I found a really great VX FF7 menu script made by cozziekuns on the http://rmrk.net site and I thought it looked pretty close so I added a few things
to make it look even more alike the menu
SCREEN SHOTS

ALL CREDIT BY THE WAY GOES TO cozziekuns FOR MAKING THIS MENU
To make this work you must place this image called 'black' in the pictures folder. Ive also added A window skin to help with the look,also if you want that extra look go to your Window_Base script and change the opacity to 400
The cursor image is for the cursor script created by strcat if you wish to add that in there
Download the attached images
Here is the script
CODE
#=============================================================
====
==============
#
# Cozziekuns' Menu System
# Last Date Updated: 4/10/2010
#
# A menu system similar to that of Final Fantasy VII's.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 4/09/10 - Started Script.
# o 4/10/10 - Finished Script.
# o 4/12/10 - Upgraded it so it works with every font, and has a few icons. Also added modules, for
# customization.
#===============================================================================
# What's to come?
# -----------------------------------------------------------------------------
# o Even more icons.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save. Also,
# feel free to change the icons towards your preference.
#===============================================================================
#BEGIN CUSTOMIZABLE REGION-----------------------------------------------------
module COZZIEKUNS
module ICONS
TIME = 188
GOLD = 205
LOCATION = 153
end
end
#END CUSTOMIZABLE REGION-------------------------------------------------------
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 424, 312)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Draw TNL (To next level)
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#--------------------------------------------------------------------------
def draw_actor_tnl(actor, x, y, width = 80)
draw_actor_tnl_gauge(actor, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y - 21, 135, WLH, "To next level")
self.contents.font.color = hp_color(actor)
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_rest_exp_s, 2)
else
self.contents.draw_text(xr - 99, y, 44, WLH, actor.next_rest_exp_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_exp_s, 2)
end
end
#--------------------------------------------------------------------------
# * Draw TNL gauge
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#--------------------------------------------------------------------------
def draw_actor_tnl_gauge(actor, x, y, width = 100)
gw = width * actor.exp_s / actor.next_exp_s
gc1 = tnl_gauge_colour1
gc2 = tnl_gauge_colour2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
x = 104
y = actor.index * 96
draw_actor_name(actor, x + 30, y)
draw_actor_level(actor, x + 30, y + 24)
draw_actor_state(actor, x + 150, y)
draw_actor_hp(actor, x + 30, y + 18 + WLH * 1)
draw_actor_mp(actor, x + 30, y + 18 + WLH * 2)
draw_actor_tnl(actor, x + 165, y + 18 + WLH * 1)
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set(0, @index * 96, contents.width, 96)
elsif @index >= 100 # Self
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else # All
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This is a superclass of all windows in the game.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * To Next Level gauge colour 1
#--------------------------------------------------------------------------
def tnl_gauge_colour1
return text_color(3)
end
#--------------------------------------------------------------------------
# * To Next Level gauge colour 2
#--------------------------------------------------------------------------
def tnl_gauge_colour2
return text_color(11)
end
#--------------------------------------------------------------------------
# * Currency Value
#--------------------------------------------------------------------------
def draw_currency_value(value, x, y, width)
cx = contents.text_size(Vocab::gold).width
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width, WLH, value, 2)
self.contents.font.color = system_color
end
end
#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
# This window displays the location.
#==============================================================================
class Window_Location < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize (x, y)
super (x, y, 240, WLH + 26)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
text = load_data ("Data/MapInfos.rvdata")[$game_map.map_id "]Paste above Main
====
==============
#
# Cozziekuns' Menu System
# Last Date Updated: 4/10/2010
#
# A menu system similar to that of Final Fantasy VII's.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 4/09/10 - Started Script.
# o 4/10/10 - Finished Script.
# o 4/12/10 - Upgraded it so it works with every font, and has a few icons. Also added modules, for
# customization.
#===============================================================================
# What's to come?
# -----------------------------------------------------------------------------
# o Even more icons.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save. Also,
# feel free to change the icons towards your preference.
#===============================================================================
#BEGIN CUSTOMIZABLE REGION-----------------------------------------------------
module COZZIEKUNS
module ICONS
TIME = 188
GOLD = 205
LOCATION = 153
end
end
#END CUSTOMIZABLE REGION-------------------------------------------------------
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 424, 312)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Draw TNL (To next level)
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#--------------------------------------------------------------------------
def draw_actor_tnl(actor, x, y, width = 80)
draw_actor_tnl_gauge(actor, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y - 21, 135, WLH, "To next level")
self.contents.font.color = hp_color(actor)
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_rest_exp_s, 2)
else
self.contents.draw_text(xr - 99, y, 44, WLH, actor.next_rest_exp_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_exp_s, 2)
end
end
#--------------------------------------------------------------------------
# * Draw TNL gauge
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : Width
#--------------------------------------------------------------------------
def draw_actor_tnl_gauge(actor, x, y, width = 100)
gw = width * actor.exp_s / actor.next_exp_s
gc1 = tnl_gauge_colour1
gc2 = tnl_gauge_colour2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
x = 104
y = actor.index * 96
draw_actor_name(actor, x + 30, y)
draw_actor_level(actor, x + 30, y + 24)
draw_actor_state(actor, x + 150, y)
draw_actor_hp(actor, x + 30, y + 18 + WLH * 1)
draw_actor_mp(actor, x + 30, y + 18 + WLH * 2)
draw_actor_tnl(actor, x + 165, y + 18 + WLH * 1)
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set(0, @index * 96, contents.width, 96)
elsif @index >= 100 # Self
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else # All
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This is a superclass of all windows in the game.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * To Next Level gauge colour 1
#--------------------------------------------------------------------------
def tnl_gauge_colour1
return text_color(3)
end
#--------------------------------------------------------------------------
# * To Next Level gauge colour 2
#--------------------------------------------------------------------------
def tnl_gauge_colour2
return text_color(11)
end
#--------------------------------------------------------------------------
# * Currency Value
#--------------------------------------------------------------------------
def draw_currency_value(value, x, y, width)
cx = contents.text_size(Vocab::gold).width
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width, WLH, value, 2)
self.contents.font.color = system_color
end
end
#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
# This window displays the location.
#==============================================================================
class Window_Location < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize (x, y)
super (x, y, 240, WLH + 26)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
text = load_data ("Data/MapInfos.rvdata")[$game_map.map_id "]Paste above Main
