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en:editeur:linter-export

Ceci est une ancienne révision du document !


Language / Langue : FR | EN

Graphical editor - Linter and export

Built-in linter

The linter analyses your scenario as you work and reports errors and warnings.

Running it: the Linter button (🔍 icon) in the toolbar, or Ctrl+Shift+L.

Kinds of messages:

  • 🔴 Error - a blocking problem (missing variable, wrong syntax, dead end)
  • 🟡 Warning - a possible problem (unreachable room, unused variable)
  • 🔵 Info - a suggested improvement

Errors detected, among others:

  • Variables used but never declared
  • trigger_event: identifiers that do not exist
  • Rooms with no exit (dead ends)
  • Conditions with invalid operators
  • Timers started but never stopped
  • A choice with neither button: nor command:: no button appears and the player cannot type anything
  • A global timer declared without id:, which the engine would ignore
  • A video link that does not point to one precise video (a channel page or a playlist)

The label of a choice is written button:. Written text:, the choice keeps its destination but shows no button: the room looks like a dead end. The linter reports it and names the expected key.

Platform warnings. With a Discord or Terminal profile, the report adds the incompatibilities of that platform, with their location: more than 25 options in a room, a label longer than 100 characters, or a media file Discord cannot reach publicly.

Clicking an error opens the matching room in the inspector. For an undeclared variable, the click leads to the place that uses it; when it is used in several places, a window lists them with their kind of usage.

Test button

The Test button starts a game right inside the editor, without going through Discord. A game window opens, running the full engine.

It lets you check conditions, the order of events, timers and the HUD, exactly as if you were playing in the browser.

Export

YAML export generates a .yaml file the engine can read.

Standalone HTML5 export generates a ZIP ready to be hosted or uploaded to itch.io as an HTML5 game.

  • Self-contained JS runtime: it runs on its own, with no JDR-Bot backend
  • Clean slug based on the file name (a jdrbot-<slug> folder inside the ZIP)
  • Automatic local resume, with progress restored on the browser side
  • Online variables converted into persistent local variables
  • Assets sorted as embedded, external or missing, with automatic remapping
  • UTF-8 export, so accented text displays correctly

PDF gamebook export generates a PDF with numbered chapters, cross-references, a tracking sheet and editable fields, playable on paper like a choose-your-own-adventure book.

Both exports include every asset, sounds and images, referenced by URL in the scenario. A hosted video stays online instead: see Sounds, images and videos.

Find us on the Make&Play Discord

en/editeur/linter-export.1788121363.txt.gz · Dernière modification : de cyrilfiesta