Galv’s Message Busts V.1.1

Demo Download:
Demo – Version 1.1 >

#  Galv's Message Busts
#  Version 1.1
#  2013-01-13 - version 1.1 - added option to make busts slide onto the screen
#  2012-12-01 - version 1.0 - release
#  This script automatically displays a message bust instead of a face.
#  Put in script list below Materials and above Main.
#  Put bust images in Graphics/Pictures/ and name them the same as the face
#  graphic used in the message, plus the position of the face in it.
#  For example:
#  If the message shows "Actor1" face file and uses the first face in that file
#  then you will name the bust image "Actor1-1.png"
#  Download the demo if you don't understand
#  NOTE: This script does NOT contain bust images. You will need your own.
#  bust_mirror(x)           # x can be true or false. All messages after this
#                           # call will change until changed again.
#                           # false = on left. true = on right and flipped.
($imported ||= {})["Galvs_Message_Busts"] = true
module Galv_Bust
  DISABLE_SWITCH = 1   # Turn swith ON to disable busts and show normal face
  BUST_Z = -1           # adds to z value of busts if needed. A negative number
                       # will make the bust appear below the message window.
  BUST_Y_OVER = false  # can be true or false
                       # true = busts sit at the bottom of the screen
                       # false = busts sit on top of the message window
  TEXT_X = 0           # Offset text when displaying busts above the message
                       # window. The script automatically offsets the text x
                       # by the bust image width IF the BUST_Z is 0 or more.
  SLIDE = true         # Slide portrait onto the screen instead of fading in.
class Game_Interpreter
  def bust_mirror(state)
    $game_message.mirror = state
  alias galv_busts_command_101 command_101
  def command_101
    $game_message.bust_name = @params[0]
    $game_message.bust_index = @params[1]
end # Game_Interpreter
class Game_Message
  attr_accessor :bust_name
  attr_accessor :bust_index
  attr_accessor :mirror
  alias galv_busts_message_initialize initialize
  def initialize
    @mirror = false
  alias galv_busts_message_clear clear
  def clear
    @bust_name = ""
    @bust_index = 0
end # Game_Message
class Window_Message < Window_Base
  alias galv_busts_window_create_back_bitmap create_back_bitmap
  def create_back_bitmap
    @bust = if @bust.nil?
    @bust.visible = true
    @bust.opacity = 0
    @bust.z = z + Galv_Bust::BUST_Z
  alias galv_busts_window_dispose dispose
  def dispose
  def dispose_bust
    @bust.dispose if !@bust.nil?
    @bust.bitmap.dispose if !@bust.bitmap.nil?
  alias galv_busts_window_update_back_sprite update_back_sprite
  def update_back_sprite
    update_bust if openness > 0
  def update_bust
    if !$game_message.bust_name.empty? && !$game_switches[Galv_Bust::DISABLE_SWITCH]
      @bust.mirror = $game_message.mirror
      @bust.bitmap = Cache.picture($game_message.bust_name + "-" + ($game_message.bust_index + 1).to_s)
      if !$game_message.mirror
        if Galv_Bust::SLIDE
          @bust.x = ((openness.to_f / 255) * @bust.width) - @bust.width
          @bust.x = 0
        if Galv_Bust::SLIDE
          @bust.x = Graphics.width - ((openness.to_f / 255) * @bust.width)
          @bust.x = Graphics.width - @bust.bitmap.width
      if $game_message.position == 2 && !Galv_Bust::BUST_Y_OVER
        @bust.y = Graphics.height - @bust.bitmap.height - self.height
        @bust.y = Graphics.height - @bust.bitmap.height
      @bust.bitmap = nil
    if $game_switches[Galv_Bust::DISABLE_SWITCH]
      @bust.opacity = 0
      @bust.opacity = openness
  def new_line_x
    if $game_switches[Galv_Bust::DISABLE_SWITCH]
      $game_message.face_name.empty? ? 0 : 112
      if @bust.z >= self.z && !$game_message.mirror && $game_message.position == 2
        $game_message.face_name.empty? ? 0 : @bust.bitmap.width + Galv_Bust::TEXT_X
        return 0
  def draw_face(face_name, face_index, x, y, enabled = true)
    return if !$game_message.face_name.empty? && !$game_switches[Galv_Bust::DISABLE_SWITCH]
end # Window_Message < Window_Base

193 thoughts on “Galv’s Message Busts V.1.1

  1. Clara says:

    Hello. I have a problem with the script and I would like you to help me with it.
    It appears a message window saying:
    Script “Galv’s Message Busts” line 112: NoMethodError ocurred.
    undefined method “bitmap” for nil:NilClass
    I don’t know about scripting, so I don’t know how to fix it.
    Thank you and sorry if my English is not good.

    • Galv says:

      When does the error occur? (eg. as soon as you start to playtest the game? Or when a Show Message window opens?)
      Also, did you start a new game to test? If you try to load a saved game that was before you installed the script, that might cause the error

  2. Galv says:

    Try copying the script again. Make sure you put it below Materials and above Main in the list. The only other thing I can think of is you have another script conflicting with it.

  3. sievnvn says:

    Hello, Galv.
    I have a problem copying your script into my project , I end up copying the Line Code Number..

  4. Cenca says:

    Hello. I know this might be off topic, but I was wondering how you can make where you start a battle and your face graphic would show during battle.

  5. Cenca says:

    I was hoping to learn how to do this:

  6. Cenca says:

    Like when they enter the battle each character has their face graphic showing.

  7. Galv says:

    Take a look at Yanfly’s scripts:

  8. Cenca says:

    Okay. Thank you.

  9. aerolowe says:

    Hey, is it possible for the bust to be centered in the middle, in addition to left and right as already implemented?

  10. Klason says:

    How do you move it in the side of the screen? please tell me :D

  11. Klason says:

    I mean mine is always on the top, I can’t move my actor in the side of the screen..It’s always blocking the way when I talk to someone..

    • Galv says:

      I still don’t know what you want to happen. The bust will appear where you set it to appear in the script. It’s meant to appear above things, I don’t know what you mean “blocking the way”. If it’s covering your player is on screen then you could change your map or make your busts smaller.

  12. Klason says:

    I just wanted to transfer in the side, like yours, the player is on the side of the screen

    • Galv says:

      I’m really sorry, I still don’t understand what you are asking. Download the demo and try to see for yourself what the difference between it and whatever is happening with yours is.

  13. Rachel Wonderlin says:

    I have a quick question, how come when I call a common event, it cancels all of my future bust images? Is there anyway to fix this?

    • Galv says:

      I’m not sure what you mean by ‘future bust images’ or what you mean by it cancelling them. But the script has a switch that controls if the bust images work or not – are you using that switch in your eventing?

  14. Jin says:

    Hey, I Have a problem with mine, it always says it’s unable to find the file when the file is in graphics/pictures and in graphics/face. Plus this might sound a little annoying but how do you get the message box like so:

    Sorry for the bother

    • Galv says:

      Have a play with the script settings to see what they do.
      make BUST_Y_OVER = true and make BUST_Z = a higher number

      If it says you are unable to find the file then you might have named your bust images incorrectly. See the demo for examples of correct naming or posting your exact error message might help me help you easier.

  15. Anemori Kana says:

    I’m sorry to bother you but the bust doesn’t seem to appear! When I go and open Messages and Show Text, the face graphic is still there! And when I try to do the ‘Open Picture’ I would play test it but then it would say “Unable to find file” even when I have the picture in both the Graphic/Face and Graphic/Pictures. I’m a total noob at this. So sorry! OTL

    • Galv says:

      – Make sure you put the script below ‘Materials’ and above ‘Main’
      – Make sure you named your files correctly (get the demo for examples)
      – Make sure you start a name game (do not load a previous save file)
      – Make sure the DISABLE_SWITCH specified in the script settings isn’t turned ON
      – Make sure this script is below other message scripts

      Telling me more specific errors is helpful. All I can do is guess what you’ve done here.

      • Anemori Kana says:

        Thank you! It worked ^^ But the problem now is that when I put the show picture it doesn’t show at the bottom of the screen ( even though I set the ‘BUST_Y_OVER = true’ and BUST_Z = 10. Also after I leave the conversation the picture doesn’t leave! >__< ( I seriously need to practice more with the scripts, events, and etc. OTL Sorry to trouble again!

  16. Galv says:

    Could be a script conflict. I wrote this just recently, it includes an idea on how to check that:

  17. Ava says:

    Sorry to be a bother but I was wondering if there’s a way to use this for multiple busts? As in, I have three busts of the same character with varying expressions and would like to switch between them during dialog. Except, I can only assign one bust per-character in a character sheet. (Basically, I’d like to use multiple busts for one single character) I could just make extra copies of the character sheet and relabel the busts accordingly, but that’s a bit tedious and takes up extra space in the files. (>.< ) So I'm wondering if there's another way or if you've implemented this in the script and I've missed it. :) Thank you!

    • Galv says:

      I am not sure I understand what you are asking, but busts are drawn in relation to the face-set chosen for the message window. You’ll need a face set position for each bust, that’s how this script works.

      • Ava says:

        Sorry, I figured it out. Just made some multiples of the facesets. For some reason, I got the impression that busts were registered to the character sprite sheets, not the facesets! It’s all good now, sorry for the confusion!

  18. Mark says:

    How much work would be involved in defaulting to a face rather than a bust if a bust wasn’t there?

    I am also willing to pay for this work. – I am using busts for major characters, none for minor characters.

    Best Regards
    Mark (Taien)

  19. Hey I might end up figuring this out on my own because I need it to work but I’ll ask anyways…Dos this work with the Yanfly message system because I’m currently using both yours and his but now that I added your script the game won’t start. It just says, “Failed to create process” could be because of something else but I can’t get it to work I’d like a fast answer if possible

    • Galv says:

      I have not seen that error message before.
      Yes, this script does work with yanfly’s message system, make sure to put this one after yanfly’s in the list. Make sure to start a new game.

      • Yeah it may just be something else I did and thanks I’ll move it because I think it is above it. You were quick to respond thank you. Also thank you for such an amazing script. Once I learn how to use it I just need to recreate a message box look specifically for my game (have no idea how to do that but I’ll find out if possible)

  20. hiromu656 says:

    Galv, is there any way for me to put the busts behind Choice Boxes? I’ve tried using your Visual Novel Choices script and the bust still covers up the Choices.

    • Galv says:

      Did you try changing the BUST_Z setting to a large negative number? And if there’s a Z setting in visual novel choices script make that higher. (Haven’t looked at those scripts in a long time haha)

      • hiromu656 says:

        That just makes it look strange. Do you think there’s a way to move choice boxes (the default ones) to the left side of the screen instead of the right? Because I really need the character faces on the right side.

      • Galv says:

        You’ll need to use scripting to do that. I recommend asking in one of the rpgmaker forums, shouldn’t be too hard to do

  21. Nosleinad says:

    Galv, i am using your script with Ace message system, if i put the bust at the bottom right and at a higher Z than the message box (which is the configuration i am planning to use), the message doesn’t recognizes the mirrored bust at the bottom right and just goes behind it with no offset. Is there a way to align the text to the left and offset it at the right WHEN the bust mirror is set to true and at the bottom?

  22. Nosleinad says:

    Sry for the delay Galv (Sometimes i forgot you’re very fast to answer you blog hehe). Yes your script is below Yanfly’s message.
    Actually your script is making the correct offset when the message is at the bottom and the bust is also in the bottom and to the left,with a positive Z value. What happened in my case is that i am using Killozapit Word Wrapping script (, and this script doesnt recognizes the bust to the right, only the end of the line to automatically jump lines. I think my best bet is to ask killozapit if he’s in the mood to make it recognize your script, when it comes to mirrored busts =).

    • Galv says:

      Word wrapping wasn’t thought of when I wrote the script, I figured if using right aligned bust you can return the lines like normal. That’s something I could look at in future but I cannot any time soon

      • Nosleinad says:

        Thanks for the answer Galv.

      • Nosleinad says:

        Killozapit just did an update at the link of his script. Here`s his words:

        “Okay! I updated it just for you! Hehe, you can use the \rm[] command to change the right margin… though that would mean you basically have to put a command at the start of every message… I may move stuff to Game_Message and have diffrent configs for Window_Message sometime in the future. I would recommend leaving the default right margin at 0 because it will effect item descriptions and stuff too now.”

        I hope it will help your script to be even more available to a wider audience =). Thanks for all your work again,

  23. Ellen says:

    By the way Galv, do you know if this script is compatible with Modern Algebra’s ATS: text formatting script?

  24. Ellen says:

    Thank you. I found out it is :D

  25. Madmaxer110 says:

    Hey I just wanted to say it worked perfectly but I have one question hopefully I explain it right. Since I’m very new to script, I just followed others questions/answers to get almost what I want. I just want to ask where in the script to move the Picture image to the left a little more so the image is more at the left corner,

  26. Mickychi says:

    Hey I have a problem, I’m also using Yanfly Engine Ace – Ace Message System v1.05 but with the two scripts something goes wrong, if its just this by itself its okay but with both it comes up with Script ‘Bust’ line148: NoMethodError occured undefined method for ‘bitmap=’ nil:NilClass
    Do you know what I should do to fix it? I saw here: that you have a script if using Yanfly’s victory aftermath so I wondered if you had one or knew what to do for this one

    • Galv says:

      Make sure my bust script under yanfly’s message script and try starting a new test game. That’s the only thing I can think of which might cause the problem (as I use both fine in my games)
      The patch script to add if using Yanfly’s victory aftermath is in a spoiler in that post you linked to.

      • Mickychi says:

        Thanks for responding, it worked after I did as you said. Unfortunately now I have another error, after doing what you said I inserted Yami Script Ace – Overlay Mapping trying both before and after the two other scripts, now the character busts won’t show. Any idea? Or do you know of another Parralax mapping script that won’t do this?

      • Mickychi says:

        I saw another thread with the same problem, it was just a matter of changing a variable since they both used 1 (Unless there is more I didn’t find :( please tell me if you know of any)
        One other question, I want the bust to appear on the right side without being flipped how do I do that? Which line/lines of script do I have to change, and how?

  27. Galv says:

    Yes, make sure your scripts don’t use the same switches/variables.
    To remove the flip on the image look for the line that says:
    @bust.mirror = $game_message.mirror
    And remove it

  28. chaos17 says:


    Is there a way to change the Y offset ? Because I would like to do this (mockup) ;
    But unfortunally there’s a space with your actual script and I didn’t see any option in the setting to move down the bust (nameplate included with it). I am using your other script, Message Background.

    Have a nice day.

    • Galv says:

      No option was included in the script for that. Haven’t tested because I am busy but try:
      Line 145 is:
      @bust.y = Graphics.height – @bust.bitmap.height
      add a number to this eg:
      @bust.y = Graphics.height – @bust.bitmap.height + 20

      • chaos17 says:

        Thank you for your quick reply.
        Your tip worked but the bust was behind the dialog box with the default settings.
        I changed the setting BUST_Z and written a positive number and here what I got :
        Did I do something wrong ?

  29. Galv says:

    I’m not sure why that happened, sorry I will look into this when I can and maybe update this old script with those options. A bit busy at the moment to unfortunately

  30. noobdragon says:

    Hey, really kool script here really! But I have some little..(maybe HUGE ones for me) problems. Okay, I know nothing about scripting so I just copied the whole stuff and paste it, and things worked just fine for me. Until one moment that the script strangely stopped working, while I didn’t use any other scripts until this moment. Strangely, the scripts worked for first events of my project, but not for the rest of the project. Can you tell me what’s wrong?

    • Galv says:

      In the script settings you specify a switch that can disable the script. I am guessing you are activating that switch.

      • noobdragon says:

        Maybe I unintentionally switched it up. Can you tell me how I might ‘accidentally’ turned it on and how to turn it off back?

      • noobdragon says:

        Hey, i’ve just found the cause why the script didn’t work, it has something to do with my event’s conditional branch and the switch activating it. How I can make the script work while I can maintain the event’s conditional branching and the switch activating it?

  31. Galv says:

    In the script settings… at the top of the script. You choose which SWITCH the game uses to enable/disable the busts. By default it is:

    If you want it to use a different number switch then you change that 1 to the number you want it to use…

    • noobdragon says:

      Yeah, thanks for the help. It works! Sometimes I never realized how dumb I am…
      Umm… well, it’s actually might not related with your script…but I’d like to ask for your help again…
      Lately, when I playtest my game, it crashes. It stopped working (except for BGM, strangely). It always happens after a cutscene plays and the actors are transferred to the designated place, and bam! The game’s stop working.
      Currently I use your bust script and Yanfly Ace Messaging System…well I’m planning to use your menu layout script too. Perhaps this have something to do with the scripts? Or not?

  32. SwordCoast247 says:

    I’m having a problem with the script as well. I had set one of my actors to only use a portrait instead of a bust and called the script command “DISABLE_SWITCH = 1” right before the dialogue was displayed. But whenever I playtest, the game stops and gives an error asking for the bust of the actor. Is there a way to fix this?
    (I’m sort of new to these script things)

    • Galv says:

      DISABLE_SWITCH = 1 isn’t a script call… it’s a setting. You choose which in-game switch ID you want to use. By default it is 1. Which means you use an event call ‘Control Switches’ to turn switch 1 ON to disable…

  33. Hello, just going to ask one question >.< I already know that you have to change a variable in the script so that it will work with Yami's Overlay Script, but the thing is, I don't know where the varable is. haha If you coud please tell me what line it can be found :D (I'm such a noob at this)

  34. Anthony says:

    Heya Galv,

    is it possible for the script to work in reverse? since I mostly use faceset and plan to use busts for events only
    As in, using faceset in normal and switching to bust whenever we switch on the event id?
    because with too many autorun events going on I’m worried that the disable switch in the beginning might get tangled

    Your script works fantastic but this is just for the sake of convenience lol

  35. Peter says:

    Galv, it’s working fine on my first and second map, but why on my different maps it doesn’t work?

    • Peter says:

      Sorry to bother, i know now how to enable it again :3

    • Galv says:

      ‘Doesn’t work’ doesn’t help me help you fix your problem. I assume you mean it reverts back to the normal faces in the messages? If so, did you read the settings?

      “DISABLE_SWITCH = 1 # Turn switch ON to disable busts and show normal face”

  36. Albaharu says:

    Hello! I dont know ANYTHING about scrips and I would love to use this
    I copy the full thing but apparently it doesnt change anything. I put it between Materials and Main Process, but when I try to play the game it says that there is an error. Apparetly i have to do something with a switch, but I have no idea of what a switch is in scrips, or how to change them.

    Also how i use the demo? I download and its an .exe but I also dont know what it does when I use it. Should I put it in an special place or something? Like in the rpg files?

    Sorry for the trouble and thank you so much

    BTW I use RPG Maker VX Ace

    • Galv says:

      I do apologise I don’t have time to teach people individually. Best ask in an rpgmaker forum and I recommend when asking for help with an error, include what the error message says.

      The demo is a project made in rpgmaker, it installs the new project so you can see the script working.

    • demhier says:

      It probably doesn’t matter anymore since it’s been 3 months, but maybe it helps others.
      You need to set up a switch in line 39. Change the number to the number of the switch you wish to use. In your switch list you should assign a new one for this, name it to remember and don’t use it for something different in an event. In the script editor you can’t tell switches apart by their name and you cannot look into the list from there, so memorize the number and put it there.

  37. Cerberes says:

    Great script, however I noticed a small gfx hickup when you alternate between busts and dim, faceless backgrounds.

    In your demo I added some text with no face, dim background and position middle to the event of the guy on the right, right between the wait action and the last text action.

    The effect is that it looks like the following bust fades in twice. Just a small hickup, but I have no idea how to solve it.

  38. demhier says:

    It works! Awesome! I need this in my project. Of couse I’ll give credit.

  39. Diabolic says:

    Hi there! I’ve been using your system, and it works great! I was just wondering; is there anyway to get multiple busts on the screen at once? Like, instead of having them switch every time a new character is talking back and forth, they can both just be on the screen at once? Thanks!

  40. Vox Populi says:

    Greetings, I am not familiar with scripting (more of a writer/graphic artist hobbyist). I tried to use your script in a test RMVXA game with the message busts script as the only script. I am getting the following error when I try to play test:

    Script ‘GalvsMessageBusts’ line 164: SyntaxError occured.
    unknown regexp options – pa

    Any thoughts on what I need to do? Thanks much!

  41. Vox Populi says:

    Thank you for your response. Sorry to get back to you late, but your reply went into gmail’s “Social” tab (I’m not a fan of their mail makeover). I understand your suggestion to copy script from demo, but I think it is an earlier version, not the latest. Is their a text only link for the latest version? Thanks again, Vox

  42. Vox Populi says:

    Great, thank you for the prompt response. I was wondering, as I mentioned in my earlier posting, is there a download link to just a text version of the latest version? Thanks much!

    • Galv says:

      Apart from the code on this page, no. I just dunno why random people’s browsers add characters that break it when they copy. I cannot replicate their issues – perhaps they use some kind of plugin I don’t have that causes it.

  43. Mike says:

    Hi Galv,
    Thank you so much for your awesome script. It has saved me so much time.

    I have a question though. I turned the ‘slide’ function on, and it will indeed slide the first bust in a conversation in, but all the rest will be static. Is this how it is intended to work? (ie. just the first bust in a convo will slide, the rest will not move). If this is how you meant for it to work, is there a way to make all busts slide? If this isnt how you meant for it to work I am doing something wrong hah.

    Thanks again,

  44. Mike C says:

    Hi Galv, just wanted to say that your script is working great for me. I do have a question though. Right now what I’m doing when I have a face set is paste them into the Face and Pictures folder and renaming the Pictures facesets to “Name-1” and clicking the left tile for the face image of the event. I was wondering if there was a better way to do it without having to rename each image one by one? It gets kind of taxing with multiple emotions and several characters.

    Oh and although it is my first post here. I want to thank you for being responsive to all the users.


    • Galv says:

      I’ve been too busy to be too responsive unfortunately :(
      I don’t understand what you are doing but it isn’t very flexible on how it works

  45. Daniel Ghefe says:

    Galv i know this might be a stupid question how do you add characters and what do i do after that?

    • Galv says:

      I don’t know what you mean by add characters. There is a link at the top of the page to a demo for you to look at to see it working.

  46. Hi! We’re interested in use your script in our game, but we also use Ace Core Engine and Ace Battle Engine for Yanfly, and with this the game crash when a battle begin, there is a solution for that problem? Thanks for all!

  47. stridah says:

    Might be a very stupid question but i can not find the demo on how to use this, for some reason i just can not figure it out.

  48. Landys says:

    Sorry but I don’t know why the bust shows only in one map in my game. When I go to another map, when someone talks, the bust is disabled, I don’t know what to do. Sorry my english isn’t very good….

    Oh, also, thank you for this great script, it’s really useful, but it seems that I don’t know how to use it, haha.

    • Galv says:

      There is a disable switch in the script settings
      I am guessing you are turning that switch on in game and it’s disabling the busts…

      • Landys says:

        Ah, yes! Problem solved, thanks. Aparently, I was trying to do that, but not in the correct event. Then I realized a thing and it worked, thanks!

  49. Audray Black says:

    Hello, Galv. Thank you for making this amazing script.

    I do have a question, however. When the bust is above the message window, the text in the window does not appear, but when the bust is under the window, everything is fine. Is there some way I can fix this?

    • Galv says:

      I’m not certain what you mean. Try the generic list, could be script conflict.

      • Audray Black says:

        I have checked, and there doesn’t seem to be a solution there. I am on a new game, I have messed with nothing, and this is the only script I have. When I place the bust over the message window on the left hand side, the bust does show up, but the text does not appear. When I have the bust over the message window on the right side, or underneath the message window, the text will appear.

      • Audray Black says:

        I apologize for double posting, but I have found the solution. It had to do with the bust itself, not the graphic. Thank you for your time, and the wonderful script!

      • Audray Black says:

        Ugh, I mean the bust itself, not the script. Sorry!

  50. Is there a way to use default faces inside message boxes for some? Like something I can type inside the textbox to just show a normal face?

    • Galv says:

      In the script settings you will find:

      DISABLE_SWITCH = 1 # Turn swith ON to disable busts and show normal face

      This refers to the in-game switch number you would turn on using “Control Switches” to make it use normal faces.

  51. Dom4ntas666 says:

    Hello Galv, I have a question.
    Is it possible to make it so the character portrait stays while a new one (on the oposite side) appears? To say it simplier, to have more than one of the portraits on the screen. Simply setting it so two appear on oposite sides don’t work.

  52. mico says:

    Hello sir. i have a problem. First of all the script works.. but when a cut scene occurs it disables the bust and it only shows the graphics..

  53. Teri says:

    So I started using this script, only to find that the first bust of the game kinda flickers.
    It’s pretty irritating, and unprofessional looking, so how can I fix it?

    thanks in advance

    • Galv says:

      Unfortunately “kinda flickers” is not enough information for me to help you. Not sure why it’s happening for you, but I recommend trying out another bust script.

  54. Tsuba says:

    I’ve got a little problem -_-”
    when I try talking to someone,a box says “Unable to find file in Graphics/Faces” :/ could you help me plz?

    • Galv says:

      You need to make or get your own bust images and call them the correct name as described in the instructions and you can download the demo for example.

  55. Chloe says:

    Hey thanks for making this! I don’t use script often enough to be able to figure something like this out so thanks a lot.
    Also a quick question. I haven’t done this before but I have seen in some games animations with the bust, from just mouth moving or the character blinking, and I was wondering would that just be saving a gif for the image or would I have to use script and somehow type out the command?

    • Galv says:

      Unfortunately rpgmaker doesn’t support gifs. That functionality would required modifying this script to get to work, it currently cannot do it directly.

      • Chloe says:

        Boo, oh well. But thanks, it is a great script and I would have to take years to get something even close to this!

  56. Renee says:

    I’m having some issue trying to use the demo?? Whenever I extra the file from the ZIP file and I try to load the application, I get a pop-up saying “Windows cannot access the specified device, path or file. You may not have the appropriate permissions at access the item.” and then my computer promptly deletes the file thinking it is harmful. This is my first time attempting to use a script and it might just be something I’m doing wrong but I’m not sure what it is?

    • Galv says:

      It sounds like you have a virus scanner that is falsely picking up the file as harmful. Unfortunately I cannot help with virus scanner issues.

  57. Jessie says:

    How large do the busts have to be in order for them to work or do the sizes not matter?

  58. Jessie says:

    I’ve put in ‘BUST_Y_OVER = true’ and BUST_Z = 10 but the bust doesn’t seem to be appearing at the bottom

  59. coborax says:

    When i use switches it stops working

  60. Can this be added into the lite version of RPG Maker Ace? If so, it says you can’t edit scripts. I’m so confused.

  61. Quizical Gin says:

    I have a minor problem with the script. In my game when an autorun event starts up the characters return to just small face graphics in the dialogue window. Any idea why it could be doing that? ; w ;

  62. Panda Hero says:

    How can i make it so that the face of the current assign face of an actor shows up as a bust.
    I want to change my actor graphic and I want all his previous message busts to change to the new actor’s bust.

  63. JTracker says:

    Just out of curiousity, the program puts the bust automatically on the right hand side and flipped. How do i flip it back over to the left side of the message board?

  64. Misha Lumen says:

    Hi, Galv. I’m unsure if this is my own doing or not, but lately in dialogue when going back to a bust that was previously shown, it flashes the image before fading it in. Any idea why that is? It only seems to happen sometimes, and I fixed it before but have no idea how.

    • Galv says:

      If you had a bust up and want to show a new bust afterward, make sure to add some wait to give it time to fade the first bust out. Other than that, not sure what it could be

      • applepixie says:

        It’s going from Bust1 -> Text without bust -> Bust1 again
        When it comes back the second time it flashes before fading in.

      • applepixie says:

        I should have tried what you said before replying.
        Adding 5-10 frames before the bust re-appears seems to iron out that issue. Thanks so much!

  65. Andrew Holgate says:

    Hi Galv, let me start by saying thanks, because I love your script! I’ve run into a slight problem however; my game has a parallel process running that brings up text (and the player’s bust) at specific times in the game. It works perfectly 99% of the time. However, if the player happens to interact with something that brings up text without a bust at the EXACT same time that the parallel process brings up the text with a bust, I get the following error message:

    Script ‘Galv’s Message Busts V1.1’ line 167: NoMethodError occurred.

    undefined method ‘width’ for nil:NilClass

    I found a way to replicate the error (if that’s helpful at all); I created two common events set to parallel process, with the same condition switch. The first common event has Wait: 1 frame(s) followed with Show Text (no bust) and the second common event simply has Show Text (with a bust). Whenever a turn ON the conditional switch (which I just created, so it’s not tied to anything else) the game crashes immediately, every time.

    I might be able to solve the problem using Wait commands (and probably stop player movement commands), but I thought I would message you first, just in case there’s an easier solution. Thanks again for the awesome script!

    • Galv says:

      Ahh I see – never thought about multiple messages activating at the same time. I think using wait would work for now as I don’t have much time to do fixes yet. Working on trying to do more, though, so one day this will be fixed.

      • Andrew Holgate says:

        I completely understand; between school and my job, I don’t have much time either. I’ll leave a comment if/when I find a solution, and I’ll keep checking this board just in case you figure it out before me. :) Thanks for the quick reply!

  66. Andrew Holgate says:

    I found a… well, sort of a solution. Part of line 167 uses “@bust.bitmap.width” and this is apparently what’s causing the error. I’m a pretty novice scripter, so I couldn’t figure out how to tell it to set this to 0 if @bust was nil (or… whatever I should have told it to do lol). However, I lucked out: all of my busts have a width of 272, so I was able to simply replace “@bust.bitmap.width” with “272”.

    I was expecting this to cause some undesirable spacing in the non-bust message during these rare multiple message conflicts… surprisingly, this doesn’t seem to be the case. I’m not really sure why. It suggests that the game still recognizes the difference between the bust and the non-bust messages, which leaves me confused as to why the original error comes up at all.

    Anyways, I thought I’d share my rough fix, just in case it could help you find a more permanent solution later. For now, my error seems to be resolved, and your script is a beautiful addition to my game. :) Thanks again!

  67. Hi Galv., I have a little problem with this script. I was previously using the script “Yanfly Engine Ace – Ace Message System v1.05” and there is an error in the “@ bust.bitmap = nil”. please help me deal with this problem. thank you

  68. Bread says:

    Hi, I’ve been having a problem that says this:
    It pops up right away when I playtest. Is there something I’m doing wrong? This error also pops up whenever I try to put any number after BUST_Z.
    Also, the bust doesn’t seem to work and it looks like this still:
    I put the script between main and materials. I’m not sure what I’m doing wrong at this point? Thank you in advance.

    • Galv says:

      Yes, it appears you are doing multiple things wrong.

      The error you are getting says on line 85, which refers to incorrect code that doesn’t even appear in my script.
      Did you accidentally overwrite another part of your script code somewhere?

      Also, please read the script instructions as they state the bust images go in /pictures/ folder and not /faces/ which is where you have put them in your screenshot :(

      And if you don’t understand I even made a demo – the link is at the top of this page. Download the demo and look at how it’s set up. And please please read the instructions – I write them for a purpose :(

      • Bread says:

        Oh, I didn’t notice the demo my bad! + for some reason I had the busts in both pictures and faces? Probably forgot to delete the ones in the faces folder. Thanks so much and sorry for the inconvenience ! I get it now

  69. kudaaj330 says:

    Hey there Galv! I Love what you have here, I’m just wondering if it is possible to implement a feature which allows a guy to have 2 busts out at once, as in, one character says something, then stays after the dialogue box disappears, then a mirrored bust opens with a new dialogue, then once that box is gone, both busts vanish.
    If this isn’t possible, I still love what you have here and appreciate what you’ve created. :)

    • Galv says:

      Sorry, not with this plugin. This plugin was designed to use the face from the Show Text message box (which you can only have one).

      If you want to add more, you can use “Show Picture” event command :)

      • kudaaj330 says:

        Good call, Lol! Thanks Galv, and again thank you for your awesome stuff

  70. Sonic Kaboom says:

    Script ” line 70: NameError occurred.
    undefined method ‘command_101’ for class ‘Game_Interpreter’

    • Galv says:

      Try copying the script again. Sounds like it didn’t copy over right. If copying from this site doesn’t work, get it from the demo. Make sure you put it in the right place in the script manager.

  71. Hi there!
    I tried making my own bust using the ones your demo uses for reference (exact same pixel size and filetype). Now I have saved them into the mentioned img/picture folder under the name “Actor.png”.

    First problem: Just saving it to the img/picture folder leaves me unable to select the bust when writing the show-text event.

    So I also saved it to the img/faces folder under the same name.
    Now when I try to use that in a show-text-command, I can select it, but the game crashes with the message “Failed to Load: img/picture/Actor_1.png”

    How exactly should I name my images for it to work? Why does the script add a _1 to the filename when looking for it? I have triple checked, and the Filename-Append-Setting is untouched. When I change the filenames to “Actor_1”, I get the same error saying “Failed to load: img/picture/Actor_1_1.png”

    I’d highly appreciate any help on the matter! :D

    • Galv says:

      This information is in the script details and the demo has an example of the setup. Please refer to these things as anything I type here would be copy paste of that :)

  72. L O L L I P O P says:

    Hey galv, i hope you are still answering some questions, i have a bust looking at the left side, and i want to flip it but the bust mirror moves the bust, is there a way to flip it without moving the bust?

    • Galv says:

      Not in this plugin, sorry. It was only set up to be left and normal or right and flipped.
      You could modify your bust image to face the other way.

      • L O L L I P O P says:

        Ok thank you for answering my question, i’ll do my best to change it, its just that im so tired, thanks again….. Oh! I have a question, how do i move the bust left or right after flipping it, is it possible?

      • L O L L I P O P says:

        Or is bot then how do i put the bust in the center?

      • L O L L I P O P says:

        Sorry i what i meant to say is “if not then is there a way to put the bust in the center?”

      • Galv says:

        Not with this plugin, no. If you can’t see a script call for it, the plugin doesn’t do it.

      • L O L L I P O P says:

        Thank you for replying, i managed to flip the bust image, thanks for the script

  73. Waffle says:

    The sentence is awkward because I used Google Translator. Thank you for your understanding.

    If you use the “\ BST [7, Actor2]” command instead of the usual display method to output the picture, SCG displays the picture immediately without animation.
    This makes the game look less complete.

    How can I put animations when displaying SCG with commands?

    • Galv says:

      I don’t know what SCG is and this script does not use the command \BST [7, Actor2].
      Are you asking this in the right place?

      • Waffle says:

        Sorry. I chose the wrong kind.
        I wanted to say RPG MV version “GALV_MessageBusts.js”.

        “SCG” stands for Standing CG.

      • Galv says:

        Please post on the correct plugin/script – it’d help me out a lot. The MV version \BST[x] is to change the bust mid message and is not designed to slide in and out, sorry. I don’t plan to change that.

  74. Aurora says:

    What’s the recommended size for the busts in pixels?

  75. Blackicehero says:

    How can I put the busts under a choice selection?

    • Galv says:

      Doesn’t the bust show when choices show? You need a message window after choices for script to show it – else use show picture.

      • Blackicehero says:

        I have the problem that when my choice text is too long its beneath the bust so i cant see the full text. So I ask you if there is an option that you can display the coice text in front of the bust.
        I hope you understand what i mean ^^’

      • Galv says:

        Unfortunately if there’s nothing in the script documentation then it might not be able to do what you want it to, sorry.

      • Blackicehero says:

        No problem, i found the solution! When you set -101 for BUST_Z the bust is not longer in front of the choice text :D

  76. Sasha Izz says:

    Hello Galv! I don’t know if you still reply to questions here, but i want to ask a (maybe dumb) question XD.
    So, i made the BUST_Y_OVER = true, is there any way for me to make the bust appear above the dialogue text box?

    Thanks again for the wonderful script!

  77. Cesot says:

    I’m using Zeus81’s Map Effects script to zoom in on the game and that causes the busts to show too big. Is there any way to change the bust size to fit the 2x zoom?

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