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 Game help - n2t4a6 -  04-17-2010
 
 Sorry i didn't know where to put this.
  
 i need help on these two things:
 
 1. I'm using a custom window skin but when I talk it goes to the default, and when I use the Change window skin command it still uses the default.
 
 2. I want to get rid of save from the menu screen, I've used the disable save command but that greys it out. a while ago I found a post asking about it and there was a script link that was unavailabe, can anyone help?
 
 Edit: I have changed it from system command, also the only time it works is in the menu.
 
 Here are some pic's
 http://www.freeimagehosting.net/image.php?2a8450b1d9.jpg[
 http://www.freeimagehosting.net/image.php?48c05b5740.jpg
 
 
 Game help - No ID -  04-17-2010
 
 Did you try changing the windows skin graphic in the system tab of the database?
 
 And do you mean that you don't want the option to save shown at all? Ever?
 
 
 Game help - n2t4a6 -  04-17-2010
 
 yeh i did, ill post a screenshot
 
 
 Game help - deValdr -  04-17-2010
 
 
 Code: #==============================================================================# ** Scene_Menu
 #------------------------------------------------------------------------------
 #  This class performs menu screen processing.
 #==============================================================================
 
 class Scene_Menu
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     menu_index : command cursor's initial position
 #--------------------------------------------------------------------------
 def initialize(menu_index = 0)
 @menu_index = menu_index
 end
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
 # Make command window
 s1 = $data_system.words.item
 s2 = $data_system.words.skill
 s3 = $data_system.words.equip
 s4 = 'Status'
 s6 = "End Game"
 @command_window = Window_Command.new(160, [s1, s2, s3, s4, s6])
 @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
 # Make play time window
 @playtime_window = Window_PlayTime.new
 @playtime_window.x = 0
 @playtime_window.y = 224
 # Make steps window
 @steps_window = Window_Steps.new
 @steps_window.x = 0
 @steps_window.y = 320
 # Make gold window
 @gold_window = Window_Gold.new
 @gold_window.x = 0
 @gold_window.y = 416
 # Make status window
 @status_window = Window_MenuStatus.new
 @status_window.x = 160
 @status_window.y = 0
 # Execute transition
 Graphics.transition
 # Main loop
 loop do
 # Update game screen
 Graphics.update
 # Update input information
 Input.update
 # Frame update
 update
 # Abort loop if screen is changed
 if $scene != self
 break
 end
 end
 # Prepare for transition
 Graphics.freeze
 # Dispose of windows
 @command_window.dispose
 @playtime_window.dispose
 @steps_window.dispose
 @gold_window.dispose
 @status_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
 # Update windows
 @command_window.update
 @playtime_window.update
 @steps_window.update
 @gold_window.update
 @status_window.update
 # If command window is active: call update_command
 if @command_window.active
 update_command
 return
 end
 # If status window is active: call update_status
 if @status_window.active
 update_status
 return
 end
 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
 when 4  # end game
 # 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)
 end
 return
 end
 end
 end
 
 Game help - n2t4a6 -  04-17-2010
 
 Thank you  valdred, I forgot to put this with the post, I have a custom menu script of final fantasy and that scripts stops it, is there any way I can use them both?
 ::Also when i put it in the actual scene_map, the save command is still there::
 here is the script:
 
 Code: #*********************************************************#Final Fantasy VII menu setup
 #*********************************************************
 #To use:
 #If you do not want Faces, go to line 94
 #and change delete the # of draw_actor_graphic
 #and put a # infront of draw_actor_face
 #
 #Create a new folder in the Characters folder, and call it Faces
 #Adding faces: add a 80x80 picture with the same name as the characterset it
 #corrosponds with in the Faces folder
 
 
 #========================================
 #?? Window_Base
 #--------------------------------------------------------------------------------
 # Setting functions for the "Base"
 #========================================
 
 
 class Window_Base < Window
 
 def draw_actor_face(actor, x, y)
 face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
 fw = face.width
 fh = face.height
 src_rect = Rect.new(0, 0, fw, fh)
 self.contents.blt(x - fw / 23, y - fh, face, src_rect)
 end
 end
 def draw_actor_battler_graphic(actor, x, y)
 bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
 cw = bitmap.width
 ch = bitmap.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
 end
 
 #========================================
 #?? Game_Map
 #--------------------------------------------------------------------------------
 # Setting functions for the Map
 #========================================
 class Game_Map
 
 def name
 $map_infos[@map_id]
 end
 end
 
 #========================================
 #?? Window_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
 
 
 
 
 #==============================================================================
 # ?? Window_MenuStatus
 #------------------------------------------------------------------------------
 #  Sets up the Choosing.
 #==============================================================================
 
 class Window_MenuStatus < Window_Selectable
 #--------------------------------------------------------------------------
 # Set up
 #--------------------------------------------------------------------------
 def initialize
 super(0, 0, 560, 454)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Arial"
 self.contents.font.size = 18
 refresh
 self.active = false
 self.index = -1
 end
 #--------------------------------------------------------------------------
 # Drawing Info on Screen
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 @item_max = $game_party.actors.size
 for i in 0...$game_party.actors.size
 x = 94
 y = i * 110
 actor = $game_party.actors[i]
 # draw_actor_face(actor, 12, y + 90) #To get rid of the Face, put a "#" before the draw_ of this line
 draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line
 draw_actor_name(actor, x, y)
 draw_actor_level(actor, x + 144, y)
 draw_actor_state(actor, x + 280, y )
 draw_actor_exp(actor, x+ 144, y + 38)
 draw_actor_hp(actor, x, y + 38)
 draw_actor_sp(actor, x, y + 58)
 
 end
 end
 #--------------------------------------------------------------------------
 # Update of Cursor
 #--------------------------------------------------------------------------
 def update_cursor_rect
 if @index < 0
 self.cursor_rect.empty
 else
 self.cursor_rect.set(0, @index * 110, self.width - 32, 96)
 end
 end
 end
 
 #=======================================#
 # ??Window_GameStats                                                             #
 # written by AcedentProne                                                          #
 #------------------------------------------------------------------------------#
 
 class Window_GameStats < Window_Base
 def initialize
 super(0, 0, 160, 60)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Arial"
 self.contents.font.size = 18
 refresh
 end
 
 def refresh
 self.contents.clear
 #Drawing gold into separate commas 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
 #Draw Gold
 self.contents.font.color = system_color
 gold_word = $data_system.words.gold.to_s
 cx = contents.text_size(gold_word).width
 cx2=contents.text_size(gold.to_s).width
 self.contents.draw_text(4, 4, 120-cx-2, 32, gold_word)
 self.contents.font.color = normal_color
 self.contents.draw_text(124-cx2+1, 4, cx2, 32, gold.to_s, 2)
 self.contents.font.color = system_color
 # Draw "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, -10, 120, 32, text, 2)
 self.contents.font.color = system_color
 self.contents.draw_text(4, -10, 120, 32, "Time")
 end
 #--------------------------------------------------------------------------
 # Update of The count
 #--------------------------------------------------------------------------
 def update
 super
 if Graphics.frame_count / Graphics.frame_rate != @total_sec
 refresh
 end
 end
 end
 
 #==============================================================================
 # ?? Window_Mapname
 #------------------------------------------------------------------------------
 # ?@Draws the Map name
 #==============================================================================
 
 class Window_Mapname < Window_Base
 #--------------------------------------------------------------------------
 # Set up
 #--------------------------------------------------------------------------
 def initialize
 super(0, 0, 320, 44)
 self.contents = Bitmap.new(width - 60, height - 32)
 self.contents.font.name = "Arial"
 self.contents.font.size = 17
 refresh
 end
 #--------------------------------------------------------------------------
 # Draws info on screen
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 
 # Map Name
 #map = $game_map.name
 self.contents.font.color = system_color
 self.contents.draw_text(4, -10, 220, 32, "Location")
 self.contents.font.color =  normal_color
 self.contents.draw_text(175, -10, 80, 32, $game_map.name)
 end
 end
 
 #==============================================================================
 # ?? Scene_Menu
 #------------------------------------------------------------------------------
 # FF7 menu layout as requested by AcedentProne.
 #==============================================================================
 
 class Scene_Menu
 #--------------------------- edit-------------------------------
 attr_reader :status_window
 #/--------------------------- edit-------------------------------
 
 def initialize(menu_index = 0)
 @menu_index = menu_index
 end
 def main
 
 s1 = $data_system.words.item
 s2 = $data_system.words.skill
 s3 = $data_system.words.equip
 s4 = "Status"
 s5 = "Save"
 s6 = "Quit"
 
 
 #--------------------------- edit-------------------------------
 # Command menu
 @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6,])
 @command_window.x = 640 - @command_window.width
 @command_window.y = 480
 @command_window.z = 110
 @command_window.index = @menu_index
 #If certain options are avaliable
 if $game_party.actors.size == 0
 @command_window.disable_item(0)
 @command_window.disable_item(1)
 @command_window.disable_item(2)
 @command_window.disable_item(3)
 end
 if $game_system.save_disabled
 @command_window.disable_item(4)
 end
 #Showing location window
 @map = Window_Mapname.new
 @map.x = 640 - @map.width
 @map.y = 0 - @map.height - 1
 @map.z = 110
 #Showing the game stats
 @game_stats_window = Window_GameStats.new
 @game_stats_window.x = 0 - @game_stats_window.width
 @game_stats_window.y = 480 - @map.height - @game_stats_window.height
 @game_stats_window.z =110
 
 #Showing the Menu Status window
 @status_window = Window_MenuStatus.new
 @status_window.x = 640
 @status_window.y = 8
 @status_window.z = 100
 
 
 Graphics.transition
 loop do
 Graphics.update
 Input.update
 update
 if $scene != self
 break
 end
 end
 Graphics.freeze
 @command_window.dispose
 @game_stats_window.dispose
 @status_window.dispose
 @map.dispose
 end
 #--------------------------------------------------------------------------
 #Defining the delay
 #--------------------------------------------------------------------------
 def delay(seconds)
 for i in 0...(seconds * 1)
 sleep 0.01
 Graphics.update
 end
 end
 #--------------------------------------------------------------------------
 # Updating
 #--------------------------------------------------------------------------
 def update
 @command_window.update
 @game_stats_window.update
 @status_window.update
 @map.update
 #Moving Windows inplace
 gamepos = 640 - @game_stats_window.width
 mappos = 480 - @map.height - 1
 if @command_window.y > 0
 @command_window.y -= 60
 end
 if @game_stats_window.x < gamepos
 @game_stats_window.x += 80
 end
 if @map.y < mappos
 @map.y += 80
 end
 if @status_window.x > 0
 @status_window.x -= 80
 end
 #Saying if options are active
 if @command_window.active
 update_command
 return
 end
 if @status_window.active
 update_status
 return
 end
 end
 #--------------------------------------------------------------------------
 # Updating the Command Selection
 #--------------------------------------------------------------------------
 def update_command
 # If B button is pushed
 if Input.trigger?(Input::B)
 # Plays assigned SE
 $game_system.se_play($data_system.cancel_se)
 #Looping for moving windows out
 loop do
 if @command_window.y < 480
 @command_window.y += 40
 end
 if @game_stats_window.x > 0 - @game_stats_window.width
 @game_stats_window.x -= 40
 end
 if @map.y > 0 - @map.height
 @map.y -= 40
 end
 if @status_window.x < 640
 @status_window.x += 40
 end
 delay(0.5)
 if @status_window.x >= 640
 break
 end
 end
 # Go to Map
 $scene = Scene_Map.new
 return
 end
 # If C button is pused
 if Input.trigger?(Input::C)
 # Checks actor size
 if $game_party.actors.size == 0 and @command_window.index < 4
 # plays SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 case @command_window.index
 when 0
 $game_system.se_play($data_system.decision_se)
 loop do
 if @command_window.y < 480
 @command_window.y += 40
 end
 if @game_stats_window.x > 0 - @game_stats_window.width
 @game_stats_window.x -= 40
 end
 if @map.y > 0 - @map.height
 @map.y -= 40
 end
 if @status_window.x < 640
 @status_window.x += 40
 end
 delay(0.5)
 if @status_window.x >= 640
 break
 end
 end
 $scene = Scene_Item.new
 when 1
 $game_system.se_play($data_system.decision_se)
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 when 2
 $game_system.se_play($data_system.decision_se)
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 when 3
 $game_system.se_play($data_system.decision_se)
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 
 when 4
 if $game_system.save_disabled
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 $game_system.se_play($data_system.decision_se)
 loop do
 if @command_window.y < 480
 @command_window.y += 40
 end
 if @game_stats_window.x > 0 - @game_stats_window.width
 @game_stats_window.x -= 40
 end
 if @map.y > 0 - @map.height
 @map.y -= 40
 end
 if @status_window.x < 640
 @status_window.x += 40
 end
 delay(0.5)
 if @status_window.x >= 640
 break
 end
 end
 $scene = Scene_Save.new
 when 5
 $game_system.se_play($data_system.decision_se)
 loop do
 if @command_window.y < 480
 @command_window.y += 40
 end
 if @game_stats_window.x > 0 - @game_stats_window.width
 @game_stats_window.x -= 40
 end
 if @map.y > 0 - @map.height
 @map.y -= 40
 end
 if @status_window.x < 640
 @status_window.x += 40
 end
 delay(0.5)
 if @status_window.x >= 640
 break
 end
 end
 $scene = Scene_End.new
 return
 end
 end
 #--------------------------------------------------------------------------
 # Updating Status Screen
 #--------------------------------------------------------------------------
 def update_status
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 @command_window.active = true
 @status_window.active = false
 @status_window.index = -1
 return
 end
 if Input.trigger?(Input::C)
 case @command_window.index
 when 1  # ÆXÆLÆâ¹
 # â?â?ÆAÆNÆ^?[â??sâ?????â? 2 Ë???â????â¡
 if $game_party.actors[@status_window.index].restriction >= 2
 # ÆuÆU?[ SE â?â°â°ât
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # ?Ëâ? SE â?â°â°ât
 $game_system.se_play($data_system.decision_se)
 # ÆXÆLÆâ¹â°?â?â??â?â?â?
 $scene = Scene_Skill.new(@status_window.index)
 when 2
 $game_system.se_play($data_system.decision_se)
 loop do
 if @command_window.y < 480
 @command_window.y += 40
 end
 if @game_stats_window.x > 0 - @game_stats_window.width
 @game_stats_window.x -= 40
 end
 if @map.y > 0 - @map.height
 @map.y -= 40
 end
 if @status_window.x < 640
 @status_window.x += 40
 end
 delay(0.5)
 if @status_window.x >= 640
 break
 end
 end
 $scene = Scene_Equip.new(@status_window.index)
 when 3
 $game_system.se_play($data_system.decision_se)
 loop do
 if @command_window.y < 480
 @command_window.y += 40
 end
 if @game_stats_window.x > 0 - @game_stats_window.width
 @game_stats_window.x -= 40
 end
 if @map.y > 0 - @map.height
 @map.y -= 40
 end
 if @status_window.x < 640
 @status_window.x += 40
 end
 delay(0.5)
 if @status_window.x >= 640
 break
 end
 end
 $scene = Scene_Status.new(@status_window.index)
 end
 return
 end
 end
 end
 end
It's ok I got it now, thnx, also does anyone know about my 1st queation?
 
 
 Game help - No ID -  04-17-2010
 
 Edit: I don't know what it is, it might be the Message system you are using, try changing the name of the window skin you wish to use to the name of the default windowskin.
 
 
 Game help - DerVVulfman -  04-18-2010
 
 
 n2t4a6 Wrote:Sorry i didn't know where to put this.  Moving to RGSS Support as these are scripting issues.
 
 
 Game help - deValdr -  04-18-2010
 
 
 Code: #*********************************************************#Final Fantasy VII menu setup
 #*********************************************************
 #To use:
 #If you do not want Faces, go to line 94
 #and change delete the # of draw_actor_graphic
 #and put a # infront of draw_actor_face
 #
 #Create a new folder in the Characters folder, and call it Faces
 #Adding faces: add a 80x80 picture with the same name as the characterset it
 #corrosponds with in the Faces folder
 
 
 #========================================
 #?? Window_Base
 #--------------------------------------------------------------------------------
 # Setting functions for the "Base"
 #========================================
 
 
 class Window_Base < Window
 
 def draw_actor_face(actor, x, y)
 face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
 fw = face.width
 fh = face.height
 src_rect = Rect.new(0, 0, fw, fh)
 self.contents.blt(x - fw / 23, y - fh, face, src_rect)
 end
 end
 def draw_actor_battler_graphic(actor, x, y)
 bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
 cw = bitmap.width
 ch = bitmap.height
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
 end
 
 #========================================
 #?? Game_Map
 #--------------------------------------------------------------------------------
 # Setting functions for the Map
 #========================================
 class Game_Map
 
 def name
 $map_infos[@map_id]
 end
 end
 
 #========================================
 #?? Window_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
 
 
 
 
 #==============================================================================
 # ?? Window_MenuStatus
 #------------------------------------------------------------------------------
 #  Sets up the Choosing.
 #==============================================================================
 
 class Window_MenuStatus < Window_Selectable
 #--------------------------------------------------------------------------
 # Set up
 #--------------------------------------------------------------------------
 def initialize
 super(0, 0, 560, 454)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Arial"
 self.contents.font.size = 18
 refresh
 self.active = false
 self.index = -1
 end
 #--------------------------------------------------------------------------
 # Drawing Info on Screen
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 @item_max = $game_party.actors.size
 for i in 0...$game_party.actors.size
 x = 94
 y = i * 110
 actor = $game_party.actors[i]
 # draw_actor_face(actor, 12, y + 90) #To get rid of the Face, put a "#" before the draw_ of this line
 draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line
 draw_actor_name(actor, x, y)
 draw_actor_level(actor, x + 144, y)
 draw_actor_state(actor, x + 280, y )
 draw_actor_exp(actor, x+ 144, y + 38)
 draw_actor_hp(actor, x, y + 38)
 draw_actor_sp(actor, x, y + 58)
 
 end
 end
 #--------------------------------------------------------------------------
 # Update of Cursor
 #--------------------------------------------------------------------------
 def update_cursor_rect
 if @index < 0
 self.cursor_rect.empty
 else
 self.cursor_rect.set(0, @index * 110, self.width - 32, 96)
 end
 end
 end
 
 #=======================================#
 # ??Window_GameStats                                                             #
 # written by AcedentProne                                                          #
 #------------------------------------------------------------------------------#
 
 class Window_GameStats < Window_Base
 def initialize
 super(0, 0, 160, 60)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = "Arial"
 self.contents.font.size = 18
 refresh
 end
 
 def refresh
 self.contents.clear
 #Drawing gold into separate commas 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
 #Draw Gold
 self.contents.font.color = system_color
 gold_word = $data_system.words.gold.to_s
 cx = contents.text_size(gold_word).width
 cx2=contents.text_size(gold.to_s).width
 self.contents.draw_text(4, 4, 120-cx-2, 32, gold_word)
 self.contents.font.color = normal_color
 self.contents.draw_text(124-cx2+1, 4, cx2, 32, gold.to_s, 2)
 self.contents.font.color = system_color
 # Draw "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, -10, 120, 32, text, 2)
 self.contents.font.color = system_color
 self.contents.draw_text(4, -10, 120, 32, "Time")
 end
 #--------------------------------------------------------------------------
 # Update of The count
 #--------------------------------------------------------------------------
 def update
 super
 if Graphics.frame_count / Graphics.frame_rate != @total_sec
 refresh
 end
 end
 end
 
 #==============================================================================
 # ?? Window_Mapname
 #------------------------------------------------------------------------------
 # ?@Draws the Map name
 #==============================================================================
 
 class Window_Mapname < Window_Base
 #--------------------------------------------------------------------------
 # Set up
 #--------------------------------------------------------------------------
 def initialize
 super(0, 0, 320, 44)
 self.contents = Bitmap.new(width - 60, height - 32)
 self.contents.font.name = "Arial"
 self.contents.font.size = 17
 refresh
 end
 #--------------------------------------------------------------------------
 # Draws info on screen
 #--------------------------------------------------------------------------
 def refresh
 self.contents.clear
 
 # Map Name
 #map = $game_map.name
 self.contents.font.color = system_color
 self.contents.draw_text(4, -10, 220, 32, "Location")
 self.contents.font.color =  normal_color
 self.contents.draw_text(175, -10, 80, 32, $game_map.name)
 end
 end
 
 #==============================================================================
 # ?? Scene_Menu
 #------------------------------------------------------------------------------
 # FF7 menu layout as requested by AcedentProne.
 #==============================================================================
 
 class Scene_Menu
 #--------------------------- edit-------------------------------
 attr_reader :status_window
 #/--------------------------- edit-------------------------------
 
 def initialize(menu_index = 0)
 @menu_index = menu_index
 end
 def main
 
 s1 = $data_system.words.item
 s2 = $data_system.words.skill
 s3 = $data_system.words.equip
 s4 = "Status"
 s5 = "Save"
 s6 = "Quit"
 
 
 #--------------------------- edit-------------------------------
 # Command menu
 @command_window = Window_Command.new(160, [s1, s2, s3, s4,  s6,])
 @command_window.x = 640 - @command_window.width
 @command_window.y = 480
 @command_window.z = 110
 @command_window.index = @menu_index
 #If certain options are avaliable
 if $game_party.actors.size == 0
 @command_window.disable_item(0)
 @command_window.disable_item(1)
 @command_window.disable_item(2)
 @command_window.disable_item(3)
 end
 if $game_system.save_disabled
 @command_window.disable_item(4)
 end
 #Showing location window
 @map = Window_Mapname.new
 @map.x = 640 - @map.width
 @map.y = 0 - @map.height - 1
 @map.z = 110
 #Showing the game stats
 @game_stats_window = Window_GameStats.new
 @game_stats_window.x = 0 - @game_stats_window.width
 @game_stats_window.y = 480 - @map.height - @game_stats_window.height
 @game_stats_window.z =110
 
 #Showing the Menu Status window
 @status_window = Window_MenuStatus.new
 @status_window.x = 640
 @status_window.y = 8
 @status_window.z = 100
 
 
 Graphics.transition
 loop do
 Graphics.update
 Input.update
 update
 if $scene != self
 break
 end
 end
 Graphics.freeze
 @command_window.dispose
 @game_stats_window.dispose
 @status_window.dispose
 @map.dispose
 end
 #--------------------------------------------------------------------------
 #Defining the delay
 #--------------------------------------------------------------------------
 def delay(seconds)
 for i in 0...(seconds * 1)
 sleep 0.01
 Graphics.update
 end
 end
 #--------------------------------------------------------------------------
 # Updating
 #--------------------------------------------------------------------------
 def update
 @command_window.update
 @game_stats_window.update
 @status_window.update
 @map.update
 #Moving Windows inplace
 gamepos = 640 - @game_stats_window.width
 mappos = 480 - @map.height - 1
 if @command_window.y > 0
 @command_window.y -= 60
 end
 if @game_stats_window.x < gamepos
 @game_stats_window.x += 80
 end
 if @map.y < mappos
 @map.y += 80
 end
 if @status_window.x > 0
 @status_window.x -= 80
 end
 #Saying if options are active
 if @command_window.active
 update_command
 return
 end
 if @status_window.active
 update_status
 return
 end
 end
 #--------------------------------------------------------------------------
 # Updating the Command Selection
 #--------------------------------------------------------------------------
 def update_command
 # If B button is pushed
 if Input.trigger?(Input::B)
 # Plays assigned SE
 $game_system.se_play($data_system.cancel_se)
 #Looping for moving windows out
 loop do
 if @command_window.y < 480
 @command_window.y += 40
 end
 if @game_stats_window.x > 0 - @game_stats_window.width
 @game_stats_window.x -= 40
 end
 if @map.y > 0 - @map.height
 @map.y -= 40
 end
 if @status_window.x < 640
 @status_window.x += 40
 end
 delay(0.5)
 if @status_window.x >= 640
 break
 end
 end
 # Go to Map
 $scene = Scene_Map.new
 return
 end
 # If C button is pused
 if Input.trigger?(Input::C)
 # Checks actor size
 if $game_party.actors.size == 0 and @command_window.index < 4
 # plays SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 case @command_window.index
 when 0
 $game_system.se_play($data_system.decision_se)
 loop do
 if @command_window.y < 480
 @command_window.y += 40
 end
 if @game_stats_window.x > 0 - @game_stats_window.width
 @game_stats_window.x -= 40
 end
 if @map.y > 0 - @map.height
 @map.y -= 40
 end
 if @status_window.x < 640
 @status_window.x += 40
 end
 delay(0.5)
 if @status_window.x >= 640
 break
 end
 end
 $scene = Scene_Item.new
 when 1
 $game_system.se_play($data_system.decision_se)
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 when 2
 $game_system.se_play($data_system.decision_se)
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 when 3
 $game_system.se_play($data_system.decision_se)
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 
 
 when 4
 $game_system.se_play($data_system.decision_se)
 loop do
 if @command_window.y < 480
 @command_window.y += 40
 end
 if @game_stats_window.x > 0 - @game_stats_window.width
 @game_stats_window.x -= 40
 end
 if @map.y > 0 - @map.height
 @map.y -= 40
 end
 if @status_window.x < 640
 @status_window.x += 40
 end
 delay(0.5)
 if @status_window.x >= 640
 break
 end
 end
 $scene = Scene_End.new
 return
 end
 end
 #--------------------------------------------------------------------------
 # Updating Status Screen
 #--------------------------------------------------------------------------
 def update_status
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 @command_window.active = true
 @status_window.active = false
 @status_window.index = -1
 return
 end
 if Input.trigger?(Input::C)
 case @command_window.index
 when 1  # ÆXÆLÆâ¹
 # â?â?ÆAÆNÆ^?[â??sâ?????â? 2 Ë???â????â¡
 if $game_party.actors[@status_window.index].restriction >= 2
 # ÆuÆU?[ SE â?â°â°ât
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # ?Ëâ? SE â?â°â°ât
 $game_system.se_play($data_system.decision_se)
 # ÆXÆLÆâ¹â°?â?â??â?â?â?
 $scene = Scene_Skill.new(@status_window.index)
 when 2
 $game_system.se_play($data_system.decision_se)
 loop do
 if @command_window.y < 480
 @command_window.y += 40
 end
 if @game_stats_window.x > 0 - @game_stats_window.width
 @game_stats_window.x -= 40
 end
 if @map.y > 0 - @map.height
 @map.y -= 40
 end
 if @status_window.x < 640
 @status_window.x += 40
 end
 delay(0.5)
 if @status_window.x >= 640
 break
 end
 end
 $scene = Scene_Equip.new(@status_window.index)
 when 3
 $game_system.se_play($data_system.decision_se)
 loop do
 if @command_window.y < 480
 @command_window.y += 40
 end
 if @game_stats_window.x > 0 - @game_stats_window.width
 @game_stats_window.x -= 40
 end
 if @map.y > 0 - @map.height
 @map.y -= 40
 end
 if @status_window.x < 640
 @status_window.x += 40
 end
 delay(0.5)
 if @status_window.x >= 640
 break
 end
 end
 $scene = Scene_Status.new(@status_window.index)
 end
 return
 end
 end
 end
 end
 
 Should be like this, haven't tested it though.
 
 
 Game help - No ID -  04-18-2010
 
 Valdred what I told him to do worked for me. And I had that same problem when I didn't even have the script installed.
 
 
 Game help - deValdr -  04-18-2010
 
 The script I posted in my last post was an edit of his final fantasy menu system to remove the save button.
 
 
 
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