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World Editor Entities
๐ ๏ธ Part of the World Editor guide.
Entities are the people, creatures and things in your world: a ferryman, an eel-smoker, a barred door. An entity belongs to one or more Locations. The AI reads the entities that can show up where the player is.
Without entities, the narrator invents a stranger, names them, and forgets both by the next turn. An entity is a fixed person or thing the story can come back to. The AI reads about it again each time the player is at one of its locations.
The default prompt introduces entities as "Characters and things that may appear in this location". That wording is a hint to the AI. The game doesn't enforce it, and the narrator can use anyone on the list. You can change the wording in the prompt editor.
- Open the Entities tab.
- Type the entity's name in the Filter Entities box.
- Select the + button (Add to Entities), then select Add Entity.
- The new entity opens in the panel. On the Profile tab, pick one or more places in Locations.
- On the Descriptions tab, write the AI-Facing Description.
- Select Save.
๐ก With the box empty, the new entity is named "New Entity". Rename it in Name.
To add a copy of an entity from your library, select the + button, then Add From Libraryโฆ.
- On the Main Menu, open the library's Entities tab.
- Select Import Entity.
- Pick the card's
.pngor.jsonfile. - The card joins your library as an entity. The card image becomes the entity's image. Its lorebook, if it has one, joins your library as a dictionary.
- In the World Editor, open the Entities tab, select the + button, then select Add From Libraryโฆ.
- Select the entity, then select Add Entity in the window.
You can also import a card directly into a world. On the Entities tab, select the + button, then Import Entityโฆ. Pick the file, keep or clear Link through my library, and select Add Entity. This route doesn't bring in the card's lorebook.
See SillyTavern cards for what each part of the card becomes.
Advanced mode only in the World Editor.
- Select the entity, then open its Openings tab.
- Select the + button (Add Opening).
- Write the opening's text.
- Choose Player Action or Narration. See Openings for the difference.
- Make sure the entity is in a Starting Location. Its openings draw only when it is at the player's starting location.
The world's Openings checkbox turns on by itself once an opening has text, unless you unchecked it. See Entity Openings.
Select an entity to open its panel.
| Tab | Holds | Mode |
|---|---|---|
| Profile | Name, Pronouns, Locations and the Image. In Advanced mode, also Aliases, the Persona control, Type, Image Tags and the 3D Model. | Simple and Advanced |
| Descriptions | Player-Facing Description and AI-Facing Description. In Advanced mode, also AI-Facing Summary. | Simple and Advanced |
| Traits | The entity's own traits | Advanced only |
| Stats | The entity's own stats | Advanced only |
| Placeholders | The entity's own placeholders | Advanced only |
| Openings | The entity's own openings, including Self openings for a playable entity | Advanced only |
The Persona control has four choices: Cast, Playable, Persona-Only and Custom Persona. It decides whether the player can play as the entity. See Personas for Authors. An entity marked Playable, Persona-Only or Custom Persona also shows a Starting Location picker: where the player starts as this persona.
An entity reaches the AI only through a location. An entity in no location never reaches the AI.
| Field | Sent? |
|---|---|
| Name | Always |
| Aliases | Yes, as "also known as" |
| Pronouns | Yes, beside the name and aliases |
| AI-Facing Description | Yes. This is the main text the AI uses. |
| AI-Facing Summary | Only in prompt slots that ask for the short form |
| Type | Yes, as a plain field |
| The entity's active traits | Yes, after its description. See Entity Traits. |
| Player-Facing Description | Never |
| Image, Image Tags, 3D model, group, order | Never |
| The Persona control | Not as a field. It lets the player play as the entity. See Personas for Authors. |
๐ก The player reads only the Player-Facing Description, and the AI reads only the AI-Facing fields. Put a secret in the AI-Facing Description. The narrator can act on it, and the player doesn't see it. The default prompt also asks the narrator not to use a name until the player can know it. That is a request to the AI, and the game doesn't enforce it.
| Field | Who reads it | Notes |
|---|---|---|
| Player-Facing Description | The player, on the entity's card | Never sent to the AI, so it uses no context |
| AI-Facing Description | The AI | The full text. Put secrets here. |
| AI-Facing Summary | The AI | Advanced mode only. One line, for slots where the full text is too long. A blank summary is fine, and the game uses the full description in its place. |
The default prompt uses summaries for entities in reachable locations. It uses full descriptions for entities at the player's current location. So add a summary only when the entity shows up in reachable locations.
The โจ toolbar beside AI-Facing Summary can write a draft from your AI-Facing Description.
The game reads each page of narration to find which entities are present. It matches names and aliases.
A name matches this way:
| Name | Matches |
|---|---|
One word, such as Rose
|
Only with a capital first letter. "She rose early" doesn't match. |
Several words, such as Emily Foster
|
The words in order. One distinctive word with a capital also matches, so "Emily" is enough. A common word alone doesn't match. |
| Plurals |
Wolf also matches "Wolves" |
Aliases are other names the entity uses: a title, a nickname, an epithet. Press Enter after each alias. The Aliases field shows in Advanced mode only, but aliases work in both modes. The AI reads them as "also known as". The game also counts the entity as present when the narration uses an alias.
| Rule | Example |
|---|---|
| Case-sensitive |
Matron matches "the Matron" and doesn't match "the matron". Add each form the narration can write. |
| Plurals match |
wolf also matches "wolves" |
| Whole words only |
Em doesn't match inside "System" |
โ ๏ธ Never start an alias with "the". Narration often puts a title at the start of a sentence, and "The alphaโฆ" doesn't match the aliasthe alpha. Writealpha, which matches in both positions.
Two more rules:
-
Don't use general job titles.
knight,alchemistorapprenticematch every person of that trade, and the wrong entity joins the scene. -
Don't use a role the story gives to someone absent. Quoted dialogue is ignored, but plain narration isn't. If the prose says "she was sent by the Warchief", the alias
Warchiefmarks the Warchief as present.
Each entity stores its own locations in one field. The location's Entities picker shows the same link from the other side. Set it from either side.
โ ๏ธ When you delete a location, each entity that was there loses it, and nothing warns you. The entities stay. But an entity that was only in that location is now in no location, so it never reaches the AI again. The entity still looks fine on its own tab.
The default prompt sends entities from three places, as separate blocks: the player's current location, its sub-locations, and reachable locations.
โ ๏ธ Each entity at the player's location is sent on every turn. A crowded location uses context all the time. Two or three entities that matter to the scene are better than a full village.
Advanced mode only. The Stats tab holds the stats this entity owns. It works like the world's Stats tab: the same search box, the same + menu, and every field a global stat has.
- Select the entity and open its Stats tab.
- Click +, then Add Stat. Text in the search box names the new stat.
- Select the stat to edit it. The panel is the same one the Stats tab uses.
The stats stay on the entity, in the order you set. Dragging a stat reorders it inside this entity only.
Each entity with stats shows as a node in the world's Stats tab, below the global stats.
- Drag the node into one of your stat groups to place it there. It can't go in Blueprints.
- Drag a stat or a group onto another entity's node, or out to the global stats, to move it. It keeps its id.
- Drag a Blueprint stat onto a node to link it, in Advanced mode. The Blueprint stays where it is.
โ ๏ธ A move is refused when something reads the stat where it is now. That is a trait that changes it, or stat code that reads it by name. A note names it. A move is also refused when the other side already has the stat. The same check stops a stat from moving into Blueprints.
The Entities chip lists each entity's stats under its entry. Each stat shows its range, its Descriptor and its Description.
- Stats are on for the Here and In Scene scopes. They are off for In Sub and Reachable. Check Stats under Include in Chip Options to send them there. Name content sends names only.
- Hidden stats are sent. Hidden hides a stat from the player, and the AI still reads it.
- A stat that is switched off isn't sent.
- Clear Include โ Stats to leave them out.
- Stat Detail picks which parts of each stat the AI reads: Range, Descriptor and Description. At least one stays checked.
- Only With keeps the entities that own stats or traits. To send only entities with stats, check Stats under Only With. See How to Send Only Entities With Stats.
An entity can have its own openings, so it can start the scene in its own voice. A playable entity can also have Self Openings, which start the game for a player who plays it. See Entity Openings.
Advanced mode only. In Advanced mode, the + button's menu also has Add Group. Groups are folders for you. Nesting and order are for the editor only and never reach the AI. A group can't change the story.
The image and the 3D model are for the player's screen. Image Tags are booru tags for AI image generation only. The โจ toolbar can write a draft of the tags from the description. When you upload an image that has a prompt in its file, the editor offers to use that prompt. The narrator reads none of this.
An image field takes an uploaded file or a web address. See Upload or link.
A generated image goes into the first free slot. With no free slot, Replace which image? asks which image it takes the place of. Cancel changes nothing.
A Visibility rule makes an image show only in the right state. Give the wounded portrait a rule that reads Health < 20%, and it shows while the entity is hurt.
An image with no rule always shows. In play, the entity shows the first image that is visible, counting from the left. The rule uses the same requirement rows as a trait's Requires field, including stat conditions.
- Select the entity, then open its Profile tab.
- Hover over the image's thumbnail, then select the cog on its corner. Its tooltip reads Visibility Rule. On a touch screen, the cog always shows.
- Select Add Requirement, then pick a trait or a stat.
- Select And to add a condition to the same row. Select Or Another Way to add a row.
An image shows while any one row holds. A row holds when all its conditions hold.
A thumbnail with a rule carries an eye badge. The line under the selected thumbnail reads the rule: Shown while Health < 20% and not Healed.
A condition checks the entity that owns the image, unless you pick another owner. To read the traits or stats of the entity the player plays, pick You. A global trait or stat needs no owner. Shown while You: Night Vision shows the true form to a player who has Night Vision.
Put the special states first and the fallback last. For a rule on each of Wounded and Armored, and none on Plain:
| Place | Image | Rule | Shows |
|---|---|---|---|
| 1 | Wounded | Health < 20% | While Health is under 20% |
| 2 | Armored | Knight and You: Trusted Ally | While both hold, and Wounded doesn't |
| 3 | Plain | None | The rest of the time |
- Drag a thumbnail to reorder. The rule goes with its image.
- When you replace an image, the new image keeps the rule.
- When you delete an image, its rule goes too.
The first image is the primary. Outside play, the primary always shows and rules are ignored: in the library, on listings, on a character card and in setup.
In play, the first visible image takes its place. The editor warns when the primary has a rule, so leave it without one and use it as the fallback.
- The entity panel, the zoom view and the persona row show the same visible image. Each updates when a turn commits.
- Paging skips hidden images.
- A player stays on the image they paged to while it stays visible. When it hides, the view moves to the first visible image, and returns when the rule holds again.
- An image whose trait or stat is gone never shows.
- When every image hides, the entity shows its 3D model if it has one. Otherwise it shows no image.
- The player's view follows the turn on screen, so paging back through history shows the images from that turn.
๐ก A rule only shows or hides. There's no hide when direction. To hide an image while Werewolf is on, give it the rule not Werewolf.
๐ก Never hide every image. Keep one image with no rule, or two images with opposite conditions, such as Health < 20% and Health >= 20%. The Test Bench warns when an entity can end up with none.
The narrator never sees the images or their rules.
Import a SillyTavern PNG or JSON card, and it becomes an entity. The card's description, personality and scenario become the AI-Facing Description. The card's greetings become Entity Openings:
| On the card | Becomes |
|---|---|
| First message | The entity's first Opening Narration |
| Each alternate greeting | One more Opening Narration, in card order, at weight 1 |
The name macro, {{char}}
|
The Character Name chip, in the entity's description and openings. In the card's lorebook, the entity's name as plain text. |
The user macro, {{user}}
|
The Player Name chip |
When these openings are in the draw, Re-generate on page one shows another greeting, like a swipe in SillyTavern. A card with no first message and no alternate greetings imports with no openings.
๐ก The Character Name chip shows the entity's name, and it follows a rename. Rename the entity, and its description and openings use the new name.
๐ก
{{user}}stays in the stored text, as the Player Name chip. The shown page says the persona's name, or "you" with no persona. The entity's descriptions and the card's lorebook keep the chip too, and there it reads "the player" with no persona.
Open an entity in the library's Entities tab, and its editor has four tabs.
| Tab | What it holds |
|---|---|
| Entity | Author and Tags in a column on the left. On the right, the Profile, Descriptions and Openings tabs, with the same fields as the World Editor. |
| Traits | The entity's own traits, across the full width. |
| Stats | The entity's own stats, across the full width. The stats, groups and links save with the entity's card. A link brings nothing until the world you add the entity to has its Blueprint. |
| Placeholders | The entity's own placeholders, across the full width. |
The editor opens on Entity at Profile. The author and tags stay in view on all three of its tabs. On mobile, they show at the top of Profile only.
The library editor has no Simple or Advanced mode, so it always shows every tab and field. Its Persona control has two choices, Cast and Playable.
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
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