Glossary
Yumina creator terms, sorted alphabetically.
AI — a model call that does a job in your card. Every card has one, the Narrator. Extra AIs come in four types: turn-based, UI-based, event-based and custom. Added with Add → An AI call on the canvas. See AIs.
Audio Directive — a special directive the AI embeds in replies using [audio: trackId action] syntax to control audio playback. Supports play, stop, crossfade, volume, and chain operations.
Behavior — an automation with three parts: When it fires, ONLY IF and Effects. The engine runs it without the AI. Added with + Behavior in the canvas Add row; Panels → Behaviors lists them all on one page. See Behaviors.
Bundle — a package of selected card content (entries, variables, behaviors, audio tracks, and optionally the interface code) saved to your bundle library with ⋮ → Export Bundle. Others can install it into their own cards from Panels → Marketplace or from a downloaded file.
Conditional BGM — a mechanism for automatically switching background music based on variable state, keywords, or turn count. E.g., auto-switching to battle music when entering a combat zone. Set under BGM Configuration in Panels → Audio.
Context — the block at the bottom of the card and of every scenario that lists what the AI there reads each turn, with settings for conversation history, a pinned note and the context budget.
Cooldown — the number of turns a behavior must wait after firing before it can fire again. Prevents the same behavior from triggering too frequently.
Custom Component (legacy concept) — the pre-v18 model stored independent UI panels in customUI[]; surface: "app" took over the full screen, surface: "message" replaced message bubbles. New worlds use the Root Component instead — sidebars, full-screen UIs, and custom bubbles all live in index.tsx and its sibling files.
Depth Injection — a technique for inserting entry content at a specific position within chat history. The Depth (messages from end) setting indicates how many messages from the end to insert at, making the AI more naturally "aware" of context information.
Directive — the AI's way of changing game state, using [variableName: operation value] syntax in replies. Automatically parsed and executed by the engine; players only see clean narrative text. Variables with Precise tracking on are changed by the tracking helper instead, and directives for them are ignored.
Effect — the third part of a behavior: what the engine does when it fires. Includes changing a variable, enabling or disabling a variable, scenario, lore entry or behavior, telling the AI something, playing or stopping audio, showing a notification, and unlocking a moment.
Entry — a content fragment in a world. Character profiles, scene descriptions, writing style instructions, example dialogue, world lore — all are entries. Each has a role tag telling the engine what kind of content it is. On the canvas, entries are the lore rows, sorted into four blocks by when they're sent to the AI.
Full-Screen Component (legacy concept) — in the pre-v18 model, a surface: "app" component that took over the entire screen. In the new model, you write a full-screen layout directly in the Root Component (index.tsx): skip <Chat /> and drop in <MessageInput /> wherever you want the text box to sit.
Language Variant — a different language version of the same card. Variants are linked in Panels → Languages & variants (also at the top of Card settings), and players see the version in their language.
Lorebook — all of a card's entries. Keyword-triggered entries only go to the AI when matching keywords appear in chat, which saves token budget. Panels → Lorebook lists every entry on one page. The Lorebook is the container; individual items inside it are called Entries.
Macro — a {{name}} placeholder in entry text, automatically replaced with real content (like a variable value or system info) before being sent to the AI. E.g. {{char}}, {{user}}, {{turnCount}}.
Message Renderer (legacy concept) — pre-v18 worlds used a customUI[] + surface: "message" component to replace the default bubble. New worlds do the same thing inside the Root Component via <Chat renderBubble={...} />. When you import an old bundle, the engine auto-migrates the messageRenderer field into the root component; the editor shows a Legacy badge.
Moment — a small card with a title, a line of text and a picture, given to the player by the Unlock a moment effect. Moments collected into a list variable don't pop up twice.
Player interface — the screen players see while they play. Built from templates and parts in the Player interface editor, or written by hand as interface code in Panels → Front End Code. See Player interface.
Playlist — a BGM playlist configuration that chains multiple background music tracks and controls whether to loop, shuffle, or play sequentially, plus autoplay behavior and gap between tracks.
Post-History — one of the four prompt sections, placed after all chat messages and before the AI starts generating. Shown as At the end in an entry's Inject into setting. Good for "last emphasis" instructions since the AI pays closest attention to what it just read.
Precise tracking — a per-variable switch. When it's on, the story AI stops changing the variable and a separate helper decides after each reply whether it should change, and by how much. New Number and Switch variables start with it on. See Variables.
Priority — a numeric weight on behaviors or conditional BGM. Higher numbers get evaluated and executed first when several trigger at the same time.
Recursive Triggering — after entry A is triggered, its content is scanned again as "new text" to check if it can trigger entry B — a chain activation. Depth is set with Cascading triggers (0–10) under Advanced in the Context settings.
Renderer — the mechanism of using TSX code to fully take over how messages or interfaces are displayed. In the current model this lives in the Root Component; see also <Chat />.
Reply processing — rules in Card settings that catch a tagged block in the AI's reply (like <status>…</status>), write its contents into variables, a story event or an interface channel, and can hide it from the player. See Reply processing.
Root Component — the entry point for a world's UI. A virtual filesystem of TSX files whose default export is MyWorld(). The default root is just return <Chat /> (standard chat behavior); you customize it by passing renderBubble to <Chat />, composing <Chat /> with sidebars and overlays, or building a fully custom layout from <MessageList /> and <MessageInput />. Lives in Panels → Front End Code, entry file is index.tsx.
<Chat /> — the platform-provided chat building block you drop into your Root Component. Handles the message list, input box, streaming, scrolling, editing, swipes, and checkpoints. Accepts renderBubble (customize a single bubble), className, and children (overlays on top of the chat). <ChatCanvas /> is the legacy alias — still works, but new code should use <Chat />.
Rule — the name the World Spec and older cards' data use for a behavior (the rules array). The engine runs both. See Behavior.
Scenario — a part of the card with its own lore, variables, behaviors, AIs and memory, which only applies at certain times (a dungeon, a chapter, a side story). Added with Add → A scenario. See Scenarios.
Secondary Keywords — a keyword list for additional filtering after a primary keyword matches. Supports four combination logics: AND_ANY, AND_ALL, NOT_ANY, NOT_ALL.
Session — an instance of a game conversation. Each session independently maintains its own chat history and game state.
SFX — a short one-shot sound effect like a door opening, explosion, or item pickup chime. Can be triggered by AI audio directives, smart tracking, or behaviors.
Smart tracking — a card-wide switch in Card settings, on by default. After each reply a small helper sets variables that have Precise tracking, plays tracks whose "When to play" cue fits, and places scene images whose condition holds.
Structured Output — a world setting (settings.structuredOutput) that forces the AI to reply in JSON format via response_format: { type: "json_object" }. For mechanic-heavy worlds that need strict output parsing. The editor has no switch for it.
System Preset — one of the four prompt sections, located at the very top. Shown as Always sent to the AI in an entry's Inject into setting. The AI sees this first. Best for core character descriptions, world lore, and writing style — content that needs to be in effect at all times.
Temperature — the core parameter controlling AI reply randomness. Range 0–2: lower values make output more stable and predictable; higher values make it more creative but potentially off-topic.
Trigger — the first part of a behavior (When it fires); determines when the engine checks whether to act. Examples: "every turn," "every N turns," "every N seconds," "when a keyword appears," "when a variable crosses a threshold," "when the player presses a button."
Turn — one complete exchange: the player sends a message and the AI generates a reply.
Variable — a named container storing game state data. Four types, shown on the canvas as Number, Text, Switch and List / table (number, string, boolean and json in the data). The core object that directives and behaviors read from and write to.
World — a complete, self-contained interactive experience in Yumina, also called a card. The top-level container that packages characters, story, behaviors, interface, audio, and everything else together.
