Create and Fuck your AI Cum Slut -70% OFF
x
4.40 star(s) 14 Votes

ich0

Member
Dec 14, 2018
200
121
I can't say I know how this works, but I have a custom variable with a 100 Max value and if I take a trait that has 100 Max value, then I have 200 after starting the game.

My problems are also the regeneration and that the game is editing the values "realistically", but I haven't played or tested much. It would be nice to know how to hock into the basis variables.
 

Hollex

Newbie
Jan 10, 2025
47
51
nop, when adding that to the code it breaks and goes to the default setting, so or there is no way to link dynamic code to traits yet or somewhere in that part of the code is missing something so ill wait for fierylion to comfirm if traits can be linked

now, on other code problem im having, how does one include a negative value to the code? im trying to make health regenerate or loss depending on a Nutrition trait, but the code i have half works and it seems to break the starting healt value when the game starts.

You don't have permission to view the spoiler content. Log in or register now.

when i use this code the game actually regenerathes 2 health per turn if nutrition is avobe 50, but at the start of the game health goes imediately to 0 and then it aplies the regeneration, so no mather how much healt is assigned at the game start you end with 2 on game start.

Note: i wanted to make the healt regen a total of 4 values basing them on the nutrition stages ive set, but i had 0 idea on how to do that so i comformed y 2 values only.
That's easy, the dynamic value calculation is simply a Java function that returns the value that has to be assigned as the value of the stat in this case I suppose is health.

You don't have permission to view the spoiler content. Log in or register now.

You don't have permission to view the spoiler content. Log in or register now.
 
  • Like
Reactions: Deathend and ich0

ich0

Member
Dec 14, 2018
200
121
const Nutrition = stats.find(s => s.name === 'Nutrition')?.value || 0;
const Health = stats.find(s => s.name === 'Health ')?.value || 0;
There is a space at the end. -- For all that like to use copy and paste.
Thanks for the help.
I only hope the AI can interpret this and use a low amount of RAM.
 

Deathend

Newbie
Nov 3, 2017
48
21
That's easy, the dynamic value calculation is simply a Java function that returns the value that has to be assigned as the value of the stat in this case I suppose is health.

You don't have permission to view the spoiler content. Log in or register now.

You don't have permission to view the spoiler content. Log in or register now.

Welp, that is a way of doing it for sure, thanks for the help, when i did the code i did it thinking in usuing the regeneration value of the stat and didnt think of just aplying an increase or decrease or the stat value itself.
 

Deathend

Newbie
Nov 3, 2017
48
21
I can't say I know how this works, but I have a custom variable with a 100 Max value and if I take a trait that has 100 Max value, then I have 200 after starting the game.

My problems are also the regeneration and that the game is editing the values "realistically", but I haven't played or tested much. It would be nice to know how to hock into the basis variables.
Yea, we need to be able to tie traits to stats in the dynamic code for a more open way and the stats changing during gameis a problem im having too, i tried to set game rules in the world overview so the Ai uses the world time instead of the game time to apply the stat changes, but i dont know if it does not work or if the Ai is ignoring the rules (witch is a problem i have probably because im limited in what ai to use), i have set a rule like
- X stat can only change every sharp hour in the world time
or somthing similar, ading an example on the rule or a small explanation on how it has to work.
but as i said those rules dont seem to be working for me since the game still changes the values at every turn.
 

Mystic Zombie

Newbie
Apr 24, 2023
41
17
For starters I can only recommend this editor.
But currently I only use the LM Studio Chat section with a story I love to read.
 

Hollex

Newbie
Jan 10, 2025
47
51
Yea, we need to be able to tie traits to stats in the dynamic code for a more open way and the stats changing during gameis a problem im having too, i tried to set game rules in the world overview so the Ai uses the world time instead of the game time to apply the stat changes, but i dont know if it does not work or if the Ai is ignoring the rules (witch is a problem i have probably because im limited in what ai to use), i have set a rule like
- X stat can only change every sharp hour in the world time
or somthing similar, ading an example on the rule or a small explanation on how it has to work.
but as i said those rules dont seem to be working for me since the game still changes the values at every turn.
I think you'll have better luck doing the opposite.

Basically, I'd like to make sure that stats can ONLY change based on player actions, rather than subjective things like time, which the AI will interpret as it sees fit.

In my case, I tend to make corrupted worlds and have the protagonist change based on a corruption stat, so I'm interested in having the protagonist only change based on the actions she takes.

But it should work for things like stamina, hunger, thirst, etc.

It would be a rules similar to this:
- "Stats will only change based on actions taken by the player."
- "All suggested action choices for the player must indicate any stat value changes that the action causes."
Example: Run (Stanima -10), Flying Kick (Stamina -15, Health -5)

But you'll have to experiment with the rules to find the most appropriate input for the AI.
 

Barnom2000

Newbie
Mar 18, 2019
20
35
So I'm having an issue where the AI very reliably seems to reload a partial response from an earlier prompt, about 2-3 prompts ago, typically. The response is partially cut off. I've no idea what would be causing this, especially with how reliable this bug is. It seems to occur by around the 10th to 12th response, and it doesn't matter how many prompts after, it just keeps repeating this partially cut off earlier prompt.
 

checheuseche

Newbie
Feb 11, 2020
82
48
I have a question: When the AI keeps repeating the same header... I don't understand how to get rid of that! I've already restarted AI Endpoint and System Prompts, and nothing. But it's still the same! I don't understand what's going on, especially considering I've tried several worlds. Not just the super basic ones. for about a month now
 

Hollex

Newbie
Jan 10, 2025
47
51
I have a question: When the AI keeps repeating the same header... I don't understand how to get rid of that! I've already restarted AI Endpoint and System Prompts, and nothing. But it's still the same! I don't understand what's going on, especially considering I've tried several worlds. Not just the super basic ones. for about a month now
Yes, it's a problem I'm seeing more and more with the default AI, and it's happened to me several times without the memory space being full.

The only way I've seen to work around this is to perform very specific user actions and not use the actions suggested by the AI.

But it's probably better to try other AI models.
 

Plats9o0

Newbie
Jun 21, 2017
19
13
I've tried a few models, but I keep getting ones that just repeat what i've said. Like i'll say "Hello there." then the ai will extend that to something like "The player said hello there and then went about their business."
Is there a fix for this? I also want the ai characters to respond to me more often.
 

Breedking

Newbie
Jul 7, 2024
64
38
I've tried a few models, but I keep getting ones that just repeat what i've said. Like i'll say "Hello there." then the ai will extend that to something like "The player said hello there and then went about their business."
Is there a fix for this? I also want the ai characters to respond to me more often.
So far, mistral-nemo-instruct-2407-abliterated@q5_k_m has been the most reliable for me, but sometimes you have to state that the other character answers you in your prompt. Annoying, but it usually works out fine.
 
  • Like
Reactions: Hollex and Plats9o0

Hollex

Newbie
Jan 10, 2025
47
51
So far, mistral-nemo-instruct-2407-abliterated@q5_k_m has been the most reliable for me, but sometimes you have to state that the other character answers you in your prompt. Annoying, but it usually works out fine.
True, it's quite annoying that when you're at an event and you set a somewhat generic action, the AI literally creates a new event, ignoring the previous story.

You don't have permission to view the spoiler content. Log in or register now.

Two things that help with this problem are setting rules so that all entities present are always mentioned in the event and that all suggested actions are on one of the entities.

This forces the AI to follow the flow of the previous story a bit, although it causes the problem of entities not leaving and being very persistent.
 
  • Like
Reactions: checheuseche

checheuseche

Newbie
Feb 11, 2020
82
48
So if several people have the same problem, will there be a solution? Will they change the AI model or will they let the game die or what? Because the truth is, it had a lot of variables and the environment was quite manageable and intuitive, but now it's literally crashed...
 

Hollex

Newbie
Jan 10, 2025
47
51
So if several people have the same problem, will there be a solution? Will they change the AI model or will they let the game die or what? Because the truth is, it had a lot of variables and the environment was quite manageable and intuitive, but now it's literally crashed...
I don't think he'll change the default model, but that's the default model anyway, you can easily change the AI model you want.



Probably more advanced, larger or paid models do not have this problem and it is 'simply' a problem with the more basic models.
 
4.40 star(s) 14 Votes