Basically, it's repost for one of 'lost' script.
CMS #1 - Simple edit of default menu
 This is my first CMS.  Basically, it's just an edit of default menu.  I made it several months ago, but I heavily edited it, looking like SDK-compatible.(but you can use it without SDK)
Code:
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#==============================================================================
# **Game_Map
#==============================================================================
class Game_Map  Â
  def name
   $map_infos[@map_id]
  end Â
end
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#========================================
# **Scene_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
   $map_infos[key] = $map_infos[key].name
  end
end
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#==============================================================================
# **Window_Infos
#==============================================================================
class Window_Infos < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
   super(0, 0, 160, 130)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
   self.contents.clear
   #---Show Time
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 120, 32, "Time")
   @total_sec = Graphics.frame_count / Graphics.frame_rate
   hour = @total_sec / 60 / 60
   min = @total_sec / 60 % 60
   sec = @total_sec % 60
   text = sprintf("%02d:%02d:%02d", hour, min, sec)
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 0, 120, 32, text, 2)
   #---Show Steps
   self.contents.font.color = system_color
   self.contents.draw_text(4, 25, 120, 32, "Steps")
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 42, 120, 32, $game_party.steps.to_s, 2)
   #---Show Money
   #Advanced Gold Display mini-script by Dubealex.
   case $game_party.gold
    when 0..9999
     gold = $game_party.gold
    when 10000..99999
     gold = $game_party.gold.to_s
     array = gold.split(//)
     gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s
    when 100000..999999
     gold = $game_party.gold.to_s
     array = gold.split(//)
     gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s
    when 1000000..9999999
     gold = $game_party.gold.to_s
     array = gold.split(//)
     gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s
   end
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   self.contents.font.color = normal_color  Â
   cx = contents.text_size($data_system.words.gold).width  Â
   self.contents.draw_text(4, 67, 120-cx-2, 32, gold.to_s, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(124-cx, 67, cx, 32, $data_system.words.gold, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
   super
   if Graphics.frame_count / Graphics.frame_rate != @total_sec
    refresh
   end
  end
end
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#==============================================================================
# **Window_MapName
#==============================================================================
class Window_MapName < Window_Base
 def initialize
  super(0, 0, 160, 96)
  self.contents = Bitmap.new(width - 32, height - 32) Â
  refresh
 end
 def refresh
  self.contents.clear
  self.contents.font.color = system_color
  self.contents.draw_text(4, 0, 120, 32, "Location")
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 32, 120, 32, $game_map.name.to_s, 2)
 end
end
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#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# Â This class performs menu screen processing.
#==============================================================================
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class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #   menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
   @menu_index = menu_index  Â
   commands_init
   @changer = 0 #Change Party Order by Yargovish
   @where = 0 #
   @checker = 0  #
  end
  #--------------------------------------------------------------------------
  # * Set Commands
  #--------------------------------------------------------------------------
  def commands_init
   # MenuCommand
   @commands = []
   s1 = "Item"
   s2 = "Skill"
   s3 = "Equip"
   s4 = "Status"
   s5 = "Order"
   s6 = "Option"
   s7 = "System"
   @commands.push(s1, s2, s3, s4, s5, s6, s7).flatten!
  Â
   @system_commands = []
   o1 = "Save"
   o2 = "Load"
   o3 = "Exit"
   @system_commands.push(o1, o2, o3).flatten!
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
   #Draw Windows
   main_command_window
   system_command_window
   main_draw
   #Execute transition
   Graphics.transition
   #Main Loop
   loop do
    #Main Loop
    main_loop
    break if main_scenechange?
   end
   #Prepare for transition
   Graphics.freeze
   #Dispose Windows
   main_dispose
  end
  #--------------------------------------------------------------------------
  # * Main Draw - Handles drawing windows
  #--------------------------------------------------------------------------
  def main_draw
   #Draw Windows
   # Make Info Window
   @infos_window = Window_Infos.new
   @infos_window.x = 0
   @infos_window.y = 255
   # Make map name window
   @mapname_window = Window_MapName.new
   @mapname_window.x = 0
   @mapname_window.y = 384
   # Make status window
   @status_window = Window_MenuStatus.new
   @status_window.x = 160
   @status_window.y = 0  Â
   end
  #--------------------------------------------------------------------------
  # * Main Command Window
  #--------------------------------------------------------------------------
  def main_command_window
   # Make command window  Â
   @command_window = Window_Command.new(160, @commands)
   @command_window.index = @menu_index
   # If number of party members is 0
   if $game_party.actors.size == 0
    # Disable items, skills, equipment, and status
    @command_window.disable_item(0)
    @command_window.disable_item(1)
    @command_window.disable_item(2)
    @command_window.disable_item(3)
   end
   # If save is forbidden
   #if $game_system.save_disabled
    # Disable save
    #@command_window.disable_item(4)   Â
   #end
   if $game_party.actors.size <= 1 #
    @command_window.disable_item(4)
   end
  end
  #--------------------------------------------------------------------------
  # * System Command Window
  #--------------------------------------------------------------------------
  def system_command_window
   @load_enabled = false
   @sys_command_window = Window_Command.new(128, @system_commands)
   @sys_command_window.visible = false
   @sys_command_window.active = false
   @sys_command_window.x = 100
   @sys_command_window.y = 210
   @sys_command_window.z = 0
   if $game_system.save_disabled
    @sys_command_window.disable_item(0)
   end
   for i in 0..3
    if (FileTest.exist?("Save#{i+1}.rxdata"))    Â
     @load_enabled = true
    end
   end Â
   if !@load_enabled
    @sys_command_window.disable_item(1)
   end
  end  Â
  #--------------------------------------------------------------------------
  # * Main Scene Change
  #--------------------------------------------------------------------------
  def main_scenechange?
   # Abort loop if screen is changed
   if $scene != self
    return true
   end
   return false
  end
  #--------------------------------------------------------------------------
  # * Main Dispose
  #--------------------------------------------------------------------------
  def main_dispose
   # Dispose All Windows
   @command_window.dispose
   @sys_command_window.dispose
   @infos_window.dispose
   @mapname_window.dispose
   @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Main Loop
  #--------------------------------------------------------------------------
  def main_loop
   # Update game screen
   Graphics.update
   # Update input information
   Input.update
   # Frame update
   update
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
   # Update Windows
   update_windows
  Â
   if @sys_command_window.active
    @sys_command_window.z = +500
   end
  Â
   # If command window is active: call update_command
   if @command_window.active
    update_command
    return
   end
   # If system window is active: call update_sys_command
   if @sys_command_window.active
    update_sys_command
    return
   end
   # If status window is active: call update_status
   if @status_window.active
    update_status
    return
   end
  end
  #--------------------------------------------------------------------------
  # * Window Update
  #--------------------------------------------------------------------------
  def update_windows  Â
   @command_window.update if @command_window.visible
   @sys_command_window.update if @sys_command_window.visible
   @infos_window.update
   @status_window.update
   @mapname_window.update
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
   # If B button was pressed
   if Input.trigger?(Input::B)
    # Play cancel SE
    $game_system.se_play($data_system.cancel_se)
    # Switch to map screen
    $scene = Scene_Map.new
    return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
    # If command other than save or end game, and party members = 0
    if $game_party.actors.size == 0 and @command_window.index < 4
     # Play buzzer SE
     $game_system.se_play($data_system.buzzer_se)
     return
    end
    # Branch by command window cursor position
    case @command_window.index
    when 0  # item
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Switch to item screen
     $scene = Scene_Item.new
    when 1  # skill
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Make status window active
     @command_window.active = false
     @status_window.active = true
     @status_window.index = 0
    when 2  # equipment
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Make status window active
     @command_window.active = false
     @status_window.active = true
     @status_window.index = 0
    when 3  # status
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Make status window active
     @command_window.active = false
     @status_window.active = true
     @status_window.index = 0  Â
    when 4  # Order
     #Change Party Order by Yargovish
     $game_system.se_play($data_system.decision_se)
     @checker = 0
     @command_window.active = false
     @status_window.active = true
     @status_window.index = 0 Â
    when 5  #Option
     #$game_system.se_play($data_system.decision_se)
     #Put your Option Scene
    when 6  #Call System Menu
     $game_system.se_play($data_system.decision_se)
     @sys_command_window.active = true
     @sys_command_window.visible = true
     @command_window.active = false    Â
    end
    return
   end
  end
  #--------------------------------------------------------------------------
  # * Update SysCommand Window
  #--------------------------------------------------------------------------
  def update_sys_command
   if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @command_window.active = true
    @sys_command_window.active = false
    @sys_command_window.visible = false
    @sys_command_window.index = 0
    @sys_command_window.z = 0
    return
   end
  Â
   if Input.trigger?(Input::C)
    case @sys_command_window.index   Â
    when 0  #Save
     # # If saving is forbidden
     if $game_system.save_disabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
     end
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Switch to save screen
     $scene = Scene_Save.new
    when 1  #Load
     #When there are no saved files
     if !@load_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
     end
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Switch to load screen
     $scene = Scene_Load.new
    when 2  #Quit
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Switch to end game screen
     $scene = Scene_End.new
    end
    return
   end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
   # If B button was pressed
   if Input.trigger?(Input::B)
    # Play cancel SE
    $game_system.se_play($data_system.cancel_se)
    # Make command window active
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
    return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
    # Branch by command window cursor position
    case @command_window.index
    when 1  # skill
     # If this actor's action limit is 2 or more
     if $game_party.actors[@status_window.index].restriction >= 2
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
     end
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Switch to skill screen
     $scene = Scene_Skill.new(@status_window.index)
    when 2  # equipment
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Switch to equipment screen
     $scene = Scene_Equip.new(@status_window.index)
    when 3  # status
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Switch to status screen
     $scene = Scene_Status.new(@status_window.index)
    when 4  #Order
     #Change Party Order by Yargovish
     $game_system.se_play($data_system.decision_se)
     if @checker == 0
      @changer = $game_party.actors[@status_window.index]
      @where = @status_window.index
      @checker = 1
     else
      $game_party.actors[@where] = $game_party.actors[@status_window.index]
      $game_party.actors[@status_window.index] = @changer
      @checker = 0
      @status_window.refresh
      $game_player.refresh #
     end
    end
    return
   end
  end  Â
end
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class Scene_Save < Scene_File
  alias save_on_decision on_decision
  alias save_on_cancel on_cancel
  #--------------------------------------------------------------------------
  # * Decision Processing
  #--------------------------------------------------------------------------
  def on_decision(filename)
   save_on_decision(filename)
   $scene = Scene_Menu.new(6)
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
   save_on_cancel
   $scene = Scene_Menu.new(6)
  end
end
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class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias load_initialize initialize
  alias load_on_cancel on_cancel
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
   @scene = $scene
   load_initialize
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
   load_on_cancel
   $scene = @scene
  end
end
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Code:
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#============================================================================
#L's Custom Menu - Simple DMS Edit
#============================================================================
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module MenuCommand
  Item   = 'Item'
  Skill   = 'Skill'
  Equip   = 'Equip'
  Status  = 'Status'
  Save   = 'Save'
  Load   = 'Load'
  End_Game = 'Exit'
  Â
  Order   = 'Order'
  Party   = 'Party'
  Option  = 'Option'
  Quest   = 'Quest'
  System  = 'System'
end
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#------------------------------------------------------------------------------
# Â Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
# Â Name
#------------------------------------------------------------------------------
  def name
   $map_infos[@map_id]
  end
end
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#========================================
#â– Scene_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
   $map_infos[key] = $map_infos[key].name
  end
end
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class Window_Infos < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
   super(0, 0, 160, 130)
   self.contents = Bitmap.new(width - 32, height - 32)  Â
   refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
   self.contents.clear
   #---Show Time
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 120, 32, "Time")
   @total_sec = Graphics.frame_count / Graphics.frame_rate
   hour = @total_sec / 60 / 60
   min = @total_sec / 60 % 60
   sec = @total_sec % 60
   text = sprintf("%02d:%02d:%02d", hour, min, sec)
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 0, 120, 32, text, 2)
   #---Show Steps
   self.contents.font.color = system_color
   self.contents.draw_text(4, 25, 120, 32, "Steps")
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 42, 120, 32, $game_party.steps.to_s, 2)
   #---Show Money
   case $game_party.gold
    when 0..9999
     gold = $game_party.gold
    when 10000..99999
     gold = $game_party.gold.to_s
     array = gold.split(//)
     gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s
    when 100000..999999
     gold = $game_party.gold.to_s
     array = gold.split(//)
     gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s
    when 1000000..9999999
     gold = $game_party.gold.to_s
     array = gold.split(//)
     gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s
   end
  Â
   self.contents.font.color = normal_color  Â
   cx = contents.text_size($data_system.words.gold).width  Â
   self.contents.draw_text(4, 67, 120-cx-2, 32, gold.to_s, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(124-cx, 67, cx, 32, $data_system.words.gold, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
   super
   if Graphics.frame_count / Graphics.frame_rate != @total_sec
    refresh
   end
  end
end
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class Window_MapName < Window_Base
 def initialize
  super(0, 0, 160, 96)
  self.contents = Bitmap.new(width - 32, height - 32) Â
  refresh
 end
 def refresh
  self.contents.clear
  self.contents.font.color = system_color
  self.contents.draw_text(4, 0, 120, 32, "Location")
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 32, 120, 32, $game_map.name.to_s, 2)
 end
end
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#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# Â This class performs menu screen processing.
#==============================================================================
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class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #   menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
   @menu_index = menu_index  Â
   commands_init
   @changer = 0 #Change Party Order by Yargovish
   @where = 0 #
   @checker = 0  #
  end
  #--------------------------------------------------------------------------
  # * Set Commands
  #--------------------------------------------------------------------------
  def commands_init
   @commands = []
   s1 = MenuCommand::Item
   s2 = MenuCommand::Skill
   s3 = MenuCommand::Equip
   s4 = MenuCommand::Status
   s5 = MenuCommand::Order
   s6 = MenuCommand::System
   @commands.push(s1, s2, s3, s4, s5, s6).flatten!
  Â
   @sys_commands = []
   o1 = MenuCommand::Option
   o2 = MenuCommand::Save
   o3 = MenuCommand::Load
   o4 = MenuCommand::End_Game
   @sys_commands.push(o1, o2, o3, o4).flatten!
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
   #Draw Windows  Â
   main_window
   #Execute transition
   Graphics.transition
   #Main Loop
   loop do
    #Main Loop
    main_loop
    break if main_scenechange?
   end
   #Prepare for transition
   Graphics.freeze
   #Dispose Windows
   main_dispose
  end
  #--------------------------------------------------------------------------
  # * Main Draw - Handles drawing windows
  #--------------------------------------------------------------------------
  def main_window
   #Draw Windows
   main_command_window
   system_command_window
   # Make Info Window
   @infos_window = Window_Infos.new
   @infos_window.x = 0
   @infos_window.y = 255
   # Make map name window
   @mapname_window = Window_MapName.new
   @mapname_window.x = 0
   @mapname_window.y = 384
   # Make status window
   @status_window = Window_MenuStatus.new
   @status_window.x = 160
   @status_window.y = 0  Â
   end
  #--------------------------------------------------------------------------
  # * Main Command Window
  #--------------------------------------------------------------------------
  def main_command_window
   # Make command window  Â
   @command_window = Window_Command.new(160, @commands)
   @command_window.index = @menu_index
   if @command_window.height > 256
    @command_window.height = 256
   end
   # If number of party members is 0
   if $game_party.actors.size == 0
    # Disable items, skills, equipment, and status
    @command_window.disable_item(0)
    @command_window.disable_item(1)
    @command_window.disable_item(2)
    @command_window.disable_item(3)
   end
   if $game_party.actors.size <= 1 #
    #Disable change party order
    @command_window.disable_item(4)
   end
  end
  #--------------------------------------------------------------------------
  # * System Command Window
  #--------------------------------------------------------------------------
  def system_command_window  Â
   @sys_command_window = Window_Command.new(128, @sys_commands)
   @sys_command_window.visible = false
   @sys_command_window.active = false
   @sys_command_window.x = 100
   @sys_command_window.y = 210
   @sys_command_window.z = 0
   check_save_available
   check_load_available
  end
  #-----------------
  def check_save_available
   # If save is forbidden
   if $game_system.save_disabled
    # Disable save
    @sys_command_window.disable_item(1)
   end
  end
  #-----------------
  def check_load_available
   #Check if saved file exists
   @load_enabled = false
   for i in 0..3
    if (FileTest.exist?("Save#{i+1}.rxdata"))    Â
     @load_enabled = true
    end
   end Â
   if !@load_enabled
    #Put your @command_window.disable_item(index)
    @sys_command_window.disable_item(2)
   end
  end
  #--------------------------------------------------------------------------
  # * Main Scene Change
  #--------------------------------------------------------------------------
  def main_scenechange?
   # Abort loop if screen is changed
   if $scene != self
    return true
   end
   return false
  end
  #--------------------------------------------------------------------------
  # * Main Dispose
  #--------------------------------------------------------------------------
  def main_dispose
   # Dispose All Windows
   @command_window.dispose
   @sys_command_window.dispose
   @infos_window.dispose
   @mapname_window.dispose
   @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Main Loop
  #--------------------------------------------------------------------------
  def main_loop
   # Update game screen
   Graphics.update
   # Update input information
   Input.update
   # Frame update
   update
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
   # Update Windows
   update_windows
  Â
   if @sys_command_window.active
    @sys_command_window.z = +500
   end
  Â
   # If command window is active: call update_command
   if @command_window.active
    update_command
    return
   end
   # If system window is active: call update_sys_command
   if @sys_command_window.active
    update_sys_command
    return
   end
   # If status window is active: call update_status
   if @status_window.active
    update_status
    return
   end
  end
  #--------------------------------------------------------------------------
  # * Window Update
  #--------------------------------------------------------------------------
  def update_windows  Â
   @command_window.update if @command_window.visible
   @sys_command_window.update if @sys_command_window.visible
   @infos_window.update
   @status_window.update
   @mapname_window.update
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
   # If B button was pressed
   if Input.trigger?(Input::B)
    # Play cancel SE
    $game_system.se_play($data_system.cancel_se)
    # Switch to map screen
    $scene = Scene_Map.new
    return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
    # Return if Disabled Command
    if disabled_main_command?
     # Play buzzer SE
     $game_system.se_play($data_system.buzzer_se)
     return
    end
    main_command_input
    return
   end
  end
  #--------------------------------------------------------------------------
  # * Update SysCommand Window
  #--------------------------------------------------------------------------
  def update_sys_command
   if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @command_window.active = true
    @sys_command_window.active = false
    @sys_command_window.visible = false
    @sys_command_window.index = 0
    @sys_command_window.z = -500
    return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
    # Return if Disabled Command
    if disabled_main_command?
     # Play buzzer SE
     $game_system.se_play($data_system.buzzer_se)
     return
    end
    # Command Input
    sys_command_input
    return
   end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
   # If B button was pressed
   if Input.trigger?(Input::B)
    # Play cancel SE
    $game_system.se_play($data_system.cancel_se)
    # Make command window active
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
    return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
    # Return if Disabled Command
    if disabled_main_command?
     # Play buzzer SE
     $game_system.se_play($data_system.buzzer_se)
     return
    end
    # Command Input
    sub_command_input
    return
   end
  end
  #--------------------------------------------------------------------------
  # * Disabled Main Command? Test
  #--------------------------------------------------------------------------
  def disabled_main_command?
   # Gets Current Command
   command = @commands[@command_window.index]
   sys_command = @sys_commands[@sys_command_window.index]
   # Gets Menu Commands
   c = MenuCommand
   # If 0 Party Size
   if $game_party.actors.size == 0
    # If Item, Skill, Equip or Status Selected
    if [c::Item, c::Skill, c::Equip, c::Status].include?(command)
     return true
    end
   end
   if $game_party.actors.size <= 1
    if [c::Order].include?(command)
     return true
    end
   end
   # If Save Disabled && Command is Save
   return true if $game_system.save_disabled && sys_command == c::Save
   # If Load Disabled && Command is Load
   return true if !@load_enabled && sys_command == c::Load
   return false
  end
  #--------------------------------------------------------------------------
  # * Update Command Check
  #--------------------------------------------------------------------------
  def main_command_input
   # Loads Current Command
   command = @commands[@command_window.index]
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Checks Commands
   case command
   when MenuCommand::Item  #item
    command_item
   when MenuCommand::Skill #skill
    command_skill
   when MenuCommand::Equip #equip
    command_equip
   when MenuCommand::Status  #status
    command_status
   when MenuCommand::Order #order
    command_order
   when MenuCommand::System  #call system submenu
    $game_system.se_play($data_system.decision_se)
    @sys_command_window.active = true
    @sys_command_window.visible = true
    @command_window.active = false  Â
   end
  end
  #--------------------------------------------------------------------------
  # * Update System Command Check
  #--------------------------------------------------------------------------
  def sys_command_input
   # Loads Current Command
   sys_command = @sys_commands[@sys_command_window.index]
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Checks Commands
   case sys_command
   when MenuCommand::Option  #option
    command_option
   when MenuCommand::Save  #save
    command_save
   when MenuCommand::Load  #load
    command_load
   when MenuCommand::End_Game  #exit
    command_endgame
   end
  end
  #--------------------------------------------------------------------------
  # * Disabled Sub Command? Test
  #--------------------------------------------------------------------------
  def disabled_sub_command?
   # Loads Current Command
   command = @commands[@command_window.index]
   # If Skill Selected
   if command == MenuCommand::Skill
    # If this actor's action limit is 2 or more
    if $game_party.actors[@status_window.index].restriction >= 2
     return true
    end
   end
   return false
  end
  #--------------------------------------------------------------------------
  # * Update Status Check
  #--------------------------------------------------------------------------
  def sub_command_input
   # Loads Current Command
   command = @commands[@command_window.index]
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Checks Command By Name
   case command
   when MenuCommand::Skill
    command_skill
   when MenuCommand::Equip
    command_equip
   when MenuCommand::Status
    command_status
   when MenuCommand::Order
    command_order
   end
  end
  #--------------------------------------------------------------------------
  # * Command Item
  #--------------------------------------------------------------------------
  def command_item
   # Switch to item screen
   $scene = Scene_Item.new
  end
  #--------------------------------------------------------------------------
  # * Command Skill
  #--------------------------------------------------------------------------
  def command_skill
   # If Main Command Active
   if @command_window.active
    # Activate Status Window
    active_status_window
    return
   end
   # Switch to skill screen
   $scene = Scene_Skill.new(@status_window.index)
  end
  #--------------------------------------------------------------------------
  # * Command Equip
  #--------------------------------------------------------------------------
  def command_equip
   # If Main Command Active
   if @command_window.active
    # Activate Status Window
    active_status_window
    return
   end
   # Switch to equipment screen
   $scene = Scene_Equip.new(@status_window.index)
  end
  #--------------------------------------------------------------------------
  # * Command Status
  #--------------------------------------------------------------------------
  def command_status
   # If Main Command Active
   if @command_window.active
    # Activate Status Window
    active_status_window
    return
   end
   # Switch to status screen
   $scene = Scene_Status.new(@status_window.index)
  end
  #--------------------------------------------------------------------------
  # * Command Order
  #--------------------------------------------------------------------------
  def command_order
   # If Main Command Active
   if @command_window.active
    # Activate Status Window
    active_status_window
    @checker = 0
    return
   end
   #Change Party Order by Yargovish
   if @checker == 0
    @changer = $game_party.actors[@status_window.index]
    @where = @status_window.index
    @checker = 1
   else
    $game_party.actors[@where] = $game_party.actors[@status_window.index]
    $game_party.actors[@status_window.index] = @changer
    @checker = 0
    @status_window.refresh
    $game_player.refresh #
   end   Â
  end
  #--------------------------------------------------------------------------
  # * Command Party
  #--------------------------------------------------------------------------
  def command_party
   # Switch to party change screen
   #Put your Party Change Scene here
  end
  #--------------------------------------------------------------------------
  # * Command Option
  #--------------------------------------------------------------------------
  def command_option
   # Switch to party change screen
   #Put your Option Scene here
  end
  #--------------------------------------------------------------------------
  # * Command Quest
  #--------------------------------------------------------------------------
  def command_quest
   # Switch to party change screen
   #Put your Quest Scene here
  end
  #--------------------------------------------------------------------------
  # * Command Save
  #--------------------------------------------------------------------------
  def command_save
   # Switch to save screen
   $scene = Scene_Save.new
  end
  #--------------------------------------------------------------------------
  # * Command Load
  #--------------------------------------------------------------------------
  def command_load
   # Switch to load screen
   $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command End Game
  #--------------------------------------------------------------------------
  def command_endgame
   # Switch to end game screen
   $scene = Scene_End.new
  end
  #--------------------------------------------------------------------------
  # * Activate Status Window
  #--------------------------------------------------------------------------
  def active_status_window
   # Make status window active
   @command_window.active = false
   @status_window.active = true
   #@status_window.visible = true
   @status_window.index = 0
  end
end
Â
The rest will be posted separately, for I cannot post 'many' scripts in one message.
Credit
Well... various authors for various menu scripts, for I learned how to make my main menu by reading them.
Authoress' Note
I'm quite retired now, so I may not answer all of your question. Feel free to use them.