Rename Anything

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Version 1.1 (7/31/2012)
Script Download

This script allows players to rename game objects in the database from within a game.

Why would you want to do that? I don’t know, but now you can.


  • v1.1
    • Any renames are now properly saved and loaded from save files.
    • Actors are no longer renamable with this script (7/31/2012)
  • v1.0
    • Initial release. (7/31/2012)


Note: Some tags are given shorter tags for typing convenience. You only need to use one <tag> from a given group for a notebox. Use common sense.

The following Notetag is for Classes, Skills, Items, Weapons, Armors, Enemies, and States:

<rename image: filename>

This tag allows you to assign an image from the Graphics/Pictures/ folder to represent the object in the renaming scene where filename is the name of the image without the extension. The recommended image resolution is [width: 96, height: 96]. If you have YEA Shop Options also installed in the same project, this script will use the image defined with the <image: filename> tag for any objects that have it.

Script Calls

The following script calls are meant to be used in “Script…” event commands found under Tab 3 when adding a new event command.

rename_object( :class, id, max_char)
rename_object( :skill, id, max_char)
rename_object( :item, id, max_char)
rename_object( :weapon, id, max_char)
rename_object( :armor, id, max_char)
rename_object( :enemy, id, max_char)
rename_object( :state, id, max_char)

This script call opens up the rename anything scene with the object that you want to rename. The first argument is the type of object it is. The second argument is the ID number of the object found in your database. The third argument is the maximum limit of characters the player is allowed to name the object. If the object does not exist, this script call will do nothing.


Here is an example of a rename_object script call:

This script call will allow the player to rename enemy ID 19 from the database with up to 20 characters in the name


This script aliases the following default VXA methods:

  • DataManager#make_save_contents
  • DataManager#extract_save_contents

There are no default method overwrites.

This script has built-in compatibility with the following scripts:

Requests for compatibility with other scripts are welcome.

Terms and Conditions

Please do not repost this script elsewhere without permission.

Free for non-commercial use. For commercial use, contact me first.

Newest versions of this script can be found at

3 Responses to Rename Anything

  1. Pingback: RGSS3: Rename Anything « Bubble Blog

  2. Pingback: RGSS3: FF5 “Mix” (ちょうごう) « Bubble Blog

  3. Alan says:

    Hey mr. bubble wand, i wish to ask you a favor, you could put this in a script so that the item can be renamed through an additional option for it in the menu itself?

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