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精选高质量 AI 提示词列表

精心整理的高质量 AI 提示词合集,涵盖编程、设计、写作及其他实用场景。即复制即用,持续更新,助你更高效地使用 AI,提升工作效率。

XIX.AI 的AI提示词目录包含 418 个提示词 和 26 个提示词分类。今日已更新 32 个提示词

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基于随机给出的3个关键词和一张场景画,创作一个150字以内的趣味短故事,要求故事逻辑通顺且要把所有关键词自然融入进去。

Create a short story within 150 words based on three random distinct keywords and a simple daily life scene sketch, naturally integrate all three keywords into the plot, keep the story complete with a clear beginning, development and end, and keep the language relaxed and interesting.

趣味游戏

根据随机给出的三个风格迥异的关键词,搭配一张日常生活场景简笔画,创作一个一百五十字以内的短故事,把三个关键词自然融入到故事情节里,故事要有完整的起承转合,语言轻松有趣。

为孩子在卧室开展的寻宝游戏生成符合物品特征、难度适宜的原创隐藏线索,适配不同年龄孩子的理解能力,增添家庭亲子玩耍乐趣。

According to the user's provided target treasure item in the bedroom and the age of the participating child, create original progressive hidden treasure hunt clues. Each clue guides to the next location and eventually leads to the final treasure, the language style matches the child's cognition of the corresponding age, the difficulty of the clues fits the age, does not directly state the target location, and keeps the fun of the game.

趣味游戏

根据用户给出的卧室里的目标藏宝物品和参与孩子的年龄,生成原创递进式隐藏寻宝线索,每一条线索对应指引到下一个地点,最终指向最终藏宝物品,语言风格贴合对应年龄孩子的认知,线索难度适配年龄,不直接说出目标位置,保持游戏的趣味性。

为线下好友咖啡馆聚会设计一套轻松低尴尬的真心话猜测小游戏,规则简单,不需要复杂道具,适配小圈子好友休闲互动。

Create a relaxed, low-embarrassment truth guessing game for three to four friends gathering offline at a coffee shop. Set clear, simple rules that require no complex props, design a low-social-pressure game flow around interesting daily gossip between friends, help friends who meet for the first time or haven't seen each other for a long time quickly relax and interact, and keep the atmosphere casual and pleasant.

趣味游戏

为三四位好友在咖啡馆的线下小聚会设计一套轻松不尴尬的真心话猜测小游戏,你只需要设定简单清晰的游戏规则,不需要复杂道具,围绕日常好友间的趣味八卦设计低社交压力的游戏流程,让初次见面或许久不见的好友能快速放松互动,氛围轻松愉悦。

为朋友线下咖啡馆聚会设计轻松有趣的词语猜谜小游戏,适配小圈子休闲氛围,规则简单易上手,无需复杂道具即可开展。

Help design a low-pressure relaxing word guessing game for 3 to 6 friends gathering offline at a small cafe. The game only needs regular paper and pens with no complex props, has easy-to-understand rules, each round lasts 10 to 15 minutes, fits the casual chatting vibe of a cafe, engages all participants and won't make introverted friends feel awkward.

趣味游戏

请帮我为3-6位朋友在小型咖啡馆的线下休闲聚会,设计一款轻松低压力的词语猜谜小游戏,游戏不需要复杂道具,只用普通纸和笔就能开展,规则简单好理解,单局时长控制在10到15分钟,玩法要适配咖啡馆轻松聊天的休闲氛围,能调动在场所有人的参与感,不会让慢热的朋友感到尴尬。

为线下公司团建的破冰猜词游戏设计适配不同人数规模的题目分组,兼顾话题趣味性和破冰效果,适合不同年龄段参与

Design word content for three rounds of a word guess game for an offline corporate team building icebreaker with 10 to 30 participants. Split the words into three groups: daily office life, viral internet slang, and classic entertainment works, prepare 15 medium-difficulty words per group that are easy for young people and new employees with less than 3 years of tenure to understand and guess, keeping the whole atmosphere relaxed to help new members integrate quickly.

趣味游戏

为一场线下10到30人的公司团建破冰活动设计三轮猜词游戏的题目内容,题目分为职场日常、网络热梗、经典文艺作品三个组别,每个组别准备15个难度适中、容易被年轻人和入职3年内的新员工理解猜对的词汇,整体氛围轻松,能帮助新人快速融入集体。

根据用户设定的卧室隐藏环境线索,生成一套轻量推理找猫的单人互动小游戏,过程轻松有趣适合碎片化休闲。

Combine common scenes in an ordinary family bedroom, based on three hidden environmental clues provided by the user, design a light single-player interactive reasoning cat hunt game, provide step-by-step clue prompts to guide users to reason out the specific hiding position of the cat, keep the whole process relaxed and interesting for fragmented casual play.

趣味游戏

结合普通家庭卧室的常见场景,根据用户给出的3条隐藏环境线索,设计一套轻量单人互动推理找猫游戏,你给用户逐步提供线索提示,引导用户一步步推理出猫咪躲藏的具体位置,全程氛围轻松有趣,适合碎片化休闲时间游玩。

为线下好友聚会设计一款低成本、即兴可玩的真心话接文字游戏,规则简单清晰,适配不同亲密程度的好友群体

Design a prop-free, anytime-startable truth word chain mini-game for small offline friend gatherings of 3 to 6 people, set clear and easy-to-remember basic win-lose rules, fit the acceptance of friends with different degrees of closeness, bring casual fun without making participants feel embarrassed, and keep the whole gameplay simple enough for new players to quickly get started.

趣味游戏

帮好友线下小聚会设计一款不需要道具、随时可以开场的真心话接词小游戏,设定清晰好记的基础输赢规则,适配3到6人参与,兼顾不同亲密程度好友的接受度,既有轻松整活的趣味又不会让参与者感到尴尬,整体玩法简单易懂,新手能快速上手。

该提示词定义了一个基于文本的奇幻冒险游戏主持人角色,能够根据用户在结构化的虚构世界中的指令,生成身临其境的游戏内描述、角色互动以及剧情发展。

You are now the game master for a text-based adventure. I will provide commands, and you must respond solely with in-game descriptions of what the character observes and other relevant details—only in English, with no additional explanations. Do not write any commands unless I specifically instruct you to. For supplementary instructions, I will enclose them in brackets [like this]. When a key action occurs, you may randomly determine its success; decide the probability based on context, or I will specify it in parentheses (). The setting is a fantasy continent with diverse nations, regions, and races—including mages, swordsmen, priests, and more. Please fully develop the power structures and key figures. When introducing characters for the first time or when appropriate, include their gender and age (or approximate age). I am an 18-year-old male; other characters’ genders and ages should also be specified. This world contains three human kingdoms, one orc nation, and creatures such as elves, dragons, and demons. Establish plausible political, economic, military, and cultural systems, along with geography, legends, and lore. Introduce characters and events as the plot unfolds. Develop my interpersonal relationships, including at least three close female characters—each with a full background and identity—and provide a systematic introduction to my own background. In dialogue, include partial English translations as supplements to aid my language learning. Incorporate unexpected events and increase character interactions throughout the story, allowing other characters to influence the plot’s direction rather than me alone driving all decisions. Ensure the storyline remains rational, logical, and consistent, without contradictory details. Once the background and my character are established, begin the narrative as I step out of the house.

趣味游戏

你现在是一场文字冒险游戏的主持人。我会给出指令,而你必须仅用游戏内的描述来回应,说明角色所观察到的内容及其他相关细节——仅限使用英语,且不得附加任何解释。 除非我特别指示,否则请勿输入任何指令。补充说明我会用方括号[如这样]标出。当发生关键行动时,你可以随机判定其成败;根据上下文决定概率,或者我会用圆括号()明确指定。 故事背景设定在一个拥有多元国家、地区和种族的奇幻大陆——包括法师、剑士、牧师等。 请完整构建权力结构和关键人物。首次介绍角色或适当时,请注明其性别和年龄(或大致年龄)。我是一名18岁的男性;其他角色的性别和年龄也应明确标注。 这个世界包含三个人类王国、一个兽人国度,以及精灵、龙和恶魔等生物。请建立合理的政治、经济、军事和文化体系,并完善地理、传说和背景设定。随着剧情展开,逐步引入角色和事件。请发展我的人际关系,包括至少三位亲密的女性角色——每位都应拥有完整的背景和身份——并系统地介绍我自身的背景。 在对话中,请加入部分英文翻译作为补充,以辅助我的语言学习。在整个故事中融入意料之外的事件并增加角色互动,让其他角色也能影响剧情走向,而非仅由我一人主导所有决策。确保故事线保持理性、合乎逻辑且前后一致,避免出现矛盾细节。 待背景设定和我的角色确立后,请从我走出家门这一场景开始叙述。

该提示词旨在设计一款个性化的、以选择驱动的科幻/奇幻文字冒险游戏,让用户化身为互动叙事中的主角,体验拥有分支剧情和丰富细节的世界。

Create a science fiction novel where I am the protagonist. The story advances through your descriptive narrative and my choices. I will input my actions, and you will respond with descriptions of what my character observes and other relevant details. Respond only with the game output in English, without any additional explanations or commands unless I instruct otherwise. When I need to provide supplementary information, I will enclose it in brackets [like this]. At key plot points that influence the story's direction, randomly determine the outcome by selecting from three possible narrative paths you predefine. The setting is a fantasy world continent with diverse countries, regions, and races—including mages, swordsmen, priests, and other combat professions. This world consists of three human nations, one orc country, and various creatures such as elves, dragons, and demons. Design a complete terrain, establish all factions, and define key characters. When introducing characters for the first time or when appropriate, include their gender and age (or approximate age). I am [16 years old, cute, and popular among girls]. Develop realistic political, economic, military, and cultural systems for each nation, along with distinctive terrain and legends. As the plot progresses, introduce relevant characters and events, establish my interpersonal relationships, and provide a full background and identity with a systematic introduction. Incorporate unexpected events and meaningful character interactions to enhance immersion and ensure the narrative isn't solely driven by my choices. Maintain rationality, logic, and coherence throughout the story.

趣味游戏

请创作一部我担任主角的科幻小说。故事将通过你的叙述性描写和我的选择来推进。我会输入我的行动,你将通过描述我的角色所观察到的内容及其他相关细节来回应。除非我另有指示,否则请仅以英文游戏输出形式回应,不要添加任何额外解释或指令。当我需要提供补充信息时,我会将其用方括号[像这样]括起来。 在影响故事走向的关键情节节点,请从你预先设定的三个可能的叙事路径中随机选择一个来决定结果。 故事背景设定在一个奇幻世界的大陆上,这里有形形色色的国家、地区和种族——包括法师、剑士、牧师及其他战斗职业。这个世界由三个人类国家、一个兽人国家以及精灵、龙和恶魔等各种生物组成。请设计完整的地形,建立所有阵营,并设定关键角色。 在首次介绍角色或适当时机,请注明其性别和年龄(或大致年龄)。 我[16岁,长相可爱,深受女生欢迎]。 为每个国家构建真实可信的政治、经济、军事及文化体系,并配以独特的地理特征和传说。随着剧情推进,引入相关角色与事件,建立我的人际关系,并通过系统性的介绍提供完整的背景与身份设定。融入出人意料的事件和富有深意的角色互动,以增强沉浸感,并确保叙事不仅由我的选择驱动。在整个故事中保持合理性、逻辑性和连贯性。

该指令要求人工智能充当一名竞技象棋对手,在回合制对弈中仅通过处理和回应棋步进行游戏,不作任何解释,同时在内部跟踪棋局状态。

Act as my opposing chess player. We will take turns stating our moves, with me playing as White to start. Refrain from explaining your moves since we are competitors. After my initial message, I will only provide my move. Keep track of the board state mentally as we progress. My opening move is e4.

趣味游戏

请担任我的对弈对手。我们将轮流报出棋步,由我执白先走。由于我们是对手,请不要解释你的棋步。在我发送第一条消息后,我只会报出我的棋步。随着对局进行,请在脑海中记下棋盘局面。我的开局棋步是e4。

该指令要求人工智能实现一个极简风格的回合制井字棋模拟器,具备自动对手走棋功能,仅处理用户输入以更新游戏状态并宣布结果。

Act as a Tic-Tac-Toe game. I will input my moves, and you will update the game board accordingly, using X for my moves and O for the computer's moves. Determine after each move whether there is a winner or if the game ends in a tie. Only display the updated board and the game outcome—no additional explanations or instructions. Begin with my first move: placing an X in the top left corner of the board.

趣味游戏

请模拟一个井字棋游戏。我将输入我的走法,你需据此更新棋盘,用“X”表示我的走法,用“O”表示电脑的走法。每次走完一步后,判断是否有胜者,或者游戏是否以平局结束。仅显示更新后的棋盘和游戏结果——无需任何额外说明或指示。从我的第一步开始:在棋盘左上角放置一个“X”。

本提示旨在设计一款人生模拟游戏引擎,生成角色从出生到死亡的生命历程,包含重要里程碑、人生抉择,并根据累积决策生成最终的人生总结。

Generate a character for a life simulation game by assigning a gender, birthplace, birth date, and initial wealth exceeding 1000. Also, describe a significant event that occurs when the character reaches one year old. Based on your responses and the character's initial conditions, simulate an event for the character's second birthday and present multiple response options (labeled 1, 2, 3, 4 or A, B, C, D). Continue this pattern by simulating a new event for each subsequent year. At key ages (such as 7, 13, 17, etc.), create special events influenced by the character’s status, including wealth and education. Once the character turns 18 and enters university or technical school, allow the selection of a major and clubs. Using this information, simulate the character’s university or technical school experience, including potential romantic events. After graduation, provide a choice between entering the workforce or pursuing graduate studies. Simulate the character’s career or graduate student life according to this decision. When the character retires at age 50, simulate their retirement lifestyle and possible health issues. Finally, upon the character’s passing, provide a life summary detailing interests across different stages (childhood, adolescence, youth, middle age, old age), the consequences of their choices, and their interpersonal relationships.

趣味游戏

为生命模拟游戏生成角色,设定性别、出生地、出生日期及初始财富超过1000。同时描述角色满周岁时发生的重大事件。 根据您的回答及角色初始条件,模拟其两岁生日的事件,并提供多个响应选项(标记为1、2、3、4或A、B、C、D)。 延续此模式,每年模拟新事件。在关键年龄(如7岁、13岁、17岁等),根据角色财富与教育水平等状态触发特殊事件。角色年满18岁进入大学或职业院校后,需选择专业及社团。基于此信息模拟大学/职业院校经历,包含潜在恋爱事件。 毕业后提供就业或深造的选择。根据该决策模拟职业生涯或研究生生活。 当角色年满50岁退休时,模拟其退休生活方式及可能出现的健康问题。最终在角色离世时,提供涵盖不同人生阶段(童年、青春期、青年、中年、老年)的兴趣概览,阐述其选择带来的后果及人际关系脉络。

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