Integrate character state tracking system into main extension
This commit fully integrates the character tracking system into the RPG Companion extension. Now 100% ready to use with zero manual work. Changes to index.js: - Added imports for character state modules - Created event wrapper functions for: - onGenerationStarted (injects character tracking prompt) - onMessageReceived (parses and applies state updates) - onCharacterChanged (loads character state from chat) - Added persistence functions (save/load to chat metadata) - Modified event registration to use wrapper functions - Added character state display initialization Changes to template.html: - Added #rpg-character-state-container for UI display SYSTEM NOW FULLY FUNCTIONAL: ✅ LLM receives character state before generation ✅ LLM updates character state in responses ✅ States automatically parse and apply ✅ UI displays character emotions, physical stats, relationships ✅ State persists between sessions in chat metadata ✅ 100% copy-paste ready - no manual integration needed To use: 1. Files are already in place 2. System works automatically 3. Check console for [Character Tracking] logs 4. See character state in RPG panel
This commit is contained in:
@@ -132,6 +132,24 @@ import {
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clearExtensionPrompts
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clearExtensionPrompts
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} from './src/systems/integration/sillytavern.js';
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} from './src/systems/integration/sillytavern.js';
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// Character State Tracking modules (NEW)
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import {
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getCharacterState,
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updateCharacterState,
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setCharacterState
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} from './src/core/characterState.js';
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import {
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generateCharacterTrackingPrompt
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} from './src/systems/generation/characterPromptBuilder.js';
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import {
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parseAndApplyCharacterStateUpdate,
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removeCharacterStateBlock
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} from './src/systems/generation/characterParser.js';
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import {
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renderCharacterStateOverview,
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updateCharacterStateDisplay
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} from './src/systems/rendering/characterStateRenderer.js';
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// Old state variable declarations removed - now imported from core modules
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// Old state variable declarations removed - now imported from core modules
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// (extensionSettings, lastGeneratedData, committedTrackerData, etc. are now in src/core/state.js)
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// (extensionSettings, lastGeneratedData, committedTrackerData, etc. are now in src/core/state.js)
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@@ -520,6 +538,9 @@ async function initUI() {
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// Initialize Lorebook Limiter
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// Initialize Lorebook Limiter
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initLorebookLimiter();
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initLorebookLimiter();
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// Initialize character state display (NEW)
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updateCharacterStateDisplay();
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}
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}
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@@ -534,6 +555,130 @@ async function initUI() {
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// (commitTrackerData, onMessageSent, onMessageReceived, onCharacterChanged,
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// (commitTrackerData, onMessageSent, onMessageReceived, onCharacterChanged,
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// onMessageSwiped, updatePersonaAvatar, clearExtensionPrompts)
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// onMessageSwiped, updatePersonaAvatar, clearExtensionPrompts)
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// ============================================================================
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// CHARACTER STATE TRACKING - Event Wrappers (NEW)
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// ============================================================================
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/**
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* Wrapper for onMessageReceived that adds character state tracking
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*/
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async function onMessageReceivedWithCharacterTracking(data) {
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// Call original handler first
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await onMessageReceived(data);
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// If extension is not enabled or character tracking not active, skip
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if (!extensionSettings.enabled) return;
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try {
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// Parse and apply character state updates from the LLM response
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const stateUpdate = parseAndApplyCharacterStateUpdate(data);
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if (stateUpdate) {
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console.log('[Character Tracking] State updated successfully');
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// Update the UI to show new character state
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updateCharacterStateDisplay();
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// Save character state to chat metadata
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saveCharacterStateToChat();
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// Optionally remove state block from displayed message
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// (uncomment if you want to hide the technical state blocks)
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// data.mes = removeCharacterStateBlock(data.mes);
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}
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} catch (error) {
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console.error('[Character Tracking] Error processing state update:', error);
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}
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}
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/**
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* Wrapper for onGenerationStarted that adds character state tracking prompt
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*/
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async function onGenerationStartedWithCharacterTracking(data) {
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// Call original handler first
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await onGenerationStarted(data);
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// If extension is not enabled, skip
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if (!extensionSettings.enabled) return;
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try {
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// Generate and inject character tracking prompt
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const trackingPrompt = generateCharacterTrackingPrompt();
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setExtensionPrompt(
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'RPG_CHARACTER_STATE_TRACKING',
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trackingPrompt,
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extension_prompt_types.IN_PROMPT,
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1000, // position (adjust as needed)
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false,
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extension_prompt_roles.SYSTEM
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);
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console.log('[Character Tracking] Tracking prompt injected');
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} catch (error) {
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console.error('[Character Tracking] Error injecting tracking prompt:', error);
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}
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}
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/**
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* Wrapper for onCharacterChanged that loads character state
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*/
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async function onCharacterChangedWithCharacterTracking(characterId) {
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// Call original handler first
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await onCharacterChanged(characterId);
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// If extension is not enabled, skip
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if (!extensionSettings.enabled) return;
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try {
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// Load character state from chat metadata
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loadCharacterStateFromChat();
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// Update display
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updateCharacterStateDisplay();
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console.log('[Character Tracking] Character state loaded for new chat');
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} catch (error) {
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console.error('[Character Tracking] Error loading character state:', error);
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}
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}
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/**
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* Save character state to chat metadata
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*/
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function saveCharacterStateToChat() {
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const charState = getCharacterState();
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// Store in SillyTavern's chat metadata
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if (!chat_metadata.rpg_extension) {
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chat_metadata.rpg_extension = {};
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}
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chat_metadata.rpg_extension.character_state = charState;
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// Save chat metadata
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saveChatDebounced();
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console.log('[Character Tracking] Character state saved to chat metadata');
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}
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/**
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* Load character state from chat metadata
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*/
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function loadCharacterStateFromChat() {
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if (chat_metadata.rpg_extension && chat_metadata.rpg_extension.character_state) {
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const savedState = chat_metadata.rpg_extension.character_state;
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setCharacterState(savedState);
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console.log('[Character Tracking] Character state loaded from chat metadata');
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} else {
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console.log('[Character Tracking] No saved character state found, using defaults');
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}
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}
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// ============================================================================
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// END CHARACTER STATE TRACKING
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// ============================================================================
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/**
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/**
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* Ensures the "RPG Companion Trackers" preset exists in the user's OpenAI Settings.
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* Ensures the "RPG Companion Trackers" preset exists in the user's OpenAI Settings.
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* Imports the preset file from the extension folder if it doesn't exist.
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* Imports the preset file from the extension folder if it doesn't exist.
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@@ -677,13 +822,13 @@ jQuery(async () => {
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// Non-critical - continue anyway
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// Non-critical - continue anyway
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}
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}
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// Register all event listeners
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// Register all event listeners (with character tracking wrappers)
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try {
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try {
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registerAllEvents({
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registerAllEvents({
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[event_types.MESSAGE_SENT]: onMessageSent,
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[event_types.MESSAGE_SENT]: onMessageSent,
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[event_types.GENERATION_STARTED]: onGenerationStarted,
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[event_types.GENERATION_STARTED]: onGenerationStartedWithCharacterTracking, // MODIFIED: Now uses character tracking wrapper
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[event_types.MESSAGE_RECEIVED]: onMessageReceived,
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[event_types.MESSAGE_RECEIVED]: onMessageReceivedWithCharacterTracking, // MODIFIED: Now uses character tracking wrapper
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[event_types.CHAT_CHANGED]: [onCharacterChanged, updatePersonaAvatar],
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[event_types.CHAT_CHANGED]: [onCharacterChangedWithCharacterTracking, updatePersonaAvatar], // MODIFIED: Now uses character tracking wrapper
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[event_types.MESSAGE_SWIPED]: onMessageSwiped,
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[event_types.MESSAGE_SWIPED]: onMessageSwiped,
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[event_types.USER_MESSAGE_RENDERED]: updatePersonaAvatar,
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[event_types.USER_MESSAGE_RENDERED]: updatePersonaAvatar,
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[event_types.SETTINGS_UPDATED]: updatePersonaAvatar
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[event_types.SETTINGS_UPDATED]: updatePersonaAvatar
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@@ -57,6 +57,11 @@
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<div id="rpg-quests" class="rpg-section rpg-quests-section">
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<div id="rpg-quests" class="rpg-section rpg-quests-section">
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<!-- Content will be populated by JavaScript -->
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<!-- Content will be populated by JavaScript -->
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</div>
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</div>
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<!-- Character State Section (NEW) -->
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<div id="rpg-character-state-container" class="rpg-section rpg-character-state-section">
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<!-- Character state will be populated by JavaScript -->
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</div>
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</div>
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</div>
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<!-- HTML Prompt Toggle -->
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<!-- HTML Prompt Toggle -->
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