# AI Writing Tool
A frontend with AI assisted, human-written context input (scene, objects, charas present in party, target), and exactly one button to generate and show the fully parsed output
and a GHP to dump more lore into
**Frontend Details**
Sourced from GHP lore corpus which generates this formatted output when you select the type of output and hit Generate (which should be large)
The purpose of the lore corpus is to set the tone and background, as to be entertaining and cohesive
But UGC lore takes precedence as the main content (e.g. scene description, character bios, which are not actually in the main lore, they are dynamically loaded based on the scene)
The lore corpus does not contain the actual characters used. It just contains example characters which flavor and style the output to be entertaining. and that is what the writer's job is, to generate this background.
**INPUT**
The current lore AI graph
**Comment**
When a user specifies an object to comment on, the party comments on it with formatted dialog, which includes emotes and actions to perform in the JSON
Single character and multi character quip versions
**General Banter**
Happens after a timeout of inaction from the player
Has no impact or choice, it's just flavor
Single character and multi character quip versions
**Taunts**
Used during battle and must be fast and entertaining but does not have a target, it should only be contextual commentary like a joke
Single character and multi character quip versions
**Reactions**
Reactions to events that happened, which have both the type of action and the target of the action
For example: someone died, or picked up a drop or rare sword
Single character and multi character quip versions
**Loading**
Used during the load and scene changing sequences
Take as the main context the location and the description, and must be fast and to the point, but striking imagery
**Lore Fragment**
Much longer than the others, at least a page worth, the target of which is the object, more like a page of a book you are reading and inspecting, not a quick comment
**Conversations**
Much longer and multi-phased, including option points with up to 3 choices for the main character to select.
The party is involved and can chime in but do not have options.
The counterparty to the conversation is specified as the main argument. There is a random selection as to who says the first thing but other than that the dialogue should flow naturally, with strong inspiration from RPG game pace
**Quests**
Quests have a fairly narrow selection of triggers and rewards, but must have appropriate lore descriptions and parsed triggers/outcomes
**Hero Scenes**
Basically a realtime cutscene (still playable) that is longer than just an RPG dialogue and is intended as a lore delivery mechanism with less choice but much more exposition
those are the main one
**Content Sampler**
the sampler can be largely driven by ai synthesis. But the real meat of it is the sampler instances which you need hundreds or thousands of, (which is in the right hand side)
Then you go through all categories of lore output and create the samples by selecting the atoms they contain (it is part of the labeling) and either generating the output or manually writing it