Ich hoffe ich habe dich Richtig verstanden.
Aber ich werde dir mal den Code geben, so wie ich ihn habe.

Code:
#============================================================================== 
# ■ Window_Message 
#------------------------------------------------------------------------------ 
#  文章表示に使うメッセージウィンドウです。 
#============================================================================== 

class Window_Message < Window_Selectable 
#-------------------------------------------------------------------------- 
  # ● オブジェクト初期化 
  #-------------------------------------------------------------------------- 
  def initialize 
    super(80, 304, 460, 160) #Faceset off 
    self.contents = Bitmap.new(width - 32, height - 32) 
    self.visible = false 
    self.z = 9998 
    @fade_in = false 
    @fade_out = false 
    @contents_showing = false 
    @cursor_width = 0 
    self.active = false 
    self.index = -1 
end 
  #-------------------------------------------------------------------------- 
  # ● 解放 
  #-------------------------------------------------------------------------- 
  def dispose 
terminate_message 
    $game_temp.message_window_showing = false 
    if @input_number_window != nil 
      @input_number_window.dispose 
    end 
    super 
  end 
  #-------------------------------------------------------------------------- 
  # ● メッセージ終了処理 
  #-------------------------------------------------------------------------- 
  def terminate_message 
    self.active = false 
    self.pause = false 
    self.index = -1 
    self.contents.clear 
    # 表示中フラグをクリア 
    @contents_showing = false 
    # メッセージ コールバックを呼ぶ 
    if $game_temp.message_proc != nil 
      $game_temp.message_proc.call 
    end 
    # 文章、選択肢、数値入力に関する変数をクリア 
    $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 
    # ゴールドウィンドウを開放 
    if @gold_window != nil 
      @gold_window.dispose 
      @gold_window = nil 
    end 
  end 
  #-------------------------------------------------------------------------- 
  # ● リフレッシュ 
  #-------------------------------------------------------------------------- 
  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 
    # 選択肢なら字下げを行う 
    if $game_temp.choice_start == 0 
      x = 8 
    end 
    # 表示待ちのメッセージがある場合 
    if $game_temp.message_text != nil 
      text = $game_temp.message_text 
      # 制御文字処理 
      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 
      # 便宜上、"\\\\" を "\000" に変換 
      text.gsub!(/\\\\/) { "\000" } 
      # "\\C" を "\001" に、"\\G" を "\002" に変換 
      text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } 
      text.gsub!(/\\[Gg]/) { "\002" } 
      # c に 1 文字を取得 (文字が取得できなくなるまでループ) 
      while ((c = text.slice!(/./m)) != nil) 
        # \\ の場合 
        if c == "\000" 
          # 本来の文字に戻す 
          c = "\\" 
        end 
        # \C[n] の場合 
        if c == "\001" 
          # 文字色を変更 
          text.sub!(/\[([0-9]+)\]/, "") 
          color = $1.to_i 
          if color >= 0 and color <= 7 
            self.contents.font.color = text_color(color) 
          end 
          # 次の文字へ 
          next 
        end 
        # \G の場合 
        if c == "\002" 
          # ゴールドウィンドウを作成 
          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 
          # 次の文字へ 
          next 
        end 
        # 改行文字の場合 
        if c == "\n" 
          # 選択肢ならカーソルの幅を更新 
          if y >= $game_temp.choice_start 
            @cursor_width = [@cursor_width, x].max 
          end 
          # y に 1 を加算 
          y += 1 
          x = 0 
          # 選択肢なら字下げを行う 
          if y >= $game_temp.choice_start 
            x = 8 
          end 
          # 次の文字へ 
          next 
        end 
        # 文字を描画 
        self.contents.draw_text(1 + x, 32 * y, 40, 32, c) 
        # x に描画した文字の幅を加算 
        x += self.contents.text_size(c).width 
      end 
    end 
    # 選択肢の場合 
    if $game_temp.choice_max > 0 
      @item_max = $game_temp.choice_max 
      self.active = true 
      self.index = 0 
    end 
    # 数値入力の場合 
    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 
  #-------------------------------------------------------------------------- 
  # ● Faceset ein oder nicht 
  #-------------------------------------------------------------------------- 
  def reset_window 
    if $game_temp.in_battle 
      self.y = 16 
    else 
      if $game_switches[0001] 
    facepos = $game_system.message_position + 3 
  else 
  facepos = $game_system.message_position 
  end 
       case facepos 
      when 0  # 上 
        self.y = 16 
        self.x = 80 
      when 1  # 中 
        self.y = 160 
        self.x = 80 
      when 2  # 下 
        self.y = 304 
        self.x = 80 
       when 3 #Faceset oben 
        self.x = 165 
        self.y = 16 
       when 4 # Faceset mitte 
          self.x = 165 
          self. y = 160 
        when 5 # Faceset unten 
          self.x = 165 
          self.y = 304 
        end 
        facepos = 0 
    end 
    if $game_system.message_frame == 0 
      self.opacity = 255 
    else 
      self.opacity = 0 
    end 
    self.back_opacity = 160 
  end 
  #-------------------------------------------------------------------------- 
  # ● フレーム更新 
  #-------------------------------------------------------------------------- 
  def update 
    super 
    # フェードインの場合 
    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 
    # 数値入力中の場合 
    if @input_number_window != nil 
      @input_number_window.update 
      # 決定 
      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 
        # 数値入力ウィンドウを解放 
        @input_number_window.dispose 
        @input_number_window = nil 
        terminate_message 
      end 
      return 
    end 
    # メッセージ表示中の場合 
    if @contents_showing 
      # 選択肢の表示中でなければポーズサインを表示 
      if $game_temp.choice_max == 0 
        self.pause = true 
      end 
      # キャンセル 
      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 
      # 決定 
      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 
    # フェードアウト中以外で表示待ちのメッセージか選択肢がある場合 
    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 
    # 表示すべきメッセージがないが、ウィンドウが可視状態の場合 
    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 
  #-------------------------------------------------------------------------- 
  # ● カーソルの矩形更新 
  #-------------------------------------------------------------------------- 
  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

Ersetzt diesen Code einfach mit dem bestehenden aus der Window_Message.

Das wäre es nun auch schon fast.
Nun müsst du nur noch wenn du gerne ein Faceset anzeigt folgendes tun


1. Faceset was du haben möchtet als Picture in den Maker importieren
2. ab dem Moment an dem du das Faceset zeigen wollt die Switch[0001] auf on setzen
3. Das Faceset das du als Picture importiert auf die Position x= -10 y= 300 setzen. ( zeigt die Face unten im Bildschirm ). Setzt die Opacity aber auf 0
4. Moved die Picture des Facesets einfach auf Opacity 255 und das in einer Zeit von 2 Frames
5. Den gewünschten Text schreiben ( Message Funktion )
6. Wenn ihr das Faceset ausschalten wollt sie wie Moven auf Opacity 0 und das wieder in einer Zeit von 2 Frames
7. Die Switch[0001] auf off setzen


Hoffe es hat dir geholfen.