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Update, I have yet to find a way to make it work, i have tried different ways and none worked so either I'd need to program it in somehow ( which i can't cause I'm dumb) or it's just not plausible for me to do it. 😅

You can probably track this with a stat and let the Stat Changes prompt handle it like a counter, but my experience with Stat Changes has been almost universally bad, so I write scenarios to be able to let the AI narrator handle it.

Maybe try and offload this to the AI as part of the System prompt. I have a modified version of the slime city scenario where I added instructions by defining terms in the actual System Prompt on the "World" tab. This has worked out pretty well, but I'm still refining it. I added instructions that a slime invading the player implants a slime core, and that core takes a certain amount of "time" to mature. I have instructions with my Game Text prompt that tell the AI that when it generates Game Text, it should assume 2-3 minutes of "time" passes.

Example:

### Slime Core

**Description**: 

- A concentrated, gelatinous protoplasm that is implanted in various body parts (belly, womb, breasts).

**Behavior**:

1. **Implantation**: The Slime Core attaches to a chosen orifice and fertilizes immediately.

2. **Growth**: Over 10-15 minutes, the affected region swells significantly as the core grows inside.

3. **Excretion**: The player secretes colored fluid continuously from the implanted area.

4. **Birth**: After 10-15 minutes of growth, the Slime Core is expelled as a mature slime, which wanders off.

### Player Excretion

**Description**: 

- When the player is impregnated by a Slime Core, she experiences intense physical discomfort and pain as the core grows and tries to push through her body.

- The fluid from the affected region (belly, womb, or breasts) seeps out uncontrollably.

I'm honestly unsure if I followed anything after "Maybe try to offload" ... 

I'm kinda a literal newbie at this so err ... pardon my stupidity. 😅

I'll rephrase.

I've personally found the game runs more reliably when I set up my scenarios in a way where the AI can just resolve effects as part of the game text. This means disabling the Stats prompt entirely. I've had way too many situations where a stat ends up doubling, then doubling again, then getting multiplied by 10, before doubling again, until the stat values are totally meaningless anyway. I had one scenario where the "Belly" stat was over 5000 and the VRML (model viewer Lion is using to draw the avatar in scenarios that use it) loses its mind.

So I just let the System Prompt tell the AI when it's generating game text that it needs to track player stats and I generally don't worry about numbers. The AI does a pretty good job of just advancing the story and incorporating player actions.

WARNING!!! VORNY TALK AHEAD!!!

If I get this right, are you saying I need to like add a world rule in the world prompt thing that says something along the lines of 

If player Vores prey, increase digestion by 10 every page and pause Stomach regen, when Digestion reaches 100 start stomach regen (which is set to negative) and increase Breastsize by 2 every page until Stomach is at 0. 

If player gets Vored, increase Digestion by 10 every page, once Digestion reaches 100, damage player Health by 25 every page.

Or something like that ... maybe just make the AI count it without it being a stat..? 

Wait ... does this mean I could add an explanation for the alternate Vores in the world prompt like unbirth, anal vore, breast vore, etc? Maybe even add text to explain how different types of vore lead to different places (ex: breast vore leading to breast and digest to milk, cock vore leading to the testicles and digest to cum, etc)

Could it even be possible for me to prevent the AI from giving wings to centaurs and olive skin to harpies ??? 🥹

In the System Prompt section. It's not the description box, but the box lower down on the first tab when you edit a world. 

You should *also* either define your terms there, or use the Dictionary tab. You are using terms that I am not familiar with (and I don't really need a definition). You should define these in some way that the instructions to the AI knows what your intent is.

Short definitional phrases are _usually_ enough to inform the AI, but when in doubt, also provide examples in your prompt so the LLM can decode how you want it to conduct your game. I had to do this with a corruption system because the AI was adding ludicrous amounts of corruption every turn, instead of only in the specific scenarios where it was supposed to be added.

For the "Digestion" mechanic, you can *probably* just keep the instruction simple. Something along the lines of "Threshold: if > 100%, the player starts losing health" might work.

And yeah, if you don't want certain creatures to gain certain traits, you should be able to just clearly state that in their description on the Entities tab. "This creature can never have wings" or something to that effect.