Repository navigation
World Editor Dictionary
๐ ๏ธ Part of the World Editor guide.
The Dictionary is your world's lorebook. Each book holds entries. When a keyword of an entry matches the scanned text, the entry activates, and its Value is injected into the AI's prompt.
The AI can't keep your whole world in its context at one time. If you write every detail into your world's AI-Facing Description, you use that context on every turn, relevant or not.
A dictionary entry uses no context until a keyword matches. Mention the Gloamwater, and the AI knows what it is.
- Open the Dictionary tab.
- If the world has no book yet, type a name in the Filter Dictionaries box and select the + button (Add to Dictionary), then select Add Dictionary.
- On the book's row, select Add entry. The new entry opens in the panel.
- In Trigger Keywords, type a keyword and press Enter. Repeat for each keyword.
- Write the text the AI gets in Value.
- Select Save.
๐ก A comma doesn't split keywords. When a keyword holds commas, the field offers to split it.
To add a dictionary from your library, select the + button, then Add From Libraryโฆ. Import Dictionaryโฆ in the same menu adds one from a file.
The rule: if the AI reads it, it can activate an entry. A turn is one action from you and the AI's reply. On each turn, the game scans:
| Scanned | Always? |
|---|---|
| The scene as the AI gets it: your location and the entities present, plus the nearby and sub-location detail your prompt sends | Always |
| Your notes and the action you sent | Always |
| Earlier turns: your actions and the AI's narration | As far back as the entry's Scan Depth |
๐ก Keywords match the exact text the AI gets. Where your prompt sends a summary, the game scans the summary. A keyword that is only in an entity's full description doesn't match when the AI got the short form. Check which form your prompt sends in Settings โ Prompts (Advanced mode only).
The scan covers the blocks your prompt uses. If you remove the location, entities or notes chip from your prompt, the game doesn't scan that block.
Text that is in every turn is not scanned: your world's AI-Facing Description, stats, traits and formatting guidance. Its words would activate entries on every turn.
An entry's Value doesn't activate other entries, unless the other entry is Recursive.
Select an entry to open its panel. Trigger Keywords and Value are all most entries need. Each other control solves one specific problem.
| Tab | Holds | Mode |
|---|---|---|
| Details | Name, Trigger Keywords, Whole Words, Case-Sensitive and Value | Simple and Advanced |
| Matching | Always Inject, Regex, Recursive, Scan Depth and Secondary Keywords | Advanced only |
Simple mode also hides the Background and Foreground groups and the Enabled switches.
Use the Matching tab only when an entry activates at the wrong time, or doesn't activate at the right time.
| Field | What it does |
|---|---|
| Name | Names the entry in the list, and goes before the Value in the prompt. When it's blank, the game uses the first Trigger Keyword. |
| Trigger Keywords | Press Enter after each keyword. One match is enough to activate the entry. |
| Whole Words | Matches complete words only, so art doesn't match inside cart. Works with Regex too. |
| Case-Sensitive | Off by default |
| Value | The text injected into the prompt |
| Control | What it does |
|---|---|
| Always Inject | Skips the scan and sends the entry on every turn. It uses context on every turn, so use it rarely. |
| Regex | Reads each keyword as a regular expression. An invalid expression never matches. |
| Recursive | The Values of entries that already activated can also activate this entry |
| Scan Depth | How many earlier messages the game scans. Blank scans all of them. 0 scans only the current scene. |
| Secondary Keywords | A second condition. bridge activates the entry only when toll is also in the scanned text. |
Two checkboxes change the Secondary Keywords test:
| Checkbox | What it does |
|---|---|
| Require All | Every secondary keyword must match, not only one |
| Exclude | Reverses the test. The entry activates only when the secondary keywords are absent. |
โ ๏ธ An invalid Regex keyword with Exclude on always passes the test. Check your expression.
Semantic Lore is a player setting in Settings โ Output โ Lore, in Advanced mode. It is off by default. It activates entries by meaning, after the keyword scan. Write "the ruined tower", and an Old Beacon entry can activate with no keyword present. It only adds entries. Keyword activation doesn't change.
Each book shows its entries in two groups that collapse, Background and Foreground. They are two separate lore blocks in the system prompt. An entry's group decides which block it joins. A new entry starts in Foreground.
To move an entry, drag it from one group into the other. There is no dropdown.
By default, Background comes earlier in the prompt than Foreground. You control the position: a prompt chip fills each block, and you can move the chips in the prompt editor. If your prompt has only one of the two chips, that chip gets the entries of both groups. If it has neither chip, no lore is sent.
Books group related entries. The order of the books sets the order of the injected entries. Disable a book to turn off every entry in it.
A book's Enabled state is a default that the player can change. Before a game starts, the player can get a step that lets them enable, disable and reorder your books, together with the dictionaries from their own library. See Library Additions. The step shows only when there's a choice to make: the world has more than one book, or the player's library has one dictionary at least.
Select a book in the tree to open its panel. It has two tabs.
| Tab | What it holds |
|---|---|
| Details | Name, Description, the entry count and, in Advanced mode, Enabled. |
| Placeholders | The book's own placeholders, across the full panel. Advanced mode only. |
In Simple mode the panel shows the Details fields with no tabs. The tab you pick stays open when you select another book.
A dictionary in your library is always one book, so its editor has no row for the book. It has three tabs.
| Tab | What it holds |
|---|---|
| Overview | Everything about the book: Author, Tags and Cover Image, beside Name and Description. |
| Dictionary | The entries only. The + button (Add entry) at the top of the list adds one. |
| Placeholders | The book's own placeholders, across the full width. |
The editor opens on Dictionary with the first entry selected. An empty book shows a hint beside the + button. Rename the book on Overview. The rename changes no world.
Playing
- ๐ Connect Your Own AI
- ๐ฑ Install on Android
- ๐ Library
- ๐ง Avatars
- ๐ช Starting a Game
- ๐ฎ How to Play
- โ Formaquestion
- ๐พ Saves and Backup
- ๐ง Story Memory
- ๐ญ Entities in Game
- ๐ชช Personas
- ๐ Community Creations
- โ๏ธ Settings
Reference
- ๐ค Glossary
- โ๏ธ Text Formatting
- ๐ ๏ธ World Editor
- ๐งช Test Bench
- ๐ชช Personas for Authors
- ๐ World Format
- ๐งฎ Stat Code Guide
- ๐ Linked Content
Project