-Trial Scripts-

For those who have downloaded the RPG Maker VX Ace Trial (English translation here) and would like to test out scripts, there’s a couple of ways to do it.

1. Copy Pasting from VX

*Note: This method requires you to have RPG Maker VX.

  1. Create a new project in RPG Maker VX (not Ace) and close it.
  2. Create a new project in RPG Maker VX Ace.
  3. Go to your “Documents” folder. Open up the “RPGVXAce”, the new folder of your project, and open up the “Data” folder.
  4. Copy “Scripts.rvdata2” to the clipboard.
  5. Go to your “Documents” folder. Open up the “RPGVX”, the new folder of your VX project, and open up the “Data” folder.
  6. Delete “Scripts.rvdata” there and paste “Scripts.rvdata2” in.
  7. Rename it to “Scripts.rvdata”.
  8. Open up RPG Maker VX.
  9. You can now edit the scripts in the VX editor (as well as add in any scripts).
  10. Save whatever changes you’ve made.
  11. Go to your “Documents” folder. Open up the “RPGVX”, the new folder of your VX project, and open up the “Data” folder.
  12. Copy “Scripts.rvdata” to the clipboard.
  13. Go to your “Documents” folder. Open up the “RPGVXAce”, the new folder of your project, and open up the “Data” folder.
  14. Delete “Scripts.rvdata2” there and paste “Scripts.rvdata” in.
  15. Rename it to “Scripts.rvdata2”.

You can now run the game with the scripts already loaded at the start (this includes Battle Testing). However, you cannot edit or see the script in the RPG Maker VX Ace editor.

2. Loading Scripts In-Game

Method courtesy of Kal from RPGMakerVXAce.net. The restarting of the game added by me isn’t necessary but recommended to get full effect of the scripts that load upon title screen.

  1. Create a folder in your harddrive somewhere. Preferably “C:\AceScripts\” and paste in the scripts downloaded.
  2. Create an auto-event on the map you start in that will disable itself (through either erase event or self-switches). Use the EN translation by Esrever if needed.
  3. Create a script-call command with the following lines:

    path = "C:/AceScripts/*.rb"
    Dir[path].each do |file|
      load file

  4. Close the event.
  5. Run the game.
  6. Select New Game.
  7. Activate whatever event loads up the scripts.
  8. Press F12 to restart.

Differences Between the Two

One method is much longer to do. One method is shorter to do. What’s the difference?

1. Copy Pasting from VX

  • Pros
    • Load scripts from just simply hitting Test Play.
    • Works with Battle Test better than the other version.
  • Cons
    • Requires RPG Maker VX full version.
    • Editing scripts has to be done in RPG Maker VX.
    • Copy-pasting gets annoying.

2. Loading Scripts In-Game

  • Pros
    • Easily accessible.
    • Combined with a good Ruby Editor/IDE (I recommend Notepad++), scripts can be adjusted easily.
  • Cons
    • Unless you restart, some scripts won’t function properly.
    • Some scripts won’t function properly upon loading (and may possibly crash) even before you can restart.
    • Can’t prioritize script order easily.

Now, both methods have problems, too. I, myself, use the first method. It’s a bit longer, but it’s more reliable.

19 comments on “-Trial Scripts-

  1. When I tried changing the file back to .rvdata2, it still remained as a RPGVX Data file. The project won’t load on test play since it doesn’t detect the script data. Is there a way to get around this so I can change the filetype again?

      • Did you turn off “Hide extensions for known file types” in the Folder Options control panel? If Vista still thinks it’s an RPGVX Data file (aka for vanilla VX), that might be the culprit.

      • What nohta said. If there is a registered icon for .rvdata2 rather than a blank white page, it means it’s still an .rvdata file.

  2. You may use MKLINK.exe in WinVista & 7+

    You need a clean VX Project. And Your VA Project & VX Project should be on an NTFS file system drive
    In the VX Project’s Data folder, delete the Scripts.rvdata, and then right click the background of file list with Shift key, select “open command window here”.
    Enter the following command and press Enter:
    MKLINK /H Scripts.rvdata "X:\Path\To\Your\VA\Project\Data\Scripts.rvdata2"
    OK. Then Open your VX Project. All changes made to the script database of this VX Project will take place in your VA Project.
    In a word, the Scripts.rvdata is just a link to Scripts.rvdata2.
    It’s a function of NTFS.

    Sorry for my poor English.

  3. Hi!

    I have the full rpg maker vx ace installed, but I dont know how to put the scripts inside, how can I open .rb extension files?

    Im sorry, Im new in RPG Maker, Ive just started this week.

  4. Hi there. I was wondering how you convert .rb to .txt exactly. I have tried searching for a program, but a lot of them seem unreliable or questionable as to whether they are suited for the task. Forgive my ignorance, I am not very technologically knowledgable, and I am trying to learn :)

    • .rb files are really just text files. They’re just named like this for convention because they’re written in Ruby.
      You can just open them with Notepad and copy the contents into your script editor.

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