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. Click four times in the code to select the whole script.
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).
Where the code comes from
The picker at the top of the script list chooses what this window is editing:
- Scripts.rxdata — the packed scripts, exactly as RPG Maker XP stores them. This is the default.
- Data/Scripts — your extracted
.rbfiles, offered whenever that folder exists. If your project is extracted (itsScripts.rxdatais just the one-line loader), the window opens here by itself instead of showing you the stub. - Plugins — one entry per folder inside your project’s
Plugins/, so you can read and fix a plugin without leaving the editor.
The picker only lists what your project actually has, so it never sends you to an empty folder. The
window title tells you where you are (Scripts · MakerStudio), and Open in VSC opens whichever
folder you are browsing.
Drag the line between the list and the code to make the list wider — long script names have room, and the width is remembered next time. For a folder source the list shows its .rb files grouped by subfolder — click a folder to fold it,
and it stays folded next time you come back. Files are edited and saved exactly like packed scripts;
Save writes back only the files you actually changed.
The window also remembers where you were: it reopens on the file you had open, with the caret and the list scrolled where you left them — and each source keeps its own place, so switching to a plugin and back loses nothing.
You can manage the folder from here too:
- + creates a new file or new folder — next to whatever file is open, or at the top level.
- Right-click a folder to create a file or folder inside it, rename it, or delete it (deleting tells you how many files go with it first).
- Right-click a file to rename or delete it. Double-clicking its name renames it too.
- A left click on a folder simply opens or closes it.
- Pick several at once: Ctrl+click files (or folders) to add them, Shift+click for a range of files, then delete the lot in one go.
- Drag things around: drop a file or folder onto another folder to move it inside, or anywhere outside the
list to take it back out to the top level — the list is outlined while that is where it would
land. To move something up one level instead, drop it on the parent folder’s header, or
right-click it and pick Move to "
" . The folder you are about to drop into is outlined, and dragging one of several selected items moves them all.
Only the order stays with Scripts.rxdata — on disk, files sort themselves.
Snippets
The toolbar’s Snippets… button opens the same saved snippet library the Event Editor’s script boxes use, so a helper you saved while writing an event is one click away here — and anything you save here shows up there. A new snippet is cut from whatever you have selected in the code (or from the whole script when nothing is selected), and using one asks whether to Insert at cursor — dropping it where the caret is, over the selection if there is one — or Replace the whole script. Folders, import and export work exactly as described in the Events Editor guide.
Saving
Click Save (or press Ctrl+S) 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 whichever folder you are
browsing — a plugin’s own folder when one is picked, else Data/Scripts — 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 there is nothing useful to edit there. Maker Studio notices and opens Data/Scripts for you — you only need this button if you would rather work in VS Code.