Editing Scripts
Revix can read, edit, rewrite, rename, move, and delete any Script, LocalScript, or ModuleScript in your game. It uses three tools in layers — read first, then edit surgically, and only rewrite the whole thing when really needed.
The three core tools
| Tool | When to use | What it does |
|---|---|---|
| `read_script` | Always first | Read whole file, a line range, or a function outline with line numbers |
| `edit_script` | Most edits | Search-and-replace edits — surgical, leaves the rest untouched |
| `write_script` | Rewrites and new files | Fully replaces or creates a script |
Revix follows this order automatically: read, then edit, and only rewrite when the change is large enough to justify it.
Reading scripts
read_script has three modes:
| Mode | Use for |
|---|---|
| Whole file | Small scripts, quick scans |
| Line range | Big files where you know roughly where to look |
| Function outline | Big files where you want a structural map first |
The outline mode returns each function name with its starting line number, so the AI can jump straight to the relevant range instead of pulling thousands of lines into context.
Surgical edits
edit_script is the workhorse. It takes a find string and a replace string and applies the change. Indentation and surrounding code are preserved exactly.
In ServerScriptService.PlayerHandler, change the starting coins from 100 to 250.In ReplicatedStorage.Modules.Inventory, rename the function AddItem to GrantItem and update all call sites in the same module.The AI reads the script first, plans the smallest possible change, then applies it.
Full rewrites and new scripts
write_script replaces the entire body of a script — or creates a new one if it doesn't exist. Use this for new files or for large restructurings where surgical edits would be messier.
Create a new ModuleScript at ReplicatedStorage.Modules.CombatService with placeholders for Attack, Block, and Parry methods.Rewrite ServerScriptService.OldShopHandler into a cleaner module-based structure.Deleting, moving, renaming
These use delete_instance, move_instance, and set_properties respectively. Just ask in plain language.
Delete ServerScriptService.DebugHandler.Move ReplicatedStorage.Old.PlayerData under ReplicatedStorage.Modules and rename it to PlayerData.Undo support
Every edit Revix makes creates a Studio undo waypoint:
Before Revix CommandAfter Revix Command
Ctrl+Z in Studio undoes the entire command in one step, no matter how many tool calls were involved. Ctrl+Y redoes it. This makes it safe to let Revix try things — you can always roll back.
Script types supported
| Type | Class |
|---|---|
| Server script | `Script` |
| Client script | `LocalScript` |
| Module | `ModuleScript` |
Revix can create any of the three and place them anywhere in the data model.
Troubleshooting
- Edit failed because the find string wasn't unique: ask Revix to include more surrounding context in the search.
- AI rewrote a script when you wanted a surgical edit: explicitly ask for "a surgical edit, don't rewrite the file".
- Lost work: use Studio's
Ctrl+Z— every Revix command is one undo step. - For finding code across many scripts, see Searching Your Game.