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Formamorph

Every choice transforms your body and shapes your adventure · By FieryLion

How to use Dictionary?

A topic by Federec created 43 days ago Views: 473 Replies: 12
Viewing posts 1 to 4

Hello everyone, when I'm creating a new world (I plan this world will be a big project) and I saw that there is a dictionary system. But I don't understand how it works or what it can do. Maybe it will be useful for this project.

If you have any further suggestions, please let me know.


This project is taking up so much of my life.(I think)

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where did you find it? I tried looking for it but cant find it anywhere.


Also in the first sticky topic there is a lot of mentioning of this "dictionary" and how to use it. Might want to look there. After answering my question first, of course.

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From what I can tell from experience, when using the dictionary the AI is not really aware it exists, but if something prompts it's use it will be used.

For example let's consider the scenario where dictionary entry "Shotguns" state "Shotguns are the latest trendy weapon".

If you prompt, that your character decided to buy the latest trendy weapon. The AI may not know that the weapon was supposed to be the "Shotgun".

But if you prompt that your character decided to buy a "Shotgun". The AI may prompt that your character bought the "Shotgun" "which is the current trendiest weapon".

Thank you for the information.

What if the world rules refer to the dictionary? Will the AI know what to do with the information?

I've made a few more tests, I think the dictionary is used whenever a key referring to the dictionary is used. I've succeeded adding a TUTORIAL mode in my world using dictionary by making AI react if it's in players notes at the start of game.

You may want to place multiple keys to ensure it hits such as:

Mortal Races,Races,Race,Human,Elf,Dwarf,Beastman

So if your System Prompt Addition does have a key in it's words I believe it will use the dictionary.

Do note that I succeeded in overloading the whole system by placing too much stuff in System Prompt Addition so I had to separate info loaded into AI by shoving most unused world rules into dictionary. System Prompt Addition is best used on rules/info that need to always be active. (As for the overload thing, it just means that AI loaded the world as if it was a blank slate)

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"System Prompt Addition is best used on rules/info that need to always be active. (As for the overload thing, it just means that AI loaded the world as if it was a blank slate)"


Thats why i am trying to put things like how to treat pain and pleasure in the dictionary.

Edit: You say "key word" is that the title of the dictionary entry? Or do i have to put that into the definition? Do i have to use an asterisk or quotation marks when using world rules or prompts to ensure its a keyword?

The keyword is the title

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.