Merge pull request #11 from Devon7925/master
Update README with new scripting features
This commit is contained in:
commit
5a7b174f39
1 changed files with 18 additions and 12 deletions
30
README.md
30
README.md
|
@ -10,21 +10,23 @@ Then now's a great time to learn! A good resource to learn javascript from scrat
|
|||
|
||||
https://www.codecademy.com/courses/introduction-to-javascript
|
||||
|
||||
### History
|
||||
You have access to (but can't modify) the `history` object which is a list of the previous actions of the player and of the AI.
|
||||
## History
|
||||
You have access to (but can't modify) the `history` object which is a list of the previous actions of the player and of the AI, including the action type.
|
||||
|
||||
### Memory
|
||||
## Memory
|
||||
You have access to (but can't modify) the `memory` object which is the current user defined memory.
|
||||
You can modify the memory the game uses by settings the `state.memory.context` value. This will replace the user defined memory.
|
||||
You can also set `state.memory.frontMemory`, which will include whatever is there in front of even the last action when it's fed into the model, but still not display it to the user.
|
||||
|
||||
### Author's Note
|
||||
## Author's Note
|
||||
You can set `state.memory.authorsNote` to provide a piece of text that will always be injected three lines back in the game history. This will not be shown to the user, but the AI will see it.
|
||||
|
||||
As an example, if you set `state.memory.authorsNote` to `the following paragraphs are scary.`, the AI will see `[Author's note: the following paragraphs are scary.]` three lines back, causing it to be more likely to generate scary text. Another example could be `a dragon will show up soon` or `the player will soon receive a quest`.
|
||||
|
||||
### Quests
|
||||
You can modify the quests property to change the quests of the adventure mid game.
|
||||
## Modifiers
|
||||
|
||||
### Shared Library
|
||||
Prepended to the start of the other three scripts before execution so that you can share code between all three.
|
||||
|
||||
### Input Modifier
|
||||
Called each time the player gives an input and has the opportunity to modify that input.
|
||||
|
@ -35,7 +37,7 @@ Called each time the AI model is about to receive input and has the opportunity
|
|||
### Output Modifier
|
||||
Called each time the model generates an output and has the opportunity to modify that output.
|
||||
|
||||
### World Entries
|
||||
## World Entries
|
||||
You can read from the `worldEntries` parameter (same as world info that you can set on the scenario)
|
||||
|
||||
You can modify worldEntries with the below functions
|
||||
|
@ -43,17 +45,21 @@ You can modify worldEntries with the below functions
|
|||
* removeWorldEntry(index)
|
||||
* updateWorldEntry(index, keys, entry)
|
||||
|
||||
### State
|
||||
The `state` variable can be used to store information that's persistent across function calls.
|
||||
## State
|
||||
The `state` variable can be used to store information that's persistent across function calls/modifiers.
|
||||
* The `state.memory.context` value will replace the user defined memory if it exists
|
||||
* The `state.message` value will be displayed as a extra message in the game (if it exists)
|
||||
* You can set any variable on state to store and modify adventures throughout an adventure.
|
||||
|
||||
### Console
|
||||
## Console
|
||||
`console.log("Some message")` will log messages that you can see in the scripting console
|
||||
|
||||
### Info
|
||||
## Info
|
||||
|
||||
`info` contains some useful values, depending on which modifier you're in.
|
||||
All modifiers have access to `info.actionCount`, the number of actions in the adventure so far.
|
||||
When in a Context Modifier, `info.memoryLength` and `info.maxChars` are also set, indicating the length of the memory portion of text (if any), and the total allowed length of the context after which it will be truncated.
|
||||
|
||||
When in a Context Modifier, `info.memoryLength` and `info.maxChars` are also set, indicating the length of the memory portion of text (if any), and the total allowed length of the context after which it will be truncated.
|
||||
|
||||
## Last Model Input (LMI)
|
||||
Clicking on the brain icon in the scripting interface will open LMI, in which you can see the last context the AI was provided, the console, and the state.
|
||||
|
|
Reference in a new issue