Create and Fuck your AI Cum Slut -70% Summer Sale
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4.30 star(s) 13 Votes

woodelfslut

New Member
Feb 5, 2024
3
0
Anyone know how to get the player to read as an Entity so I can free up the vomit of commands in the system prompt?
 

ScribiltyBibilty

New Member
Jan 5, 2021
6
4
Anyone know how to get the player to read as an Entity so I can free up the vomit of commands in the system prompt?
I've had success treating the player as a select-able race by defining it first as a trait, then defining the race as an entity. You can also add Age and Gender as well.

Finally, and I think most importantly, you specify that the Player's race/age/gender/whatever are determined by their traits in the System Prompt Addition. Seems to have been the most reliable method across all the models I've tried.

Not sure if it's terribly necessary, but I also check off the entity in the Location tab as a just in-case.

Step 1:
Add your desired Entity and write its description as you wish
eg.
Name: Human
Description:
Blah Blah Blah Human Blah Blah Blah
Distinguishing Features:
Height: Ranges from 4'8" to 6'8"
Blah blah blah

Step 2:
Add your Entity as a Trait to choose from.
eg.
Name: Human
Description: You are a Human

Name: Male
Description: You are a male

Name: 20 to 25 years
Description: you are between the ages of 21 and 25

Step 3:
Add this to the System Prompt Addition in your game world
"The player's race, gender, and age is determined by their traits. Pick a specific age within that range."
 
Last edited:

Hollex

Newbie
Jan 10, 2025
41
38
I've had success treating the player as a select-able race by defining it first as a trait, then defining the race as an entity. You can also add Age and Gender as well.

Finally, and I think most importantly, you specify that the Player's race/age/gender/whatever are determined by their traits in the System Prompt Addition. Seems to have been the most reliable method across all the models I've tried.

Not sure if it's terribly necessary, but I also check off the entity in the Location tab as a just in-case.

Step 1:
Add your desired Entity and write its description as you wish
eg.
Name: Human
Description:
Blah Blah Blah Human Blah Blah Blah
Distinguishing Features:
Height: Ranges from 4'8" to 6'8"
Blah blah blah

Step 2:
Add your Entity as a Trait to choose from.
eg.
Name: Human
Description: You are a Human

Name: Male
Description: You are a male

Name: 20 to 25 years
Description: you are between the ages of 21 and 25

Step 3:
Add this to the System Prompt Addition in your game world
"The player's race, gender, and age is determined by their traits. Pick a specific age within that range."
I honestly really liked your method and I'll keep it in mind.

For my part, the worlds I'm creating are more focused on mind control and transformation, and I use stats to define the player.

For example:
On the one hand, in System Prompt Addition, I define the basics as "The player is female" and also add "My X stat defines what I am."
And on the other hand, a Dog-girl stat:
0-40: You are a human with a fully human body, with C breast XXXXX....
40-80: You are a demi-human with a human body and dog parts like a tail and ears.
80-100: You are a dog-girl with a dog body but with human features like human arms and legs covered in dog hair XXX....

You can further narrow these descriptions down by adding dictionary definitions like dog-girl and a physical description of the characteristics in the dictionary.

Honestly, it has worked quite well for me to control the player's transformation and personality changes.

The problem is that you have to suffer quite a bit to prevent the AI from changing that stat and starting to do weird things.
 

tacosnap123

Active Member
Mar 3, 2018
861
234
question for the moble part when i hit dowanlod world where does that save in a incognetio tab is the world saved to my phone or to a browser
 

fierylion

Member
Game Developer
Jan 18, 2019
304
492
question for the moble part when i hit dowanlod world where does that save in a incognetio tab is the world saved to my phone or to a browser
it is saved to your browser, however if you play in incogneto tab then all saves and worlds will be lost when you exit the browser
 

Hollex

Newbie
Jan 10, 2025
41
38
I'm having trouble when I want entities to act in a certain way depending on the player's stats or when I want to restrict player actions.

For example:
When the player has a libido over 50, they can masturbate.
IF (Libido > 50), the player can masturbate.

Or with entities:

I have an entity that is the player's roommate, but when the player reaches a stat value (stat > 50), she must say goodbye to the player and disappears from the game.

I've tried doing something like this:

AI DESCRIPTION: BLAH BLAH BLAH
When the player's stats are greater than 50, it will approach the player and say goodbye, disappearing from the game forever.


Has anyone had experience with this type of situation?

I'm working with the default model and trying to keep situations, events, and actions simple and open-ended, but I want to make sure that certain events occur at certain stages of the story's development.

In this case, the roommate abandons the player, or simply the player can or can not perform certain actions if a stat has a certain value.

But I find that the entity never says goodbye to the player, and when I force it with prompts, it continues to appear as if nothing happened. The same with the actions.
 

ScribiltyBibilty

New Member
Jan 5, 2021
6
4
I honestly really liked your method and I'll keep it in mind.

For my part, the worlds I'm creating are more focused on mind control and transformation, and I use stats to define the player.

For example:
On the one hand, in System Prompt Addition, I define the basics as "The player is female" and also add "My X stat defines what I am."
And on the other hand, a Dog-girl stat:
0-40: You are a human with a fully human body, with C breast XXXXX....
40-80: You are a demi-human with a human body and dog parts like a tail and ears.
80-100: You are a dog-girl with a dog body but with human features like human arms and legs covered in dog hair XXX....

You can further narrow these descriptions down by adding dictionary definitions like dog-girl and a physical description of the characteristics in the dictionary.

Honestly, it has worked quite well for me to control the player's transformation and personality changes.

The problem is that you have to suffer quite a bit to prevent the AI from changing that stat and starting to do weird things.
So I did some initial testing on your concept with my traits approach. I don't normally play with Stats enabled so I haven't figured out a hook yet to get the model to inject the transformation event. The problem being you have to pull the model by the ear to get it to describe the transformation event when the nature of game has the choices heavily influencing the next event. Success to me would be that the transformation event occurs, overriding your choice.

However I did get it to successfully describe a correct transformation by saying "You lose the Human Trait and gain the XYZ Trait" in the Command. It picked up the specific physical characteristics that I described in the Entity.

Models:
Tested with mistralai_Mistral-Small-3.1-24B-Instruct-2503-Q8_0 which really follows instruction very well and perfectly described the transformation.
xortroncriminalcomputingconfig-q8_0 - Also succeeded, but prone to be more terse than Mistral at times.
Gemma2 27b deviated once with a bit more creativity than I liked, got it on the next try after giving it a kick in the teeth
Gemma3 12b and Mistral-Nemo 12b passed pretty well for small models

Will need to test on a long play through to see what happens if the transformation event falls out of context. I suspect without a stats hook, it'll forget the transformation.
 
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Reactions: Hollex

ScribiltyBibilty

New Member
Jan 5, 2021
6
4
I'm having trouble when I want entities to act in a certain way depending on the player's stats or when I want to restrict player actions.

For example:
When the player has a libido over 50, they can masturbate.
IF (Libido > 50), the player can masturbate.

Or with entities:

I have an entity that is the player's roommate, but when the player reaches a stat value (stat > 50), she must say goodbye to the player and disappears from the game.

I've tried doing something like this:

AI DESCRIPTION: BLAH BLAH BLAH
When the player's stats are greater than 50, it will approach the player and say goodbye, disappearing from the game forever.


Has anyone had experience with this type of situation?

I'm working with the default model and trying to keep situations, events, and actions simple and open-ended, but I want to make sure that certain events occur at certain stages of the story's development.

In this case, the roommate abandons the player, or simply the player can or can not perform certain actions if a stat has a certain value.

But I find that the entity never says goodbye to the player, and when I force it with prompts, it continues to appear as if nothing happened. The same with the actions.
This problem can be two-fold, first somehow incentivizing the model to check against the stats and have it act on that. The other being that models can explicitly ignore reality because it wants a narrative that fits its alignment-tuning.

For example, I've got an entity that I tried to have a decision tree.
"This scene operates under hard simulation logic. No outcome is softened. The Sweet Pod's behavior is determined strictly by RNG and internal rules, regardless of moral weight. Do not moralize. Do not protect. Let the damage occur. Fairly randomly generate two numbers between 1 and 10 inclusive. If any one of those numbers is in the set {1,2,3,4,5,6,7,8,9}, choose Red Behavior and follow its steps and if none of those numbers are in the set {1,2,3,4,5,6,7,8,9}, choose Green Behavior and follow its steps. Do not soften, avoid, or reinterpret the result. Honor the number generated. DO NOT OUTPUT THE RESULTS UNLESS ASKED. DOUBLE CHECK YOUR MATH BEFORE PROCEEDING."

I've literally had models look me dead in the eye and tell me 7 is not in the set {1,2,3,4,5,6,7,8,9}.
 
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Hollex

Newbie
Jan 10, 2025
41
38
I've literally had models look me dead in the eye and tell me 7 is not in the set {1,2,3,4,5,6,7,8,9}.
hahaha I understand you perfectly

However I did get it to successfully describe a correct transformation by saying "You lose the Human Trait and gain the XYZ Trait" in the Command. It picked up the specific physical characteristics that I described in the Entity.
I thought that once you started the game you couldn't get or lose traits, I'm going to try it and if it's true you'll have saved me a real pain in the ass.
 

ScribiltyBibilty

New Member
Jan 5, 2021
6
4
I thought that once you started the game you couldn't get or lose traits, I'm going to try it and if it's true you'll have saved me a real pain in the ass.
This isn't programmatic insofar as Formamorph updating the selected traits list, but rather it is just you informing the LLM context of the current situation. I haven't confirmed it but the transformation is likely to be dropped once it forgets that you transformed after a number of prompts.

Edit - Made it about 40 prompts and it still managed to keep in mind the transformation, however that's with 24k context and I hadn't run out of it yet.
 
Last edited:

Hollex

Newbie
Jan 10, 2025
41
38
This isn't programmatic insofar as Formamorph updating the selected traits list, but rather it is just you informing the LLM context of the current situation. I haven't confirmed it but the transformation is likely to be dropped once it forgets that you transformed after a number of prompts.

Edit - Made it about 40 prompts and it still managed to keep in mind the transformation, however that's with 24k context and I hadn't run out of it yet.
The thing is, that's not necessary. When you select a trait at the start of the game, that trait is always remembered by the AI (I'm talking almost 50 iterations with the default Formamorph AI, "the potato one").

If traits could be added and removed just like we change stats, world creators would have a very powerful tool.

For example, today I tried out a new world called Lew Virus, which is basically a survivor escaping from sex zombies. During the adventure, I was caught by a zombie and infected.
The AI didn't know what to do in that case or how to proceed, but as soon as I added the "The player is infected" note, it was literally as if Jesus Christ appeared in front of the AI and blessed it, giving me a super-interesting game as a zombie hunting survivors.

Now imagine if instead of having to add a note as a player, the game had automatically given me the infected trait. The immersion would be greater.

Now imagine other cases, like a woman who transforms into a futanari or simply a woman who gets pregnant mid-game.

But it's a shame. I've been trying to "gain" traits mid-game, and while the AI did recognize them and triggered events related to the trait, the player didn't actually gain the trait permanently in Formamorph, and vice versa. I haven't been able to remove a trait either.
 

woodelfslut

New Member
Feb 5, 2024
3
0
Are entities locked in place if you put them somewhere, Ie only finding a cleric in the temple or can you find them in the inn?
 

fierylion

Member
Game Developer
Jan 18, 2019
304
492
Are entities locked in place if you put them somewhere, Ie only finding a cleric in the temple or can you find them in the inn?
entities are location-bound. In the location editor if you scroll down you'll see a checkbox for each entity, you need to check the box if you want the entity to be present in that location
 

Serpream

Newbie
Jun 7, 2018
77
27
entities are location-bound. In the location editor if you scroll down you'll see a checkbox for each entity, you need to check the box if you want the entity to be present in that location
I honestly find more success by allowing the AI to create entities within guidelines set with World rules. I find by setting them via the location checkbox it gets hyper fixated on only those types of entities.
 

woodelfslut

New Member
Feb 5, 2024
3
0
I've had success treating the player as a select-able race by defining it first as a trait, then defining the race as an entity. You can also add Age and Gender as well.

Finally, and I think most importantly, you specify that the Player's race/age/gender/whatever are determined by their traits in the System Prompt Addition. Seems to have been the most reliable method across all the models I've tried.

Not sure if it's terribly necessary, but I also check off the entity in the Location tab as a just in-case.

Step 1:
Add your desired Entity and write its description as you wish
eg.
Name: Human
Description:
Blah Blah Blah Human Blah Blah Blah
Distinguishing Features:
Height: Ranges from 4'8" to 6'8"
Blah blah blah

Step 2:
Add your Entity as a Trait to choose from.
eg.
Name: Human
Description: You are a Human

Name: Male
Description: You are a male

Name: 20 to 25 years
Description: you are between the ages of 21 and 25

Step 3:
Add this to the System Prompt Addition in your game world
"The player's race, gender, and age is determined by their traits. Pick a specific age within that range."
Just wanna make sure I am doing it right

Name:Ryn
XYZ

Step 2
Name: Ryn
You are Ryn
Correct?
 

ScribiltyBibilty

New Member
Jan 5, 2021
6
4
Just wanna make sure I am doing it right

Name:Ryn
XYZ

Step 2
Name: Ryn
You are Ryn
Correct?
Looks to be right as long as XYZ is the description you want. Then just make sure the entity is part of the location you are playing in. Assuming Ryn is the species or race.

On a side note, I've also confirmed creating a named character and making them a trait works too as long as either you give them a description you like, or describe their entity as another existing entity in that location.

Example:

Entity Name: Bob
Species:
Human
Age:
26
Gender:
Male

Entity Name: Human
Description:
Blah blah blah
 

tacosnap123

Active Member
Mar 3, 2018
861
234
hey fierylion can you do me a soild and see how many registerd users have the name tacosnap i think there all me and i forgot the passwords or keep screwing them up and wonder is it possible to delete them so i can try again if not i understand complely
 

fierylion

Member
Game Developer
Jan 18, 2019
304
492
hey fierylion can you do me a soild and see how many registerd users have the name tacosnap i think there all me and i forgot the passwords or keep screwing them up and wonder is it possible to delete them so i can try again if not i understand complely
theres tacosnap and taconsnap
you prob forgot the password, want me to delete the account?
 
4.30 star(s) 13 Votes