Outils pour utilisateurs

Outils du site


en:bot:presentation

Différences

Ci-dessous, les différences entre deux révisions de la page.

Lien vers cette vue comparative

Les deux révisions précédentesRévision précédente
en:bot:presentation [2026/07/06 00:12] – maj 4.13 : modes d'interface + corrections cyrilfiestaen:bot:presentation [2026/07/06 00:54] (Version actuelle) – maj 4.13 : modes d'interface + corrections cyrilfiesta
Ligne 24: Ligne 24:
 No coding required. JDR-Bot's YAML format is designed to be written by hand or through the graphical editor. And yet, beneath this apparent simplicity lies an engine capable of things most interactive fiction tools simply cannot do. No coding required. JDR-Bot's YAML format is designed to be written by hand or through the graphical editor. And yet, beneath this apparent simplicity lies an engine capable of things most interactive fiction tools simply cannot do.
  
-**A living world, not just pages**\nYour scenarios react to everything: variables change in real time, text adapts to game state, events trigger automatically based on conditions. A paragraph can display differently depending on what the player did ten rooms ago.+**A living world, not just pages** 
 +Your scenarios react to everything: variables change in real time, text adapts to game state, events trigger automatically based on conditions. A paragraph can display differently depending on what the player did ten rooms ago.
  
-**Meaningful randomness**\nDice, ranges, weighted loot tables - you choose the probabilities. A legendary sword that drops 5% of the time, a rare but possible event. And the bounds can themselves be variables.+**Meaningful randomness** 
 +Dice, ranges, weighted loot tables - you choose the probabilities. A legendary sword that drops 5% of the time, a rare but possible event. And the bounds can themselves be variables.
  
-**Timers that raise the stakes**\nVisible countdown, automatic actions every second, event triggered at expiration. A bomb that explodes, a guard that patrols, a spell that fades - time becomes a game mechanic in its own right.+**Timers that raise the stakes** 
 +Visible countdown, automatic actions every second, event triggered at expiration. A bomb that explodes, a guard that patrols, a spell that fades - time becomes a game mechanic in its own right.
  
-**Modular stories**\nReusable room templates, tags to apply behaviors across multiple locations at once, global events running in the background. Build once, reuse everywhere.+**Modular stories** 
 +Reusable room templates, tags to apply behaviors across multiple locations at once, global events running in the background. Build once, reuse everywhere.
  
-**A persistent HUD, like in a real game**\nDisplay gauges, a mini-map, inventory, score - as a permanent overlay on the player's screen. 8 positions, dynamic content updated in real time, divisible into side-by-side zones.+**A persistent HUD, like in a real game** 
 +Display gauges, a mini-map, inventory, score - as a permanent overlay on the player's screen. 8 positions, dynamic content updated in real time, divisible into side-by-side zones.
  
-**Sounds, images, videos - no plugin**\nBackground music, sound effects, illustrations, looping videos: all integrate directly into text or the HUD, with URLs that can contain variables - the displayed image changes based on game state.+**Sounds, images, videos - no plugin** 
 +Background music, sound effects, illustrations, looping videos: all integrate directly into text or the HUD, with URLs that can contain variables - the displayed image changes based on game state.
  
-**Narrative layout worthy of a real book**\nNarration, dialogue, inner thought, journal blocks - each with its own visual style. Typography, size, color, font, visual themes. And for print lovers: **PDF gamebook** export with numbered chapters, cross-references, and editable fields - fully playable when printed.+**Narrative layout worthy of a real book** 
 +Narration, dialogue, inner thought, journal blocks - each with its own visual style. Typography, size, color, font, visual themes. And for print lovers: **PDF gamebook** export with numbered chapters, cross-references, and editable fields - fully playable when printed.
  
-**Cross-server leaderboards**\nVariables persisted across sessions and Discord servers enable worldwide records, shared counters, live rankings - without managing a database yourself.+**Cross-server leaderboards** 
 +Variables persisted across sessions and Discord servers enable worldwide records, shared counters, live rankings - without managing a database yourself.
  
-**Your scenario everywhere**\nA single YAML file runs on Discord, online (browser, mobile, tablet), locally on PC/Mac/Linux, exports as standalone HTML5 shareable on itch.io, and as a printable PDF gamebook. Write once, publish everywhere.+**Your scenario everywhere** 
 +single YAML file runs on Discord, online (browser, mobile, tablet), locally on PC/Mac/Linux, exports as standalone HTML5 shareable on itch.io, and as a printable PDF gamebook. Write once, publish everywhere.
  
 **Game interfaces to choose from**\ **Game interfaces to choose from**\
en/bot/presentation.1783289528.txt.gz · Dernière modification : de cyrilfiesta