Table des matières

Language / Langue : FR | EN

Graphical editor - Overview

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

Starting the editor

Main interface

The editor is split into several areas:

Two windows open on demand from the View menu:

Editor profiles

View > Open Editor Profile selects the fields shown in the inspector:

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:

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.

Generate rooms

Tools > Generate rooms… prepares a route using one of six structures. The result opens in a separate tab: fill in the text, test, then import the rooms you want into your scenario. See Room generation for settings, directions, numbered choices and optional models.

File formats

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

Undo / Redo

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

When enabled and a save path exists, automatic file saving runs every five minutes. The local Web draft keeps the main scenario; save generated tabs separately as .jdrproj.

The editor uses its own confirmations when closing a document or changing scenarios, without adding the browser's native confirmation. Save your tabs before leaving or reloading the page.

Palettes and visual styles (v4.10)

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

Palette Description
sombre Dark background, high contrast (default)
neutre Neutral grey, with no color cast
clair Light background, for daytime reading
bonbons Colorful 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 colors, 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.

Room order and numbering (v4.10)

Data and controls (4.17)

Web/Desktop forms support lists, collections and loops and keyboard, mouse and gamepad shortcuts. Large projects use pagination and search to limit the number of displayed fields.

During a test, Test data opens current values in a separate window. Diagnostics open the relevant field: see Linter and author tests.

Models, objects and HUD panels

In a model definition, insertion into the calling room corresponds to inline: true and requires one internal room. Each generic collection can also provide defaults for missing properties.

In objects, Display name is folded when empty. Secret item, near the location, simplifies the form while retaining furniture description and button. Hidden fields keep their values. Rename an item, in the Objects effect family, has separate object and new display-name fields; an empty value restores the identifier.

Every HUD panel offers Clear when leaving the room, unchecked by default. It exports scope: room; omitting scope preserves the historical persistent behaviour. These settings support undo/redo and FR/EN YAML import/export.

Structured data supports descriptions at every level and tags on roots. Names, values and descriptions remain grouped in the same form.