Interesting. How are you using Ruby to edit the project, if you don't mind me asking? When I was trying to edit the game, the biggest headache was the clunky RPGM gamemaker itself.
Ruby is the language of preference when using the Scripts page to create/modify any of the existing modifications to the base game itself. Even if you're like me, who has 0 coding experience, it's fairly easy to understand if you just follow the logical progression of A to B through C.
It's also what has allowed Nergal to create the Corruption / Purity system and do the mini-game, the sex scenes so they run out of different folders, and a variety of things like the day/night lighting cycles. While a lot of this can be done in-game already using Events, that really chews up memory and creates tons of lag. By using Scripts, you can accomplish the same thing but with 1% of the lag.
If you want to change the scripting, you should do so on a backup copy of the game, so if something goes wrong, you don't have to worry about it. If you've already done so, or are fairly confident, you can just go into the Scripts tab along the hotbar at the top of the page - everything near the bottom of the page, before "MAIN", is the additional scripting - parallax locking, day/night cycles, how much Corruption/Purity a person can have, etc.
I'm using Ruby to keep the lag from building in my own game, but only by using what's already in place and tweaking the numbers/variables in there to suit my personal requirements. As I said earlier, I have
no experience when writing/creating my own code; I can simply follow the logical progression and work backwards from there.