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The dictionary is sort of like a direct call for information. If the trigger word(s) is called by your action or the AI event it will pull the information

You can use this to your advantage when creating worlds by including those triggers in descriptions for things like entities, locations or stats. Ideally you would include dictionary entries only when they are relevant to the current scene unless you're wanting to compartmentalize descriptions or use the same reference across multiple entities. 

To use xMYx's example, you would only include "shotgun" in the description of a weapon shop, or an entity that wields it, but not in the general world prompt. 

Basically, you can create an entire glossary of dictonary terms, but they will only be referenced if you force the trigger words somewhere else.

That's at least been my understanding of it's use so far.

so then for me, i have an entry called "Pain Scale" that defines how much pain a character feels on a scale from 1 - 10 and defines what actions cause pain. I would then have to define these actions in the dictionary as well and have them call to the "Pain Scale" entry to use it every time those actions are taken?

Yes, if you want the actions to have a built in value for the referenced "Pain Scale" then you would want to include the line either in a dictionary entry or other location that calls it. Basically just make sure there's a line that says "This action is a 2 on the pain scale" or whatever value you want it to rate and it should call properly.

so i need some examples in the scale at each number for the system to reference. Then when a character does something that is supposed to be painful the system can call to the scale and acurately describe it.

Am i correct?

That should work. Giving an example for each number rating should give the AI enough of a references to describe it. If you include multiple examples for each line it should keep the AI from using the exact same description over and over again.