Outils pour utilisateurs

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en:editeur:presentation

Language / Langue : FR | EN

Graphical editor - Overview

The graphical editor lets you create JDR-Bot scenarios without writing YAML by hand.

Starting the editor

  • Web: the Editor button in the site header.
  • Desktop: the Editor button in the application.

The scenario stays on your machine until you export it.

Main interface

The editor is split into several areas:

  • Graph (centre) - a visual map of every room and their connections
  • Inspector (right panel) - detailed editing of the selected room
  • Globals panel (⚙️ icon) - variables, global events, permanent timers, aliases
  • Toolbar (top) - Test, Linter, Export, Undo/Redo and Save buttons

Two windows open on demand from the View menu:

  • Text formatting (Ctrl+M) - inserts the text syntaxes into the field you are editing
  • Quick search (Ctrl+K) - reaches a room, an event, an object, or runs an action

Editor profiles

The button in the top right corner decides what the inspector shows:

  • Simplified - hides the advanced fields, ideal to start with
  • Essential - the common features, without the rare settings
  • Expert - every field visible, for complex scenarios
  • Custom - you pick the families to display
  • Discord and Terminal - only keep what these platforms can really display

The two platform profiles hide, for instance, videos and image buttons on Terminal, or video on Discord. Changing profile never modifies the scenario: incompatible features already written are kept, and the profile window lists them with their location.

Text formatting window

It gathers every text syntax of the engine, sorted into five groups: formatting, variables and style, media, interactive elements and story blocks. Each button shows the name of the feature and a preview of what will be inserted.

Its behaviour depends on your selection:

  • Selected text is wrapped by the syntax. Select a word, click Variable, you get v_word_v. Paste an address, click Image, it is wrapped.
  • With no selection, the syntax appears around a sample word, itself selected so you can replace it right away.
  • When you supplied the text yourself, the remaining parameter is preselected instead: the identifier of an event, the slicing of a tile.

Spaces sitting at the edge of a rough selection stay outside the syntax, and a story block always starts on a clean line. The window stays open while you write: it follows the active field.

File formats

The editor works with the .jdrproj format (internal JSON). It can:

  • Import an existing .yaml file (File → Import YAML)
  • Export to .yaml (File → Export YAML)
  • Export to standalone HTML5 or to a PDF gamebook

Undo / Redo

Fifty undo levels. Shortcuts: Ctrl+Z / Ctrl+Shift+Z (or Ctrl+Y).

Autosave is enabled by default, every 30 seconds.

Palettes and visual styles (v4.10)

The game interface and the editor come with palettes (colours) and styles (layout), freely combinable.

Palette Description
sombre Dark background, high contrast (default)
neutre Neutral grey, with no colour cast
clair Light background, for daytime reading
bonbons Colourful and soft, meant for children and sensitive eyes
reverie Calm pastel blue, mint and pink, a soothing mood
Style Description
classique Clean and readable, plain typography
rpg Fantasy atmosphere
terminal Monospace, terminal mood
aventure Narrative typography, novel-like layout
bonbons-s Rounded, playful, child-friendly style
reverie-s Soft and airy gamebook

Palettes carry the colours, styles carry the layout: they combine freely.

Room groups (v4.10)

Groups organise the rooms visually inside the graph, with no effect on the exported YAML.

  • View menu → Manage groups… lists every group with its number of rooms
  • Renaming a group to an existing name offers to merge the two
  • Groups are purely visual: no impact on gameplay or on the export

Room order and numbering (v4.10)

  • The room list shows the exported number next to the identifier (1 - start, 2 - corridor…)
  • Drag and drop in the list changes the YAML export order
  • Typing a number in the Position field moves the room and renumbers the others consistently
en/editeur/presentation.txt · Dernière modification : de cyrilfiesta