealex's Show Item Price Feature
    @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
    $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
    end
    #End new command
    
   #NEW
   #Dubealex's Show Hero Class Name Feature
    @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
    $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
    end
    #End new command
    
   #NEW
   #Dubealex's Show Current Map Name Feature
    @now_text.gsub!(/\\[Mm]ap/) do
    $game_map.name    != nil ? $game_map.name    : ""
    end
    #End new command
    
   #NEW
   #Dubealex's Choose Name Box Text Color
    @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
    $ams.name_box_text_color=$1.to_i
    @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
    end
    #End new command
    
   name_window_set = false
   if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
     name_window_set = true
     name_text = $1
     @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
   end

   if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
     @popchar = $1.to_i
     if @popchar == -1
       @x = @indent = 48
       @y = 4
     end
     @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
   end

   @max_choice_x = 0
   if @popchar >= 0
     @text_save = @now_text.clone
     @max_x = 0
     @max_y = 4
     for i in 0..3
       line = @now_text.split(/\n/)[3-i]
       @max_y -= 1 if line == nil and @max_y <= 4-i
       next if line == nil
       line.gsub!(/\\\w\[(\w+)\]/) { "" }
       cx = contents.text_size(line).width
       @max_x = cx if cx > @max_x
       if i >= $game_temp.choice_start
         @max_choice_x = cx if cx > @max_choice_x
       end
     end
     self.width = @max_x + 32 + @face_indent
     self.height = (@max_y - 1) * 32 + 64
     @max_choice_x -= 68
     @max_choice_x -= @face_indent*216/128
   else
     @max_x = self.width - 32 - @face_indent
     for i in 0..3
       line = @now_text.split(/\n/)[i]
       next if line == nil
       line.gsub!(/\\\w\[(\w+)\]/) { "" }
       cx = contents.text_size(line).width
       if i >= $game_temp.choice_start
         @max_choice_x = cx if cx > @max_choice_x
       end
     end
     @max_choice_x += 8
   end
   @cursor_width = 0
   @now_text.gsub!(/\\\\/) { "\000" }
   @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
   @now_text.gsub!(/\\[Gg]/) { "\002" }
   @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
   @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
   
    #NEW 
    #Dubealex's Permanent Color Change
    @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
      $ams.message_box_text_color= $1.to_i
     @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
      end
    #End of new command
    
    #NEW 
    #Dubealex's Font Change Feature
     @now_text.gsub(/\\[Tt]\[(.*?)\]/) do
      buftxt = $1.to_s
      $ams.font_type = buftxt
      @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
      end
    #End of new command
    
   @now_text.gsub!(/\\[.]/) { "\005" }
   @now_text.gsub!(/\\[|]/) { "\006" }
   @now_text.gsub!(/\\[>]/) { "\016" }
   @now_text.gsub!(/\\[<]/) { "\017" }
   @now_text.gsub!(/\\[!]/) { "\020" }
   @now_text.gsub!(/\\[~]/) { "\021" }
   @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
   @now_text.gsub!(/\\[Ii]/) { "\023" }
   @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
   @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
   @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
   @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
   
   reset_window
   
   if name_window_set
     color=$ams.name_box_text_color
     off_x =  $ams.name_box_x_offset
     off_y =  $ams.name_box_y_offset
     space = 2
     x = self.x + off_x - space / 2
     y = self.y + off_y - space / 2
     w = self.contents.text_size(name_text).width + $ams.name_box_width + space
     h = $ams.name_box_height + space
     @name_window_frame = Window_Frame.new(x, y, w, h)
     @name_window_frame.z = self.z + 1
     x = self.x + off_x + 4
     y = self.y + off_y
     @name_window_text  = Air_Text.new(x, y, name_text, color)
     @name_window_text.z = self.z + 2
   end
end

reset_window

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 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
@now_text = nil if @now_text == "" 

if @now_text != nil and @mid_stop == false
   if @write_wait > 0
     @write_wait -= 1
     return
   end
   text_not_skip = LETTER_BY_LETTER_MODE
   while true
     @max_x = @x if @max_x < @x
     @max_y = @y if @max_y < @y
     if (c = @now_text.slice!(/./m)) != nil       
       if c == "\000"
         c = "\\"
       end
       
       if c == "\001"
         @now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
         temp_color = $1
         color = temp_color.to_i
         leading_x = temp_color.to_s.slice!(/./m)
         if leading_x == "#"
           self.contents.font.color = hex_color(temp_color)
           next
         end
         if color >= 0 and color <= 9
           self.contents.font.color = text_color(color)
         end
         next
       end

       if c == "\002"
         if @gold_window == nil and @popchar <= 0
           @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
         c = ""
       end

       if c == "\003"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         speed = $1.to_i
         if speed >= 0 and speed <= 19
           @write_speed = speed
         end
         c = ""
       end

       if c == "\004"
         @now_text.sub!(/\[(.*?)\]/, "")
         buftxt = $1.dup.to_s
         if buftxt.match(/\//) == nil and buftxt != "" then
           $soundname_on_speak = "Audio/SE/" + buftxt
         else
           $soundname_on_speak = buftxt.dup
         end
         c = ""
       elsif c == "\004" 
         c = ""
       end
       
       if c == "\005"
         @write_wait += 5
         c = ""
       end
       
       if c == "\006"
         @write_wait += 20
         c = ""
       end
       
       if c == "\016"
         text_not_skip = false
         c = ""
       end
       
       if c == "\017"
         text_not_skip = true
         c = ""
       end
       
       if c == "\020"
         @mid_stop = true
         c = ""
       end
       
       if c == "\021"
         terminate_message
         return
       end
       
       if c == "\023"
         @indent = @x
         c = ""
       end

       if c == "\024"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         @opacity = $1.to_i
         color = self.contents.font.color
         self.contents.font.name = $ams.font_type
         self.contents.font.size = $ams.font_size
         self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
         c = ""
       end

       if c == "\025"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         self.contents.font.size = [[$1.to_i, 6].max, 32].min
         c = ""
       end

       if c == "\026"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         @x += $1.to_i
         c = ""
       end
       
       if c == "\027"
         @now_text.sub!(/\[(.*?)\]/, "")
         @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
         if $soundname_on_speak != ""
           Audio.se_play($soundname_on_speak)
         end
       c = ""
       end

       if c == "\030"
         @now_text.sub!(/\[(.*?)\]/, "")
         self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
         if $soundname_on_speak != ""
           Audio.se_play($soundname_on_speak)
         end
         @x += 24
         c = ""
       end

       if c == "\n"
         @lines += 1
         @y += 1
         @x = 0 + @indent + @face_indent
         if @lines >= $game_temp.choice_start
           @x = 8 + @indent + @face_indent
           @cursor_width = @max_choice_x
         end
         c = ""
       end
       
       if c == "\022"
         @now_text.sub!(/\[([0-9]+)\]/, "")
         @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
         c = ""
       end
       
       #NEW
       #Dubealex's Text Skip On/OFF Command
        if c == "\100"
           if @alex_skip==false
              @alex_skip=true
           else
             @alex_skip=false
           end
          c = ""
        end  
        #end of new command
                                    
       if c != ""
         self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
         @x += self.contents.text_size(c).width
         if $soundname_on_speak != "" then
           Audio.se_play($soundname_on_speak)
         end
       end
       
#SKIP_TEXT_CODE

# B = Escape, 0 (On The NumPad), X 
# C = Enter, Space Bar and C
# A = Shift, Z 

   if Input.press?(Input::C) # <-- Change the value on that line
     if @alex_skip==false      
     text_not_skip = false
     end
       end
     else
       text_not_skip = true
       break
     end
     
     if text_not_skip
       break
     end
   end
   @write_wait += @write_speed
   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
     if @mid_stop
       @mid_stop = false
       return
     else
       terminate_message
     end
   end
   return
end

if @fade_out == false and $game_temp.message_text != nil
   @contents_showing = true
   $game_temp.message_window_showing = true
   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 get_character(parameter)

case parameter
when 0  
   return $game_player
else 
   events = $game_map.events
   return events == nil ? nil : events[parameter]
end
end

#--------------------------------------------------------------------------

def reset_window

#MESSAGE_SIZE
#MESSAGE_POSITION

if @popchar >= 0
   events = $game_map.events
   if events != nil
     character = get_character(@popchar)
     x = [[character.screen_x -  $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min
     y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min
     self.x = x
     self.y = y
   end
 elsif @popchar == -1
   #JT- Fixed values: The borders of my big ass windowskin were still showing when they were meant to be
   #translucent because these values were too low. +Extra 10 pixels or so fixes this.
   self.x = -15 #-4
   self.y = -15 #-4
   self.width = 670 #658
   self.height = 510 #488
else
   if $game_temp.in_battle
     self.y = 16
   else
     case $game_system.message_position
     when 0  
       self.y = $ams.message_y_top
     when 1  
       self.y = $ams.message_y_middle
     when 2  
       self.y = $ams.message_y_bottom
     end
     self.x = $ams.message_x
     if @face_file == nil
       self.width = $ams.message_width
       self.x = $ams.message_x
     else
       if self.width <= 600
         self.width = 600
         self.x -=60
        end 
     end
     self.height = $ams.message_height
   end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
  self.contents.font.size = $ams.font_size
if @face_file != nil
   self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
   self.opacity = 255
   self.back_opacity = 0
elsif $game_system.message_frame == 0
   self.opacity = 255
   self.back_opacity = $ams.message_box_opacity
else
   self.opacity = 0
   self.back_opacity = $ams.message_box_opacity
end
end

#--------------------------------------------------------------------------

def gaiji_draw(x, y, num)

if @gaiji_cache == nil
   return 0
else
   if @gaiji_cache.width < num * 24
     return 0
   end

   if self.contents.font.size >= 20 and self.contents.font.size <= 24
     size = 24
   else
     size = self.contents.font.size * 100 * 24 / 2200
   end

   self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))

   if $soundname_on_speak != "" then
     Audio.se_play($soundname_on_speak)
   end
   return size
end
end

#--------------------------------------------------------------------------

def line_height
return 32

if self.contents.font.size >= 20 and self.contents.font.size <= 24
   return 32
else
   return self.contents.font.size * 15 / 10
end
end

#--------------------------------------------------------------------------

def ruby_draw_text(target, x, y, str,opacity)

sizeback = target.font.size
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
opacity = [[opacity, 0].max, 255].min
split_s = str.split(/,/)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil

height = sizeback + rubysize
width  = target.text_size(split_s[0]).width

target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback

buf_width = [target.text_size(split_s[0]).width, ruby_width].max

width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0

if opacity == 255
   target.font.size = rubysize
   target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
   target.font.size = sizeback
   target.draw_text(x, y, width, target.font.size, split_s[0])
   return width
else
   if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
     @opacity_text_buf.dispose
     @opacity_text_buf = Bitmap.new(buf_width, height)
   else
     @opacity_text_buf.clear
   end
   @opacity_text_buf.font.size = rubysize
   @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
   @opacity_text_buf.font.size = sizeback
   @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
   if sub_x >= 0
     target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
   else
     target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
   end
   return width
end
end

#--------------------------------------------------------------------------

def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!

case option
when "i"
   unless $data_items[index].name == nil
     r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
   end
when "w"
   unless $data_weapons[index].name == nil
     r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
   end
when "a"
   unless $data_armors[index].name == nil
     r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
   end
when "s"
   unless $data_skills[index].name == nil
     r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
   end
else
   r = $game_variables[index]
end

r == nil ? r = "" : nil
return r
end

#--------------------------------------------------------------------------

def dispose
terminate_message

if @gaiji_cache != nil
   unless @gaiji_cache.disposed?
     @gaiji_cache.dispose
   end
end

unless @opacity_text_buf.disposed?
   @opacity_text_buf.dispose
end

$game_temp.message_window_showing = false
if @input_number_window != nil
   @input_number_window.dispose
end
super
end

#--------------------------------------------------------------------------

def update_cursor_rect
if @index >= 0
   n = $game_temp.choice_start + @index
   self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
else
   self.cursor_rect.empty
end
end
end
#=========================================
# ? CLASS Window_Message Ends
#=========================================


#=========================================
# ? Class Window_Frame Begins
#=========================================
class Window_Frame < Window_Base

def initialize(x, y, width, height)
super(x, y, width, height)
self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
self.contents = nil
end

#--------------------------------------------------------------------------

def dispose
super
end
end
#=========================================
# ? CLASS Window_Frame Ends
#=========================================


#=========================================
# ? CLASS Game_Map Additional Code Begins
#=========================================
class Game_Map

#Dubealex's Addition (from XRXS) to show Map Name on screen
def name
  $map_infos[@map_id]
end
end
#=========================================
# ? CLASS Game_Map Additional Code Ends
#=========================================


#=========================================
# ? CLASS Scene_Title Additional Code Begins
#=========================================
class Scene_Title

#Dubealex's Addition (from XRXS) to show Map Name on screen
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
  
  #Dubealex's addition to save data from the AMS in the save files
  $ams = AMS.new
  
end
#=========================================
# ? CLASS Scene_Title Additional Code Ends
#=========================================


#=========================================
# ? CLASS Window_Base Additional Code Begins
#=========================================
class Window_Base < Window

#Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
def hex_color(string)
   red = 0
   green = 0
   blue = 0
   if string.size != 6
     print("Hex strings must be six characters long.")
     print("White text will be used.")
     return Color.new(255, 255, 255, 255)
   end
   for i in 1..6
     s = string.slice!(/./m)
     if s == "#"
       print("Hex color string may not contain the \"#\" character.")
       print("White text will be used.")
       return Color.new(255, 255, 255, 255)
     end
     value = hex_convert(s)
     if value == -1
       print("Error converting hex value.")
       print("White text will be used.")
       return Color.new(255, 255, 255, 255)
     end
     case i
     when 1
       red += value * 16
     when 2
       red += value
     when 3
       green += value * 16
     when 4
       green += value
     when 5
       blue += value * 16
     when 6
       blue += value
     end
   end
   return Color.new(red, green, blue, 255)
end

#--------------------------------------------------------------------------

def hex_convert(character)
   case character
    when "0"
      return 0
   when "1"
      return 1
   when "2"
      return 2
   when "3"
      return 3
   when "4"
      return 4
   when "5"
      return 5
   when "6"
      return 6
   when "7"
      return 7
   when "8"
      return 8
   when "9"
      return 9
   when "A"
      return 10
   when "B"
      return 11
   when "C"
      return 12
   when "D"
      return 13
   when "E"
      return 14
   when "F"
      return 15
    end
   return -1
end
end
#=========================================
# ? CLASS Window_Base Additional Code Ends
#=========================================


#=========================================
# ? Class Air_Text Begins 
#=========================================
class Air_Text < Window_Base

def initialize(x, y, designate_text, color=0)
  
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity      = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $ams.name_font_type
self.contents.font.size = $ams.name_font_size
self.contents.font.color = shadow_color #remove me if I cause problems
self.contents.draw_text(1, 1, w, h, designate_text) #remove me if I cause problems
self.contents.draw_text(-1, -1, w, h, designate_text)
self.contents.font.color = text_color(color)
self.contents.draw_text(0, 0, w, h, designate_text)
end

#--------------------------------------------------------------------------

def dispose
self.contents.clear
super
end
end 
#==========================================
# ? CLASS Air_Text  Ends
#==========================================


#===================================================
# ? CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File
  
  alias ams_original_write_save_data write_save_data
  
  def write_save_data(file)
    ams_original_write_save_data(file)
    Marshal.dump($ams, file)
  end
  
end
#===================================================
# ? CLASS Scene_Save Additional Code Ends
#=================================================== 


#===================================================
# ? CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File
  
  alias ams_original_read_save_data read_save_data
  
  def read_save_data(file)
    ams_original_read_save_data(file)
    $ams      = Marshal.load(file)
  end
  
end
#===================================================
# ? CLASS Scene_Load Additional Code Ends
#===================================================
As usual, open your script editor, make a new script above main and below Scene_Debug (R-click, Insert), and paste the above.

Also, the help topic is here: http://www.rmxp.org/forums/index.php?topic=25.0
I already aided some people to get their facesets working in that topic, so you might find it informative.
Then you merely write \f[Bobsface] in your text box, and such like, to get them.

As for getting facesets in the menu screens, you will need a custom menu system. I use Legacys 1 scene menu, but there are several floating around if you search teh submitted RGSS.
 

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