L's Simple Custom Menu Script VX version
Description:
 This is VX version of my DMS edit.Â
Screenshot: It's similar to XP version.(albeit there's no play time and steps)
Script:
Note:
Description:
 This is VX version of my DMS edit.Â
Screenshot: It's similar to XP version.(albeit there's no play time and steps)

Script:
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
#------------------------------------------------------------------------------
#Â Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
#Â Name
#------------------------------------------------------------------------------
 def name
  $map_infos[@map_id]
 end
end
#========================================
#Â 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) 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, WLH, 120, 32, $game_map.name.to_s, 2)
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#Â 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!
 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
 #--------------------------------------------------------------------------
 # * 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 Â
  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
    returnÂ
   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 Â
  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  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
  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  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_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
end
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'
 Â
 Order  = 'Order'
 Party  = 'Party'
 Option  = 'Option'
 Quest  = 'Quest'
 System  = 'System'
end
#------------------------------------------------------------------------------
#Â Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
#Â Name
#------------------------------------------------------------------------------
 def name
  $map_infos[@map_id]
 end
end
#========================================
#Â 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) 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, WLH, 120, 32, $game_map.name.to_s, 2)
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#Â 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!
 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
 #--------------------------------------------------------------------------
 # * 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 Â
  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  Â
   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  Â
   elsif !@load_enabled and @sys_command_window.index == 2
    Sound.play_buzzer
    returnÂ
   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  Â
   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
Note:
- 'Order' command doesn't work. (I tried to apply Yargovish's code 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.