Создай новую категорию в скриптах или замени Scene_Menu.
Увы проверить работает ли оно нет возможности, так что придётся самому.

Код:
#==============================================================================
# ** 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 = "Статус"
 s5 = "Сохранить"
 s6 = "Выйти"
 s7 = "Партия"
 @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6,s7])
 @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)
 end
 # 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

 @steps_window.dispose
 @gold_window.dispose
 @status_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
 # Update windows
 @command_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 # 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 5 # end game
 # Play decision SE
 $game_system.se_play($data_system.decision_se)
 # Switch to end game screen
 $scene = Scene_End.new
 return
 when 6 # party
 $game_system.se_play($sata_system.decision_se)
 #Switch to party screen
 $scene = Scene_Party_Change.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