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Omit save from the menu [script edit request]

Ok I have a request to omit the save option from the main menu in RPG Maker. In my game in order to save you're supposed to talk to your father on the phone and that event would lead to a "call save menu" but with a save option in the menu that would be pointless. I dont know which default script in RPG Maker controls the saving; but is anyone willing to help me out here by editing it to take the save option off of the menu? I would really appreciate it and I will give credit to you in my game.
 
Put this before Main:
Code:
class Scene_Menu
  def main
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
    @command_window.index = @menu_index
    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
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 224
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $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)
        $scene = Scene_End.new
      end
      return
    end
  end
end

class Scene_End
  def update
    @command_window.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(4)
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0
        command_to_title
      when 1
        command_shutdown
      when 2
        command_cancel
      end
      return
    end
  end
  def command_cancel
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Menu.new(4)
  end
end
 

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