I could be blind, but I've not found this in the masterlist, google, or frankly anywhere. It may seem like a stupid request, but I can't figure out a way to do this with eventing or any other script out there, especially messagecore from Yanfly.
Basically this script would operate a little like Galv's bust script, as he has a way of changing bust images mid-message. However, this only works with busts, and not face images. What I'm looking for is a way to create a talking animation or blinking animation while an NPC is talking, all by utilizing the faces you can make VIA the character generator. By all means correct me if I'm wrong, but there doesn't seem to be a way to do this through any other means.
One of two things would be possible:
Either the face editing would persist through messages via separate parallel process activated through switches (preferred).
E.G. One event for the message, activating switch [faceblink] which turns on a parallel event that sets the current message window face from file ActorX.png to index 1 (face with closed mouth), wait a quarter of a second, set current face to ActorX.png index 2 (face with open mouth), wait a quarter of a second, set it back to index 1. This would be set to loop until the message was over and a switch turned off the loop.
OR, a text command. I imagine this would be more tedious as you would have to litter your message with a command (worst case scenario).
E.G. "Hello Harold, \sf[ActorX, 1]how are you \sf[ActorX, 2] doing today? \sf[ActorX, 1]
Either way, what I'm going for is animated faces for the message window utilizing character faces made with the generator, as there are many resources that could allow for such animation, but no ability to. I'm not even sure how possible that is.