There are two forms of scripting in the game. This section discusses the type of scripting that is used for text, menus, and map events.
Saga2edit's script editor exposes five different script banks. Banks 1 and 2 are accessible via commands, so they generally contain things like NPC dialogue and map events. The battle bank generally contains text that is displayed during battle. The memo bank contains all the text accessible via the game's memo system, plus there are some additional scripts that are overflow from banks 1 and 2. The menu bank has a special for of script that is used to draw most of the game's menus and dialogue boxes.
The list on the left side of the window can be used to select a script to view or edit. The number is the same number that is used by other systems to reference the script. (Note that banks 0 and 1 have unified indexing.)
Scripts can be added or removed using the "New Script" and "Delete Script" buttons at the bottom of the script editor window. New scripts will always be added to the end of the current bank to avoid reindexing. Similarly, saga2edit will only allow the last script to be deleted. Each bank is limited to 256 scripts. The memo bank does not allow scripts to be added or removed.
Each bank also has a storage limit. The bottom of the script editor window reports the storage parameters for the currently selected bank.
The large center text box gives the saga2edit's disassembly of the currently selected script. This data can be edited, but changes are not committed until the "Assemble" button is pressed. If there is an error, a window will pop up describing the error. Otherwise, the script has been changed successfully. Note that saga2edit will replace the source code that was entered with its new disassembly, so it may be prudent to keep another copy of complicated scripts outside of saga2edit.
The right side of the script editor window contains a text preview. This can help make sure that text is properly aligned. The "scroll" and "page" spinners can be used to scrub through all the text in a script. Sometimes, certain script instructions generate text dynamically (e.g. based on the player's name); such cases that saga2edit can't predict are replaced by a pessimistic placeholder. (In a few cases, this means the preview indicates text is too long when it is actually okay in practice.) The preview assumes that no jumps are taken (although it can recurse into other scripts subject to a recursion limit and a total length limit).
For more information about the scripting language, refer to the scripting reference.
Menu scripts have several special properties which are described below. Otherwise, they use the same language as normal scripts (although certain features are intended only or primarily for use in menu scripts).
The menu preview has a "cursor" spinner and a border option instead of the "scroll" and "page" spinners. The cursor setting attempts to reflect the actual behavior of the real game cursor including any scrolling. The border option should be set to reflect the mode border mode that the game uses for the menu. Most menus have a border, but, for example, menu script 20 (the main menu) doesn't, and won't display properly if the border option is checked.
The address flag controls which data buffer is used to store the menu data. In practice, this flag should not be changed (and isn't set by default in any case) unless you are also making assembly changes.
Settings the scroll flag allows the menu to scroll. Scrolling can be finicky, so be sure to test that the scrolling works as intended.
These parameters control the size and position of the menu box. They are measured in 8x8 tiles from (0,0) in the upper left corner of the screen. If the menu has a border, this includes the border.