Scripts Editor
The Scripts editor lets you view, reorder, rename, add, delete, and edit your project’s Ruby
scripts directly from Maker Studio — the same scripts RPG Maker XP keeps in Data/Scripts.rxdata.
It is handy on bases that don’t ship a scripts_extract.rb, so you can work with the code without
leaving the editor.
Open it from the Scripts button on the toolbar (next to Database) or Tools → Scripts….
The window
- Left: the list of scripts, in the order RPG Maker XP runs them. Section dividers (titles made of
=signs) appear dimmed. - Right: the selected script’s code, with Ruby syntax highlighting, line numbers, and find &
replace (
Ctrl+F— see Finding things). Edit it like any code editor; standardCtrl+Z/Ctrl+Yundo/redo work inside it.
Managing scripts
Use the small buttons above the list:
- + — add a new script below the selected one (type its name, then start editing on the right).
- 🗑 — delete the selected script.
- ▲ / ▼ — move the selected script up or down. Order matters: scripts run top to bottom.
- Drag a script up or down the list to reorder it — a line shows where it will drop.
- Double-click a script’s name to rename it.
A dot (•) in the title bar means you have unsaved changes.
Finding things
- Find in the current script — press
Ctrl+Fto open a find & replace bar at the top of the code editor. It supports match case, regular expressions, whole-word matching, and replace / replace all, and it follows the editor’s language and theme. - Search all scripts — press
Ctrl+Shift+Fto open a search panel that looks through every script’s title and code at once. Results appear grouped by script with line numbers and the match highlighted; click a result to jump straight to that line, even in a different script. Toggle Aa for case-sensitive matching or .* for regular expressions (an invalid pattern simply shows no results). Very broad searches stop at 500 results — narrow the query to see the rest.
Both shortcuts are rebindable under Help → Keyboard Shortcuts… (the “Scripts” section).
Saving
Click Save to write everything back to Data/Scripts.rxdata. Your previous file is backed up to
Data/Scripts.rxdata.bak first, so you can always roll back. Closing the window with unsaved changes
asks you to confirm.
Tip: After saving, run your game to make sure your edits compile — a syntax error in a script will stop the game from starting, just like in RPG Maker XP.
Open in VS Code
If you prefer a full external editor, click Open in VSC. This opens the Data/Scripts folder in
Visual Studio Code.
This button is for projects that have extracted their scripts into separate .rb files in
Data/Scripts/ (for example with a scripts_extract.rb script). If that folder doesn’t exist yet,
Maker Studio tells you to extract first. VS Code must be installed with its code command available
on your PATH (in VS Code: Command Palette → “Shell Command: Install ‘code’ command in PATH”).
If a project’s scripts are already extracted,
Scripts.rxdataonly contains a small loader, so the in-editor list will show just one entry (Main). Edit the real files inData/Scripts/via the VS Code button instead.