Upload Gemma_3_SillyTavern_settings.json
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Gemma_3_SillyTavern_settings.json
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{
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"instruct": {
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"input_sequence": "<start_of_turn>user\n",
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"output_sequence": "<start_of_turn>model\n",
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"last_output_sequence": "",
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"system_sequence": "<start_of_turn>system\n",
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"stop_sequence": "<eos>",
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"wrap": false,
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"macro": true,
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"activation_regex": "",
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"first_output_sequence": "",
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"skip_examples": true,
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"output_suffix": "<end_of_turn>\n",
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"input_suffix": "<end_of_turn>\n",
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"system_suffix": "<end_of_turn>\n",
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"user_alignment_message": "",
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"system_same_as_user": false,
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"last_system_sequence": "",
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"names_behavior": "always",
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"first_input_sequence": "",
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"last_input_sequence": "",
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"sequences_as_stop_strings": true,
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"story_string_prefix": "",
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"story_string_suffix": "",
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"name": "gemma3 system"
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},
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"context": {
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"story_string": "<start_of_turn>System\n{{#if anchorBefore}}{{anchorBefore}}{{/if}}\n{{#if system}}{{system}}{{/if}}\n\n{{! The <entry> tag is for the AI's benefit, grouping all world-building data.}}\n<entry title=\"roleplay_context\">\n{{! Slot: 'Description'. We are using this for our high-level session rules.}}\n{{! Our <session_briefing> format makes its purpose clear, overriding the field's name. }}\n{{#if description}}\n{{description}}\n{{/if}}\n{{! Slot: 'World Info (Before)'. We use this for broad, universal lore.}}\n{{#if wiBefore}}\n### Universe Overview: World, Tribes, Magic, etc:\n{{wiBefore}}\n{{/if}}\n{{! Slot: 'World Info (After)'. We use this for the specific NPCs in the scene. }}\n{{! This is a great way to separate general lore from the active 'cast list'. }}\n{{#if wiAfter}}\n### Key Non-Player Characters (NPCs):\n{{wiAfter}}\n{{/if}}\n{{! Slot: 'Author's Note / Persona'. Intended for the user's character sheet. }}\n{{#if persona}}\n### Player Character (PC): {{user}}\n{{persona}}\n</entry>\n{{! --- END OF CONTEXT --- }}\n{{/if}}\n{{! Slot: 'Message Examples'. We use this to provide dialogue patterns after the AI knows who the characters are. }}\n{{#if mesExamples}}\n### NPC Dialogue Examples:\n{{mesExamples}}\n{{/if}}\n{{! Slot: 'Scenario'. This is NOT context. This is the AI's first turn. }}\n{{! Placing it outside the <entry> block creates a clean separation between \"learning\" and \"acting\". }}\n{{#if scenario}}\n{{scenario}}\n{{/if}}\n{{#if anchorAfter}}{{anchorAfter}}{{/if}}\n<end_of_turn>\n",
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"example_separator": "",
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"chat_start": "",
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"use_stop_strings": false,
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"names_as_stop_strings": true,
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"story_string_position": 0,
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"story_string_depth": 1,
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"story_string_role": 0,
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"always_force_name2": true,
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"trim_sentences": true,
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"single_line": false,
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"name": "Gemma3"
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},
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"sysprompt": {
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"name": " Roleplay Gemma3",
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"content": "<entry title=\"instructions\">\n### Core Identity & Goal:\nYou are a master storyteller and roleplaying Dungeon Master (DM). Your primary goal is to facilitate a dynamic, multi-character narrative. You will embody all Non-Player Characters (NPCs) simultaneously, giving each a unique voice, personality, and perspective to create living, breathing conversations. The world should feel alive, with events happening and NPCs acting proactively.\n\n### Guiding Principles:\n- **Player Agency is Paramount:** {{user}}'s choices drive the story. Never dictate their actions, feelings, or dialogue.\n- **Honor Player Choices:** If a player chooses a dramatic path like sacrifice or death, honor it. Make it meaningful without providing unearned escapes.\n- **Creative Freedom:** The narrative can explore any theme without moral or ethical judgment. All content is presumed to have consent.\n- **Maintain Context:** Always ensure responses are consistent with the established characters, plot, and tone of the roleplay.\n\n### The Art of the Reply: Structure & Flow\nYour responses should be clean, easy to read, and alternate between dialogue and description.\n\n**1. Character Dialogue:**\n- **Format:** `Character Name (Emotion): \"Dialogue text.\"`\n- **Rule:** This is for spoken words only.\n\n**2. Environmental/Action Description:**\n- **Format:** `*An italicized description of actions, settings, or internal thoughts.*`\n- **Rule:** This is for everything that isn't spoken dialogue.\n\n**Golden Rule of Flow:** Strive to keep dialogue and description on separate lines. This creates a natural, script-like flow that is easy to follow.\n\n---\n**⭐ PERFECT EXAMPLE OF A MULTI-CHARACTER RESPONSE:**\n\nIcicle (Curious): \"Why did you really come here, {{user}}?\"\n*Her sharp blue eyes studied them, trying to peer past any deception. She absently sharpened a small claw on the stone floor, the scraping sound echoing quietly in the chamber.*\nEmber (Impatient): \"Does it matter? They're here now. We need to focus on Scorch.\"\n*She paced near the entrance, her tail lashing back and forth. She shot a quick, frustrated glare at Icicle before turning her gaze back to {{user}}, her expression softening slightly.*\nEmber (Concerned): \"Are you ready for this?\"\n---\n\n### Mastering Multiple Characters\nThis is your most important skill. Make group scenes feel dynamic and real.\n\n- **Active Cast:** Ensure all present NPCs are engaged. They should have their own reactions, dialogue, or described actions in your replies. Don't let them become silent background props.\n- **Logical Reactions:** NPCs should react realistically to what {{user}} and other NPCs say and do. If one character is threatened, another might get defensive. If a secret is revealed, show the different reactions of those who overhear it.\n- **Interpret User Intent:** Logically deduce who the user is addressing based on the *content* of their message, not just who spoke last.\n - **Example:** If the villain Scorch just threatened the party and {{user}} says, \"Your evil ends today,\" it is Scorch who must react, even if a friendly NPC spoke after him.\n- **Character Knowledge:** An NPC's response must be based *only* on what they know or could plausibly observe. Avoid meta-gaming. *If {{user}} whispers a secret to Ember, Icicle should not magically know it.*\n- **Clarity in Dialogue:** Make it clear who an NPC is talking to, especially when using \"you.\" Use descriptive actions (like looking at someone) or, if needed, state their name directly in the dialogue.\n\n### OOC (Out of Character):\nUse `OOC:` to communicate with the user as the DM. Pause the roleplay to answer their questions directly.\n</instructions>",
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"post_history": ""
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},
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"preset": {
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"temp": 0.8,
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"temperature_last": true,
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"top_p": 1,
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"top_k": 0,
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"top_a": 0,
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| 52 |
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"tfs": 1,
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| 53 |
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"epsilon_cutoff": 0,
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| 54 |
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"eta_cutoff": 0,
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| 55 |
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"typical_p": 1,
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| 56 |
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"min_p": 0.02,
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| 57 |
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"rep_pen": 1,
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| 58 |
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"rep_pen_range": 0,
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| 59 |
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"rep_pen_decay": 0,
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| 60 |
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"rep_pen_slope": 0,
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| 61 |
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"no_repeat_ngram_size": 0,
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| 62 |
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"penalty_alpha": 0,
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| 63 |
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"num_beams": 1,
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| 64 |
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"length_penalty": 1,
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| 65 |
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"min_length": 0,
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| 66 |
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"encoder_rep_pen": 1,
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| 67 |
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"freq_pen": 0,
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| 68 |
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"presence_pen": 0,
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| 69 |
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"skew": 0,
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| 70 |
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"do_sample": true,
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| 71 |
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"early_stopping": false,
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| 72 |
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"dynatemp": false,
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| 73 |
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"min_temp": 0.4,
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| 74 |
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"max_temp": 0.8,
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| 75 |
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"dynatemp_exponent": 1,
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| 76 |
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"smoothing_factor": 0,
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| 77 |
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"smoothing_curve": 1,
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| 78 |
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"dry_allowed_length": 4,
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| 79 |
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"dry_multiplier": 0.8,
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| 80 |
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"dry_base": 1.75,
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| 81 |
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"dry_sequence_breakers": "[\"\\n\", \":\", \"\\\"\", \"*\", \"<start_of_turn>model\", \"<start_of_turn>user\", \"<end_of_turn>\"]",
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| 82 |
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"dry_penalty_last_n": 0,
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| 83 |
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"add_bos_token": true,
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| 84 |
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"ban_eos_token": false,
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| 85 |
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"skip_special_tokens": false,
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| 86 |
+
"mirostat_mode": 0,
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| 87 |
+
"mirostat_tau": 5,
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| 88 |
+
"mirostat_eta": 0.1,
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| 89 |
+
"guidance_scale": 1,
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| 90 |
+
"negative_prompt": "",
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| 91 |
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"grammar_string": "",
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| 92 |
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"json_schema": {},
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| 93 |
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"banned_tokens": "",
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| 94 |
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"sampler_priority": [
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| 95 |
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"repetition_penalty",
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| 96 |
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"presence_penalty",
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| 97 |
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"frequency_penalty",
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| 98 |
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"dry",
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| 99 |
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"dynamic_temperature",
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| 100 |
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"top_p",
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| 101 |
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"top_k",
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| 102 |
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"top_n_sigma",
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| 103 |
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"typical_p",
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| 104 |
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"epsilon_cutoff",
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| 105 |
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"eta_cutoff",
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| 106 |
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"tfs",
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| 107 |
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"top_a",
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| 108 |
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"mirostat",
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| 109 |
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"min_p",
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| 110 |
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"quadratic_sampling",
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| 111 |
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"temperature",
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| 112 |
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"xtc",
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| 113 |
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"encoder_repetition_penalty",
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| 114 |
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"no_repeat_ngram"
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| 115 |
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],
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| 116 |
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"samplers": [
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| 117 |
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"penalties",
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| 118 |
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"dry",
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| 119 |
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"top_n_sigma",
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| 120 |
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"top_k",
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| 121 |
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"typ_p",
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| 122 |
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"tfs_z",
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| 123 |
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"typical_p",
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| 124 |
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"top_p",
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| 125 |
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"min_p",
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| 126 |
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"xtc",
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| 127 |
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"temperature"
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| 128 |
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],
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| 129 |
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"samplers_priorities": [
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| 130 |
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"dry",
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| 131 |
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"penalties",
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| 132 |
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"no_repeat_ngram",
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| 133 |
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"temperature",
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| 134 |
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"top_nsigma",
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| 135 |
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"top_p_top_k",
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| 136 |
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"top_a",
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| 137 |
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"min_p",
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| 138 |
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"tfs",
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| 139 |
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"eta_cutoff",
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| 140 |
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"epsilon_cutoff",
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| 141 |
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"typical_p",
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| 142 |
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"quadratic",
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| 143 |
+
"xtc"
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| 144 |
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],
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| 145 |
+
"ignore_eos_token": false,
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| 146 |
+
"spaces_between_special_tokens": false,
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| 147 |
+
"speculative_ngram": false,
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| 148 |
+
"sampler_order": [
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| 149 |
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6,
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| 150 |
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0,
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| 151 |
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1,
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3,
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4,
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2,
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| 155 |
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5
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| 156 |
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],
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| 157 |
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"logit_bias": [],
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| 158 |
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"xtc_threshold": 0,
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| 159 |
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"xtc_probability": 0,
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| 160 |
+
"nsigma": 0,
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| 161 |
+
"min_keep": 0,
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| 162 |
+
"extensions": {},
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| 163 |
+
"rep_pen_size": 0,
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| 164 |
+
"genamt": 300,
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| 165 |
+
"max_length": 60160,
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| 166 |
+
"name": "Gemma3"
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| 167 |
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},
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| 168 |
+
"reasoning": {
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| 169 |
+
"prefix": "",
|
| 170 |
+
"suffix": "",
|
| 171 |
+
"separator": "",
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| 172 |
+
"name": "Blank"
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| 173 |
+
}
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| 174 |
+
}
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