Story Tracker + Condense Memory
You can type these as Story actions (Do and Say also work), and capitalization doesn’t matter. A settings or info command only shows a >>> … <<< message, and the story doesn’t move on that turn. Plot Cards and scenes /scene end Saves the current scene to your Plot Cards right away. That same turn becomes the save turn. /scene end Scene saved to Plot Card 2: You and Gina escaped the Red Keep after… /scene auto on / off Turns automatic scene endings (time skips, very long scenes) on or off. /scene auto off: Scenes only end when you type /scene end /scene status Shows the date, scene length, Plot Card count and characters. /scene status /plot Shows how many Plot Cards exist and which ones Story So Far covers. /plot Plot Cards: 4 | The AI sees the newest 3… /plot cards 3 Sets how many of the newest Plot Cards the AI always sees (1–10). Older ones merge into Story So Far. /plot cards 2 /plot inject on or off Turns on or off giving Plot Cards and Story So Far to the AI. Use off if you’d rather pin the cards yourself. Character Cards /char Name Builds a Character Card from the story, plus a “(History)” card for their plot points. /char Gina Lenning Name, Gender, Age, Role, Appearance, Personality, Backstory /char update Name Rewrites the card from the character’s history. Name and Gender stay locked. The first name is enough. /char update Gina Age 19 to 20, Personality: Playful to Mature /char list Tracked characters: Gina Lenning, Marcus Vale Time skips and travel /advancetime [length] [what happens] The AI narrates the time skip and the date moves forward. Leave out what happens and the AI fills in what most likely happened. /advancetime 2 weeks Gina trains with the city guard or /advancetime 3 days /travel [trip] The AI narrates the journey and the arrival, and the date moves by the trip length. If you don’t give a length, the AI estimates it. /travel We sail from King's Landing to Pentos. Should be a five day journey. or /travel We ride north to Winterfell. Lengths it understands: minutes, hours, days, nights, weeks, a fortnight, months and years. Numbers can be written as 5 or five, and phrases like a few, several, half a day and 3 days and 4 hours also work. Date and time /date Shows the current date and time. /date It is 3 March 298 AC, 7:15 PM (evening). /date [date] Sets the date. /date 3 March 298 AC, /date March 3 1998 or /date Day 12 /time [time] Sets the time. /time 9:30 PM, /time 21:30 or /time dusk /date full Tracks both the date and the time. /date full /date dateonly Tracks the date only, with no clock. /date dateonly /date off Turns date tracking off completely. /date off /date auto on / off Turns on or off moving the clock from story phrases like “an hour later” or “the next morning”. /date tick 5 Adds a set number of minutes every turn (0 turns it off). You can also just edit the Date & Time card, for example by changing it to Date: 5 April 298 AC. CondenseMemory /cm Condenses the Memory Vault 10 memories at a time (press Continue after each batch), or resumes a paused job. /cm → Condensing 143 memories in batches of 10… /cm stop Cancels the job. Finished batches are kept. /cm stop /cm status Shows the vault and condensed counts, plus settings. /cm status /cm size 10 Sets the number of memories per batch (2–30). /cm size 8 /cm inject on / off Turns on or off swapping condensed memories into what the AI sees. With off, memory works like normal. /cm inject off /cm budget 20 Sets the maximum % of the AI’s text that condensed memories can use (5–50). /cm budget 10 /cm capture on / off Turns on or off saving memories into the vault as you play. /cm capture off /cm unhide Lets the original memories reach the AI again. /cm unhide Help /st status Gives a one-line summary of everything StoryTracker is tracking. /st help Lists the StoryTracker commands in-game. /cm help Lists the CondenseMemory commands in-game.
