Script index
A line-by-line catalog of every Ruby script the game ships with - 224 entries, ordered the way RGSS3 loads them at boot.
What this is
Scripts.rvdata2 inside Game.rgss3a contains every script the game runs:
vanilla RGSS3 classes (Game_Actor, Scene_Map, …), plus dozens of
BS2-specific add-ons (custom battle systems, scene scripts, asset hooks, gameplay tweaks).
recon.py decompresses and serializes them all into a clean numbered list.
How to use it
- Locating a class: Jump down the table to find which numbered script defines the class you want to monkey-patch. The script number is the load order - anything you alias from a higher-numbered script will run after that script's definitions.
- Mod compatibility: If two mods both touch
Game_Battler, knowing the script that originally defined it tells you what shape to expect (the BS2 patches in scripts 100+ heavily extend the vanilla 020Game_Battler). - Cross-reference: Pair this with the Class reference for class → script lookups in the other direction.
Regenerating
The list below is a frozen snapshot. To regenerate it from your own copy of the game:
cd "Mod Loader/src"
python recon.py
Output: docs/recon/INDEX.md (this file) plus docs/recon/scripts/*.rb
with the actual decompressed Ruby for every entry. The .rb sources are
not shipped in this repo - run recon.py against your own
Game.rgss3a to produce them.
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