shrink image more. improve prompts
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@@ -79,7 +79,7 @@ ${titles5.join("\n")}`,
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// Step 4: Flavor text
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const flavorRaw = await callOllama(
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`Write a single evocative paragraph describing the location titled "${title}".
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Do not include hooks, NPCs, treasure, or instructions. do not use bullet points or em-dashes. Output plain text only, one paragraph. Maximum 4 sentences.`,
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Do not include hooks, NPCs, treasure, or instructions. Do not use bullet points or em-dashes. Output plain text only, one paragraph. Maximum 4 sentences.`,
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undefined, 5, "Step 4: Flavor"
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);
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const flavor = flavorRaw;
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@@ -92,7 +92,7 @@ Do not include hooks, NPCs, treasure, or instructions. do not use bullet points
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${flavor}
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Generate 3 short adventure hooks or rumors (mix them naturally).
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Output as a single numbered list, plain text only.
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Output as a single numbered list, plain text only. Do not use em-dashes.
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Maximum 2 sentences per item. No explanations or extra text.`,
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undefined, 5, "Step 5: Hooks & Rumors"
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);
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@@ -125,7 +125,9 @@ Output two numbered lists, labeled "Rooms:" and "Encounters:". Plain text only.
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${JSON.stringify({ rooms, encounters }, null, 2)}
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Generate 3 treasures and 3 NPCs (name + trait, max 2 sentences each). Each NPC has a proper name, not just a title.
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Generate 3 treasures and 3 NPCs (name + trait, max 2 sentences each).
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Each NPC has a proper name, not just a title.
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Treasure should sometimes include a danger or side-effect.
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Output numbered lists labeled "Treasure:" and "NPCs:". Plain text only, no extra text.`,
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undefined, 5, "Step 7: Treasure & NPCs"
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);
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@@ -149,8 +151,9 @@ Major NPCs / Encounters:
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${[...npcs.map(n => n.name), ...encounters.map(e => e.name)].join(", ")}
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Suggest 3 possible, non-conflicting story climaxes or plot resolutions for adventurers exploring this location.
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These are prompts and ideas for brainstorming the story's ending, not fixed outcomes.
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Start each item with phrases like "The adventurers could..." or "The PCs might..." to emphasize their hypothetical nature.
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These are prompts and ideas for brainstorming the story's ending, not fixed outcomes. Give the players meaningful choices and agency.
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Start each item with phrases like "The adventurers could" or "The PCs might" to emphasize their hypothetical nature.
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Deepen the narrative texture and allow roleplay and tactical creativity.
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Keep each item short (max 2 sentences). Output as a numbered list, plain text only.`,
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undefined, 5, "Step 8: Plot Resolutions"
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);
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