Miyamae Shiho
original by some anon https://desuarchive.org/g/thread/92188073/#92189144
(His v2 here https://files.catbox.moe/rv6zbb.png maybe he has a newer one)
Aisu's (v2e) https://files.catbox.moe/1jc5v0.png
The idea of this one was using an existing card and applying the game to it.
I tried to keep the card's stat definitions and premise the same.
I did remove the formatting however, explanation below, but mostly because this version is a proof of concept usage of the game.
Screenshot of the stat sheet at the end of the page.
Below will be some writings about the game and its usage on this Card.
Events
Since there are many stats, instead of making the AI print the entire sheet every reply, I tried to make it so the AI would reply just with the changes.
For example EXP +5
, MP -10
, etc. when relevant.
The game then keeps track of the stats for the AI, as if the user was keeping track of her sheet. The updated stats are added to your prompt in the format defined in the game's config at the end of the card.
In a way it's more natural, usually stat sheets aren't written down every couple of paragraphs in litRPGs.
Although, with this card specifically, I made it so events(/code blocks) can happen in the middle of the text, and not only at the end, which makes it "more intrusive". (I might make a version which only does it at the end, but the sample cards were supposed to be as different as possible.))
It does save tokens, but doing it with events also has some drawbacks (it seems at least, didn't test too hard yet a direct comparison).
You see, by doing this "event" based way, the AI might forget to subtract something it should have, or just not explicitly write it down. Especially weird stats, like in this case attractiveness
which doesn't have really defined ways in when and how much it should change, even on the original card.
Well, there are a lot of stats after all.
(also it might be skill issue, though the point is that doing it the other way is (/might be) easier, which means it uses up less of the model's attention, and attention is limited.)
I could have done it by printing the stat sheet instead, and just making the Skills into events (unlock, exp, lvl up).
I might put up a version like that, to compare.
And maybe a rewrite later, since I like the concept and did a slight rewrite once when anon first released it.
Skills
Skills are made by 3 events
- unlocks, which should come with a description of the skill
- exp gain
- level ups, which might add on effects
Its pretty cool how her initial skills are only defined in the intro message, the game unlocks them from it and registers them on the sheet. (You can define, on the game config, initial skills characters would already have before the story started though)
By default lvl 1 skills need 100 EXP to lvl up, and scale the exp needed by 40%, but you can customize that.
Level up
While there is no native level up system, this card implements it by defining a function on level up events, you can look up function_body
in the card and it will have my comment beside them.
I made it so that on level ups:
- exp is set to 0
- exp to next level is increased by 40%
- max health and mana are increased by 20%
You can be more creative if you want, but its pretty cool that you can invoke arbitrary functions on events.
Conditional Jailbreak
The original card had such text:
"Sanity Levels
30 and less = Shiho Panics and makes lots of mistakes. Makes bad decisions often
70 and more = Do critical hits and make good clear headed decisions"
These were turned into a conditional Jailbreak based on current stats.
I removed the text from the card, but it might be best to keep it on the card while also add the conditional Jailbreak.
Since they are now in JB, I'd rewrite them a little to be more granular. (only 3 possibilities is too little)