เอาสคลิปท์นี้ไปแทนที่ Scene_Menu อันเดิม
Code:
#==============================================================================
# * Scene_Menu
#------------------------------------------------------------------------------
#  It is the class which processes the menu screen.
#==============================================================================
class Scene_Menu
  #--------------------------------------------------------------------------
  # - Object initialization
  #     menu_index : Cursor initial position of command
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # - Main processing
  #--------------------------------------------------------------------------
  def main
    # Drawing up the command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Load"
    s6 = "End"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    # When party number of people 0 is
    if $game_party.actors.size == 0
      # Nullifying the item, skill, equipment and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # In case of saving prohibition
    if $game_system.save_disabled
      # Saving is made invalid
      @command_window.disable_item(4)
    end
    # Drawing up the play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 224
    # Drawing up step several windows
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    # Drawing up the Goldwyn dough
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    # Drawing up the status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    # Transition execution
    Graphics.transition
    # Main loop
    loop do
      # Renewing the game picture
      Graphics.update
      # Updating the information of input
      Input.update
      # フレーム更新
      update
      # When the picture changes, discontinuing the loop
      if $scene != self
        break
      end
    end
    # Transition preparation
    Graphics.freeze
    # Releasing the window
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # - Frame renewal
  #--------------------------------------------------------------------------
  def update
    # Renewing the window
    @command_window.update
    @playtime_window.update
    @steps_window.update
    @gold_window.update
    @status_window.update
    # When the command window is active,: Update_command is called
    if @command_window.active
      update_command
      return
    end
    # When the status window is active,: Update_status is called
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # - When frame renewal (the command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # The B when button is pushed
    if Input.trigger?(Input::B)
      # Performing cancellation SE
      $game_system.se_play($data_system.cancel_se)
      # Change to map picture
      $scene = Scene_Map.new
      return
    end
    # When C button is pushed
    if Input.trigger?(Input::C)
      # When party number of people with 0, it is command other than saving and game end
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Performing buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # It diverges at cursor position of the command window
      case @command_window.index
      when 0  # Item
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to item picture
        $scene = Scene_Item.new
      when 1  # Skill
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # The status window is made active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # Equipment
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # The status window is made active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # Status
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # The status window is made active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # Loading
         # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to game end picture
        $scene = Scene_Load2.new
      when 5  # Game end
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to game end picture
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # - When frame renewal (the status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # The B when button is pushed
    if Input.trigger?(Input::B)
      # Performing cancellation SE
      $game_system.se_play($data_system.cancel_se)
      # The command window is made active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # When C button is pushed
    if Input.trigger?(Input::C)
      # It diverges at cursor position of the command window
      case @command_window.index
      when 1  # Skill
        # When conduct restriction of this actor is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # Performing buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to skill picture
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # Equipment
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to equipment picture
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # Status
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to status picture
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end
 
จากนั้นก็อปสคลิปท์นี้ไปไว้ข้างล่างScene_Loadอันเก่าตั้งเป็นScene_Load2ก็ได้ 
โดยไม่ต้องลบอันเก่าทิ้งเพราะมันทำงานแยกกันซีนโหลดอันนี้จะทำให้กดออกมาแล้วไม่ต้องไปเมนูเริ่มเกม
Code:
#==============================================================================
# * Scene_Load BY Natsukikung
#------------------------------------------------------------------------------
#  It is the class which processes the load picture.
#==============================================================================
class Scene_Load2 < Scene_File
  #--------------------------------------------------------------------------
  # - Object initialization
  #--------------------------------------------------------------------------
  def initialize
    # Rewriting temporary object
    $game_temp = Game_Temp.new
    # Time stamp selecting the up-to-date file
    $game_temp.last_file_index = 0
    latest_time = Time.at(0)
    for i in 0..3
      filename = make_filename(i)
      if FileTest.exist?(filename)
        file = File.open(filename, "r")
        if file.mtime > latest_time
          latest_time = file.mtime
          $game_temp.last_file_index = i
        end
        file.close
      end
    end
    super("คุณต้องการจะโหลดข้อมูลจากไฟล์ไหน?")
  end
  #--------------------------------------------------------------------------
  # - Processing when deciding
  #--------------------------------------------------------------------------
  def on_decision(filename)
    # When the file does not exist
    unless FileTest.exist?(filename)
      # Performing buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Performing load SE
    $game_system.se_play($data_system.load_se)
    # Entry of saving data
    file = File.open(filename, "rb")
    read_save_data(file)
    file.close
    # BGM、BGS Return
    $game_system.bgm_play($game_system.playing_bgm)
    $game_system.bgs_play($game_system.playing_bgs)
    #Map renewal (parallel event execution)
    $game_map.update
    # Change to map picture
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # - Processing when cancelling
  #--------------------------------------------------------------------------  
  def on_cancel
    # Performing cancellation SE
    $game_system.se_play($data_system.cancel_se)
    # When it is called from the event
    if $game_temp.save_calling
      # Clearing the saving call flag
      $game_temp.save_calling = false
      # Change to map picture
      $scene = Scene_Map.new
      return
    end
    # Change to menu screen
    $scene = Scene_Menu.new(4)  
  end
  #--------------------------------------------------------------------------
  # - Reading the saving data
  #     file : File object for reading (opening it is completed)
  #--------------------------------------------------------------------------
  def read_save_data(file)
    # The character data for saving file drawing is read
    characters = Marshal.load(file)
    # Frame count for play time measurement is read
    Graphics.frame_count = Marshal.load(file)
    # Various game objects are read
    $game_system        = Marshal.load(file)
    $game_switches      = Marshal.load(file)
    $game_variables     = Marshal.load(file)
    $game_self_switches = Marshal.load(file)
    $game_screen        = Marshal.load(file)
    $game_actors        = Marshal.load(file)
    $game_party         = Marshal.load(file)
    $game_troop         = Marshal.load(file)
    $game_map           = Marshal.load(file)
    $game_player        = Marshal.load(file)
    # When magic number differs from when saving
    # When (compilation is added with the editor)
    if $game_system.magic_number != $data_system.magic_number
      # Map Setup
      $game_map.setup($game_map.map_id)
      $game_player.center($game_player.x, $game_player.y)
    end
    # Refreshing the party member
    $game_party.refresh
  end
end