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-- THIS REPO HAS BEEN MERGED INTO THE MAIN OPENRPG REPO, SO IS NO LONGER MAINTAINED HERE --

OpenRpg.Editor

Hey! So the editor itself is a work in progress, but should work fine for basic item, class, race and maybe quest creation.

example2

What is it?

It is basically an out the box editor for you to create your own content for use in your games with OpenRpg.

It is broken up a bit so you can take bits of it and use it to make your own custom editor which has more of a focus on your scenario, but you can just as easily use it out of the box.

It is currently focused on managing items, classes, races but more will be added as we go.

The parts of it

There are a couple of projects within this solution and they all do slightly different things:

OpenRpg.Editor.Infrastructure

This contains the core logic and infrastructure classes for the editor to use, such as pipelines to load and save data as well as other services and helpers.

OpenRpg.Editor

On top of that we have the core Editor library which is basically a suite of reusable components with some default pages that you can consume in your own blazor applications.

OpenRpg.Editor.Desktop(Recommended Startup App)

This is an application version of the editor which is run within a .net web view, so it can access local file systems and other things the browser cant.

It is also worth noting that this project contains a Content folder which has all the default locale and game information files, so you can edit them as much as you want and copy and paste them out to your game when you are done.

OpenRpg.Editor.Web

For the most part this can be ignored for now, it is a placeholder for a web based version that we would like to push out at a later date so anyone can consume it from their browser.

How to use it?

For now just clone the repo, restore the nuget packages and run the OpenRpg.Editor.App, this will run the editor as an app and will output all changes to the local Content folder.

Currently its all a bit prototypey so some things may blow up, and its recommended that you take frequent back ups of your content folder when you are done editing.

About

A simple editor to create content for games using openrpg, can be forked and customised further

Resources

Stars

3 stars

Watchers

1 watching

Forks

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Packages

Used by

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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23 Commits

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-- THIS REPO HAS BEEN MERGED INTO THE MAIN OPENRPG REPO, SO IS NO LONGER MAINTAINED HERE --

OpenRpg.Editor

Hey! So the editor itself is a work in progress, but should work fine for basic item, class, race and maybe quest creation.

example2

What is it?

It is basically an out the box editor for you to create your own content for use in your games with OpenRpg.

It is broken up a bit so you can take bits of it and use it to make your own custom editor which has more of a focus on your scenario, but you can just as easily use it out of the box.

It is currently focused on managing items, classes, races but more will be added as we go.

The parts of it

There are a couple of projects within this solution and they all do slightly different things:

OpenRpg.Editor.Infrastructure

This contains the core logic and infrastructure classes for the editor to use, such as pipelines to load and save data as well as other services and helpers.

OpenRpg.Editor

On top of that we have the core Editor library which is basically a suite of reusable components with some default pages that you can consume in your own blazor applications.

OpenRpg.Editor.Desktop(Recommended Startup App)

This is an application version of the editor which is run within a .net web view, so it can access local file systems and other things the browser cant.

It is also worth noting that this project contains a Content folder which has all the default locale and game information files, so you can edit them as much as you want and copy and paste them out to your game when you are done.

OpenRpg.Editor.Web

For the most part this can be ignored for now, it is a placeholder for a web based version that we would like to push out at a later date so anyone can consume it from their browser.

How to use it?

For now just clone the repo, restore the nuget packages and run the OpenRpg.Editor.App, this will run the editor as an app and will output all changes to the local Content folder.

Currently its all a bit prototypey so some things may blow up, and its recommended that you take frequent back ups of your content folder when you are done editing.

About

A simple editor to create content for games using openrpg, can be forked and customised further

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Jan 28, 2025. It is now read-only.

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23 Commits

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-- THIS REPO HAS BEEN MERGED INTO THE MAIN OPENRPG REPO, SO IS NO LONGER MAINTAINED HERE --

OpenRpg.Editor

Hey! So the editor itself is a work in progress, but should work fine for basic item, class, race and maybe quest creation.

example2

What is it?

It is basically an out the box editor for you to create your own content for use in your games with OpenRpg.

It is broken up a bit so you can take bits of it and use it to make your own custom editor which has more of a focus on your scenario, but you can just as easily use it out of the box.

It is currently focused on managing items, classes, races but more will be added as we go.

The parts of it

There are a couple of projects within this solution and they all do slightly different things:

OpenRpg.Editor.Infrastructure

This contains the core logic and infrastructure classes for the editor to use, such as pipelines to load and save data as well as other services and helpers.

OpenRpg.Editor

On top of that we have the core Editor library which is basically a suite of reusable components with some default pages that you can consume in your own blazor applications.

OpenRpg.Editor.Desktop(Recommended Startup App)

This is an application version of the editor which is run within a .net web view, so it can access local file systems and other things the browser cant.

It is also worth noting that this project contains a Content folder which has all the default locale and game information files, so you can edit them as much as you want and copy and paste them out to your game when you are done.

OpenRpg.Editor.Web

For the most part this can be ignored for now, it is a placeholder for a web based version that we would like to push out at a later date so anyone can consume it from their browser.

How to use it?

For now just clone the repo, restore the nuget packages and run the OpenRpg.Editor.App, this will run the editor as an app and will output all changes to the local Content folder.

Currently its all a bit prototypey so some things may blow up, and its recommended that you take frequent back ups of your content folder when you are done editing.

About

A simple editor to create content for games using openrpg, can be forked and customised further

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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This repository was archived by the owner on Jan 28, 2025. It is now read-only.

Latest commit

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23 Commits

Folders and files

NameName
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-- THIS REPO HAS BEEN MERGED INTO THE MAIN OPENRPG REPO, SO IS NO LONGER MAINTAINED HERE --

OpenRpg.Editor

Hey! So the editor itself is a work in progress, but should work fine for basic item, class, race and maybe quest creation.

example2

What is it?

It is basically an out the box editor for you to create your own content for use in your games with OpenRpg.

It is broken up a bit so you can take bits of it and use it to make your own custom editor which has more of a focus on your scenario, but you can just as easily use it out of the box.

It is currently focused on managing items, classes, races but more will be added as we go.

The parts of it

There are a couple of projects within this solution and they all do slightly different things:

OpenRpg.Editor.Infrastructure

This contains the core logic and infrastructure classes for the editor to use, such as pipelines to load and save data as well as other services and helpers.

OpenRpg.Editor

On top of that we have the core Editor library which is basically a suite of reusable components with some default pages that you can consume in your own blazor applications.

OpenRpg.Editor.Desktop(Recommended Startup App)

This is an application version of the editor which is run within a .net web view, so it can access local file systems and other things the browser cant.

It is also worth noting that this project contains a Content folder which has all the default locale and game information files, so you can edit them as much as you want and copy and paste them out to your game when you are done.

OpenRpg.Editor.Web

For the most part this can be ignored for now, it is a placeholder for a web based version that we would like to push out at a later date so anyone can consume it from their browser.

How to use it?

For now just clone the repo, restore the nuget packages and run the OpenRpg.Editor.App, this will run the editor as an app and will output all changes to the local Content folder.

Currently its all a bit prototypey so some things may blow up, and its recommended that you take frequent back ups of your content folder when you are done editing.

About

A simple editor to create content for games using openrpg, can be forked and customised further

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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This repository was archived by the owner on Jan 28, 2025. It is now read-only.

Latest commit

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23 Commits

Folders and files

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-- THIS REPO HAS BEEN MERGED INTO THE MAIN OPENRPG REPO, SO IS NO LONGER MAINTAINED HERE --

OpenRpg.Editor

Hey! So the editor itself is a work in progress, but should work fine for basic item, class, race and maybe quest creation.

example2

What is it?

It is basically an out the box editor for you to create your own content for use in your games with OpenRpg.

It is broken up a bit so you can take bits of it and use it to make your own custom editor which has more of a focus on your scenario, but you can just as easily use it out of the box.

It is currently focused on managing items, classes, races but more will be added as we go.

The parts of it

There are a couple of projects within this solution and they all do slightly different things:

OpenRpg.Editor.Infrastructure

This contains the core logic and infrastructure classes for the editor to use, such as pipelines to load and save data as well as other services and helpers.

OpenRpg.Editor

On top of that we have the core Editor library which is basically a suite of reusable components with some default pages that you can consume in your own blazor applications.

OpenRpg.Editor.Desktop(Recommended Startup App)

This is an application version of the editor which is run within a .net web view, so it can access local file systems and other things the browser cant.

It is also worth noting that this project contains a Content folder which has all the default locale and game information files, so you can edit them as much as you want and copy and paste them out to your game when you are done.

OpenRpg.Editor.Web

For the most part this can be ignored for now, it is a placeholder for a web based version that we would like to push out at a later date so anyone can consume it from their browser.

How to use it?

For now just clone the repo, restore the nuget packages and run the OpenRpg.Editor.App, this will run the editor as an app and will output all changes to the local Content folder.

Currently its all a bit prototypey so some things may blow up, and its recommended that you take frequent back ups of your content folder when you are done editing.

About

A simple editor to create content for games using openrpg, can be forked and customised further

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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This repository was archived by the owner on Jan 28, 2025. It is now read-only.

Latest commit

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23 Commits

Folders and files

NameName
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-- THIS REPO HAS BEEN MERGED INTO THE MAIN OPENRPG REPO, SO IS NO LONGER MAINTAINED HERE --

OpenRpg.Editor

Hey! So the editor itself is a work in progress, but should work fine for basic item, class, race and maybe quest creation.

example2

What is it?

It is basically an out the box editor for you to create your own content for use in your games with OpenRpg.

It is broken up a bit so you can take bits of it and use it to make your own custom editor which has more of a focus on your scenario, but you can just as easily use it out of the box.

It is currently focused on managing items, classes, races but more will be added as we go.

The parts of it

There are a couple of projects within this solution and they all do slightly different things:

OpenRpg.Editor.Infrastructure

This contains the core logic and infrastructure classes for the editor to use, such as pipelines to load and save data as well as other services and helpers.

OpenRpg.Editor

On top of that we have the core Editor library which is basically a suite of reusable components with some default pages that you can consume in your own blazor applications.

OpenRpg.Editor.Desktop(Recommended Startup App)

This is an application version of the editor which is run within a .net web view, so it can access local file systems and other things the browser cant.

It is also worth noting that this project contains a Content folder which has all the default locale and game information files, so you can edit them as much as you want and copy and paste them out to your game when you are done.

OpenRpg.Editor.Web

For the most part this can be ignored for now, it is a placeholder for a web based version that we would like to push out at a later date so anyone can consume it from their browser.

How to use it?

For now just clone the repo, restore the nuget packages and run the OpenRpg.Editor.App, this will run the editor as an app and will output all changes to the local Content folder.

Currently its all a bit prototypey so some things may blow up, and its recommended that you take frequent back ups of your content folder when you are done editing.

About

A simple editor to create content for games using openrpg, can be forked and customised further

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Jan 28, 2025. It is now read-only.

Latest commit

History

23 Commits

Folders and files

NameName
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-- THIS REPO HAS BEEN MERGED INTO THE MAIN OPENRPG REPO, SO IS NO LONGER MAINTAINED HERE --

OpenRpg.Editor

Hey! So the editor itself is a work in progress, but should work fine for basic item, class, race and maybe quest creation.

example2

What is it?

It is basically an out the box editor for you to create your own content for use in your games with OpenRpg.

It is broken up a bit so you can take bits of it and use it to make your own custom editor which has more of a focus on your scenario, but you can just as easily use it out of the box.

It is currently focused on managing items, classes, races but more will be added as we go.

The parts of it

There are a couple of projects within this solution and they all do slightly different things:

OpenRpg.Editor.Infrastructure

This contains the core logic and infrastructure classes for the editor to use, such as pipelines to load and save data as well as other services and helpers.

OpenRpg.Editor

On top of that we have the core Editor library which is basically a suite of reusable components with some default pages that you can consume in your own blazor applications.

OpenRpg.Editor.Desktop(Recommended Startup App)

This is an application version of the editor which is run within a .net web view, so it can access local file systems and other things the browser cant.

It is also worth noting that this project contains a Content folder which has all the default locale and game information files, so you can edit them as much as you want and copy and paste them out to your game when you are done.

OpenRpg.Editor.Web

For the most part this can be ignored for now, it is a placeholder for a web based version that we would like to push out at a later date so anyone can consume it from their browser.

How to use it?

For now just clone the repo, restore the nuget packages and run the OpenRpg.Editor.App, this will run the editor as an app and will output all changes to the local Content folder.

Currently its all a bit prototypey so some things may blow up, and its recommended that you take frequent back ups of your content folder when you are done editing.

About

A simple editor to create content for games using openrpg, can be forked and customised further

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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-- THIS REPO HAS BEEN MERGED INTO THE MAIN OPENRPG REPO, SO IS NO LONGER MAINTAINED HERE --

OpenRpg.Editor

Hey! So the editor itself is a work in progress, but should work fine for basic item, class, race and maybe quest creation.

example2

What is it?

It is basically an out the box editor for you to create your own content for use in your games with OpenRpg.

It is broken up a bit so you can take bits of it and use it to make your own custom editor which has more of a focus on your scenario, but you can just as easily use it out of the box.

It is currently focused on managing items, classes, races but more will be added as we go.

The parts of it

There are a couple of projects within this solution and they all do slightly different things:

OpenRpg.Editor.Infrastructure

This contains the core logic and infrastructure classes for the editor to use, such as pipelines to load and save data as well as other services and helpers.

OpenRpg.Editor

On top of that we have the core Editor library which is basically a suite of reusable components with some default pages that you can consume in your own blazor applications.

OpenRpg.Editor.Desktop(Recommended Startup App)

This is an application version of the editor which is run within a .net web view, so it can access local file systems and other things the browser cant.

It is also worth noting that this project contains a Content folder which has all the default locale and game information files, so you can edit them as much as you want and copy and paste them out to your game when you are done.

OpenRpg.Editor.Web

For the most part this can be ignored for now, it is a placeholder for a web based version that we would like to push out at a later date so anyone can consume it from their browser.

How to use it?

For now just clone the repo, restore the nuget packages and run the OpenRpg.Editor.App, this will run the editor as an app and will output all changes to the local Content folder.

Currently its all a bit prototypey so some things may blow up, and its recommended that you take frequent back ups of your content folder when you are done editing.

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A simple editor to create content for games using openrpg, can be forked and customised further

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