03-08-2008, 06:11 AM 
	
	
	L's Simple Main Menu VX - DMS Edit
This is VX version of my XP DMS Edit. Posted on rmxp.org March, 2008(rev1 was done at April 5th or 6th).
 Screenshot
  			![[Image: rmvxcmstest01tg2.png]](http://img504.imageshack.us/img504/9184/rmvxcmstest01tg2.png)
 Script (Initial version)
  			Code:
#============================================================================
#L's Custom Menu - Simple DMS Edit (RMVX ver.)
#============================================================================
module MenuCommand
  Item     = 'Item'
  Skill    = 'Skill'
  Equip    = 'Equip'
  Status   = 'Status'
  Save     = 'Save'
  Load     = 'Load'
  End_Game = 'Exit'
    
  Order    = 'Order'
  Party    = 'Party'
  Option   = 'Option'
  Quest    = 'Quest'
  System   = 'System'
end
#------------------------------------------------------------------------------
#  Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
#  Name
#------------------------------------------------------------------------------
  def name
    $map_infos[@map_id]
  end
end
#========================================
#  Scene_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
  $map_infos = load_data("Data/MapInfos.rvdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end
class Window_MapName < Window_Base
 def initialize(x, y)
   super(x, y, 160, 96)
   self.contents = Bitmap.new(width - 32, height - 32)   
   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, WLH, 120, 32, $game_map.name.to_s, 2)
 end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    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!
    
    @sys_commands = []
    o1 = MenuCommand::Option
    o2 = MenuCommand::Save
    o3 = MenuCommand::Load
    o4 = MenuCommand::End_Game
    @sys_commands.push(o1, o2, o3, o4).flatten!
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    create_system_window
    @gold_window = Window_Gold.new(0, 264)
    @status_window = Window_MenuStatus.new(160, 0)
    @mapname_window = Window_MapName.new(0, 320)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @sys_command_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @mapname_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @sys_command_window.update
    @gold_window.update
    @status_window.update
    @mapname_window.update
    if @command_window.active
      update_command_selection
    elsif @sys_command_window.active
      @sys_command_window.z = +500
      update_sys_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_Command.new(160, @commands)
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable status
    end   
    if $game_party.members.size <= 1
      @command_window.draw_item(4, false)     # Disable ordering
    end
  end
  #--------------------------------------------------------------------------
  # * Create System Command Window
  #--------------------------------------------------------------------------
  def create_system_window
    @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 = 130
    @sys_command_window.z = 0
    check_save_available
    check_load_available
  end
  #-----------------
  def check_save_available
    if $game_system.save_disabled             # If save is forbidden
      @sys_command_window.draw_item(1, false)     # Disable save
    end
  end
  #-----------------
  def check_load_available
    #Check if saved file exists
    @load_enabled = (Dir.glob('Save*.rvdata').size > 0)
    if !@load_enabled
      #Put your @command_window.draw_item(index, false)
      @sys_command_window.draw_item(2, false)
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_party.members.size <= 1 and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3  # Skill, equipment, status
        start_actor_selection
      when 4   #  Order
        @checker = 0
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 5  # call system submenu
        @sys_command_window.active = true
        @sys_command_window.visible = true
        @command_window.active = false      
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_sys_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @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
    elsif Input.trigger?(Input::C)
      if $game_system.save_disabled and @sys_command_window.index == 1
        Sound.play_buzzer
        return      
      elsif !@load_enabled and @sys_command_window.index == 2
        Sound.play_buzzer
        return  
      end
      Sound.play_decision
      case @sys_command_window.index
      when 0  # Option
        #Put your command
      when 1  # Save
        $scene = Scene_File.new(true, false, false)
      when 2  # Load
        $scene = Scene_File.new(false, false, false)
      when 3  # End Game
        $scene = Scene_End.new      
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        $scene = Scene_Status.new(@status_window.index)
      when 4  # party order
        #Change Party Order by Yargovish
        if @checker == 0
          @changer = $game_party.members[@status_window.index]
          @where = @status_window.index
          @checker = 1
        else
          $game_party.members[@where] = $game_party.members[@status_window.index]
          $game_party.members[@status_window.index] = @changer
          @checker = 0
          @status_window.refresh
          $game_player.refresh #
        end
      end
    end
  end
end Script (Revision 1)
  			Code:
#============================================================================
#L's Custom Menu - Simple DMS Edit (RMVX ver.) Rev.1
#============================================================================
module MenuCommand
  #Default menu commands +1
  Item     = 'Item'
  Skill    = 'Skill'
  Equip    = 'Equip'
  Status   = 'Status'
  Save     = 'Save'
  Load     = 'Load'
  End_Game = 'Exit'
  #Optional menu commands
  Order    = 'Order'
  Party    = 'Party'
  Option   = 'Option'
  Quest    = 'Quest'
  System   = 'System'
end
#------------------------------------------------------------------------------
#  Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
#  Name
#------------------------------------------------------------------------------
  def name
    $map_infos[@map_id]
  end
end
#========================================
#  Scene_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
  $map_infos = load_data("Data/MapInfos.rvdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end
class Window_MapName < Window_Base
 def initialize(x, y)
   super(x, y, 160, 96)
   self.contents = Bitmap.new(width - 32, height - 32)   
   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, WLH, 120, 32, $game_map.name.to_s, 2)
 end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    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!
    
    @sys_commands = []
    o1 = MenuCommand::Option
    o2 = MenuCommand::Save
    o3 = MenuCommand::Load
    o4 = MenuCommand::End_Game
    @sys_commands.push(o1, o2, o3, o4).flatten!
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    create_system_window
    @gold_window = Window_Gold.new(0, 264)
    @status_window = Window_MenuStatus.new(160, 0)
    @mapname_window = Window_MapName.new(0, 320)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @sys_command_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @mapname_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @sys_command_window.update
    @gold_window.update
    @status_window.update
    @mapname_window.update
    if @command_window.active
      update_command_selection
    elsif @sys_command_window.active
      @sys_command_window.z = +500
      update_sys_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_Command.new(160, @commands)
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable status
    end   
    if $game_party.members.size <= 1
      @command_window.draw_item(4, false)     # Disable ordering
    end
  end
  #--------------------------------------------------------------------------
  # * Create System Command Window
  #--------------------------------------------------------------------------
  def create_system_window
    @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 = 130
    @sys_command_window.z = 0
    check_save_available
    check_load_available
  end
  #-----------------
  def check_save_available
    if $game_system.save_disabled             # If save is forbidden
      @sys_command_window.draw_item(1, false)     # Disable save
    end
  end
  #-----------------
  def check_load_available
    #Check if saved file exists
    @load_enabled = (Dir.glob('Save*.rvdata').size > 0)
    if !@load_enabled
      #Put your @command_window.draw_item(index, false) to disable load
      @sys_command_window.draw_item(2, false)
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      # Return if Disabled Command
      if disabled_main_command?
        # Play buzzer SE
        Sound.play_buzzer
        return
      end
      main_command_input
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_sys_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @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
    elsif Input.trigger?(Input::C)
      # Return if Disabled Command
      if disabled_main_command?
        # Play buzzer SE
        Sound.play_buzzer
        return  
      end
      sys_command_input
    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.members.size == 0
      # If Item, Skill, Equip or Status Selected
      if [c::Item, c::Skill, c::Equip, c::Status].include?(command)
        return true
      end
    elsif $game_party.members.size <= 1
      # If the command is changing member order
      if [c::Order].include?(command)
        return true
      end
    end
    # If Save Disabled && Command is Save
    return true if $game_system.save_disabled and 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
    Sound.play_decision
    # Checks Commands
    case command
    when MenuCommand::Item  #item
      command_item
    when MenuCommand::Skill, MenuCommand::Equip, MenuCommand::Status #skill, equip, status
      start_actor_selection   
    when MenuCommand::Order #order
      command_order
    when MenuCommand::System  #call system submenu
      @sys_command_window.active = true
      @sys_command_window.visible = true
      @command_window.active = false      
    end
  end
  #--------------------------------------------------------------------------
  # * Update System Command Check
  #--------------------------------------------------------------------------
  def sys_command_input
    # Loads Current Command
    sys_command = @sys_commands[@sys_command_window.index]
    # Play decision SE
    Sound.play_decision
    # 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
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    # Loads Current Command
    command = @commands[@command_window.index]
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case command
      when MenuCommand::Skill  # skill
        command_skill
      when MenuCommand::Equip  # equipment
        command_equip
      when MenuCommand::Status  # status
        command_status
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Command Item
  #--------------------------------------------------------------------------
  def command_item
    # Switch to item screen
    $scene = Scene_Item.new
  end
  #--------------------------------------------------------------------------
  # * Command Skill
  #--------------------------------------------------------------------------
  def command_skill
    # Switch to skill screen
    $scene = Scene_Skill.new(@status_window.index)
  end
  #--------------------------------------------------------------------------
  # * Command Equip
  #--------------------------------------------------------------------------
  def command_equip
    # Switch to equipment screen
    $scene = Scene_Equip.new(@status_window.index)
  end
  #--------------------------------------------------------------------------
  # * Command Status
  #--------------------------------------------------------------------------
  def command_status
    # 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
      start_actor_selection
      @checker = 0
      return
    end
    #Change Party Order by Yargovish
    if @checker == 0
      @changer = $game_party.members[@status_window.index]
      @where = @status_window.index
      @checker = 1
    else
      $game_party.members[@where] = $game_party.members[@status_window.index]
      $game_party.members[@status_window.index] = @changer
      @checker = 0
      @status_window.refresh
      $game_player.refresh #
    end      
  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_File.new(true, false, false)
  end
  #--------------------------------------------------------------------------
  # * Command Load
  #--------------------------------------------------------------------------
  def command_load
    # Switch to load screen
    $scene = Scene_File.new(false, false, false)
  end
  #--------------------------------------------------------------------------
  # * Command End Game
  #--------------------------------------------------------------------------
  def command_endgame
    # Switch to end game screen
    $scene = Scene_End.new
  end
endNote:
- 'Order' command doesn't work. (I tried to apply Yargovish's code(which was once at phylomortis.com) to VX, but although there's no syntax error, it doesn't work)
 
- The optional commands('Quest', 'Party'...) are dummy, like XP version.  You should add them for yourself.
 
- This script doesn't use 'Vocab' module.
 
Since I'm quite retired for a year or more, maybe I cannot answer your questions. Feel free to use this script. Modifying to make it better is always welcome.

 
 
 L's Simple Main Menu VX - DMS Edit
 L's Simple Main Menu VX - DMS Edit
 

 
