Web editor
The web editor is rsmm editor running in
your browser. It has the same five tabs (Items, Talents, Scripts, Abilities, Map) and
the same checks, and it saves the same mods. You need no Python, no CLI and no
desktop app to use it. Installing the mod it gives you still takes one of those.
Using it
Section titled “Using it”- Open docs.rsmm.me/editor. The first visit downloads the Python runtime (about 12 MB); later visits use your browser’s cache.
- Choose your Ravenswatch folder. In Steam: right-click Ravenswatch →
Manage → Browse local files. Choosing
DarkTalesResourcesinside it works too. - Your browser asks whether to “upload” the folder. That is its standard wording for letting a page read a folder: the files are read on your computer and are never sent anywhere.
- Make your changes. Where the local editor says Add to mod, the web
editor saves the mod and hands it to you as a
.zip. - Unzip it into your mods folder and apply it with the desktop app, or with
rsmm restore --all && rsmm apply.
What it can and cannot do
Section titled “What it can and cannot do”| Tab | In the browser |
|---|---|
| Items | everything: pick an item, choose Replace this item (change the shipped one) or Make a copy (a new item beside it), change name, text, rarity (copies only), icon, values and the stat each effect gives, Check, save |
| Talents | everything: card names and texts, each card’s numbers per rarity, every value and the stat each effect gives, Check, save |
| Scripts | everything: test grants (items, talents and XP handed out when a run starts), for every hero or one |
| Abilities | everything: numbers, the graph, Save to mod (by default an in-place edit of the shipped hero, or a separate custom hero built on it, as you choose; saved changes load back when you pick the mod; New mod… asks for the same details as the other tabs and makes the mod and its block when you press Create mod…; Open a mod folder… brings a saved mod back), Copy manifest code |
| Map | the recipe, the spots, the 3D terrain, and the chapter’s scenery and tiles drawn with the game’s own models and textures, read from your install |
To keep working on a mod you saved earlier, press Open a mod folder… and
pick that mod’s folder. The editor reads its manifest.toml, its init.lua and
its icons/, and nothing else. A mod you save here exists only until you close
the tab, so download it before you leave.
Opening a mod
Section titled “Opening a mod”Choose the mod beside Save and press Open (in the browser: Open a mod folder…). Each item, talent card and test grant in it comes back as a change in the bar, ready to edit. Save to mod then writes only the changes you made since opening it, in place of the blocks they came from. Anything else in the manifest stays exactly as it was: your comments, other blocks, and kinds the editor does not edit. A block the editor cannot show exactly (a field it has no control for, a value the base item no longer has) is listed when you open the mod and left alone. After a save the mod stays open, so you can keep going.
Test grants (Scripts)
Section titled “Test grants (Scripts)”The Scripts tab makes a mod hand you items, talents and XP at the start of every run, so you can try a change at once instead of waiting for the game to offer it. For example: 15 Ace of Spades, a Legendary talent, and 5000 XP (level 1 to 4). Pick a hero under Only for and the grants happen only with that hero. Without it they reach every hero you play, and a test mod left enabled levels up all of them. Talents are chosen from that hero’s own cards.
The grants are written into the mod’s init.lua, between two marker lines the
editor owns. Code of your own in that file is left alone. They are for testing:
take them out (remove every row and save) before you publish the mod.
The Items and Talents tabs show each card the way the game will, drawn with the
compendium’s own frames and fonts read from your install: highlighted words,
numbers, and the value behind every {0}, updated as you type. On the Talents
tab each card sits beside its text and numbers; a number that changes with the
card’s rarity has one box per rarity, and Show cards as switches the previews
between Common, Rare, Epic and Legendary.
Both tabs take your own icon. On the Items tab, Upload your own icon gives the
item a picture of its own (scaled to 192×192 and cooked into a new texture
named after the item). On the Talents tab, Replace icon swaps a card’s picture
(scaled to 128×128 and cooked over that card’s icon), which is how a replacement
talent gets a look to match its new name and text. The PNG is saved in the mod’s
icons/ folder next to manifest.toml. Each
change has an undo button (↺), Reset this item / Reset this hero drops every
change to the one that is open, Reset everything (in the bar at the bottom)
drops every pending change in every tab after you confirm, and an unfinished edit is kept in your browser until you add it to a
mod (a dot marks it in the list). Private windows and some browsers do not keep
it.
It works in current Chrome, Edge, Firefox and Safari on a computer. Phones cannot choose a folder.
How it works
Section titled “How it works”The page runs the real rsmm Python package in a
Pyodide worker: the same code as the CLI, built from the
same commit as these docs. Each editor tab is the page rsmm editor serves
locally. Its requests go to the worker instead of a local server, and are
answered by the same routes (rsmm.cli.editor).
The folder you choose is mounted read-only, and each file is read only when
the engine opens it. Building the item list reads about a megabyte of a
multi-gigabyte install. The asset map is rebuilt from your own
DarkTalesResources/UsedRscList.ot, so the site hosts no game files at all.
