Add customizable RPG attributes and fix character stats editing
Features: - Made RPG attributes (STR/DEX/CON/INT/WIS/CHA) fully customizable - Added enable/disable toggle for entire RPG Attributes section - Users can add/remove/rename/toggle individual attributes - Custom attribute names now appear in AI prompts for dice rolls - Added proper CSS styling for attribute editor fields Bug Fixes: - Fixed character stat editing showing 0% on blur but saving correctly - Character stats now create Stats line if missing from AI response - Separated stat name from editable percentage value - Added value sanitization (removes %, validates 0-100 range) - Stats line now inserts before Thoughts line when created Technical: - Added buildAttributesString() helper in promptBuilder.js - Updated generateTrackerInstructions and generateContextualSummary - Restructured character stat HTML to prevent nested contenteditable - Enhanced updateCharacterField to handle missing Stats lines - Removed legacy default preset/regex import code
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@@ -56,6 +56,41 @@ export function buildInventorySummary(inventory) {
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return 'None';
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}
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/**
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* Builds a dynamic attributes string based on configured RPG attributes.
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* Uses custom attribute names and values from classicStats.
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*
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* @returns {string} Formatted attributes string (e.g., "STR 10, DEX 12, INT 15, LVL 5")
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*/
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function buildAttributesString() {
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const trackerConfig = extensionSettings.trackerConfig;
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const classicStats = extensionSettings.classicStats;
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const userStatsConfig = trackerConfig?.userStats;
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// Get enabled attributes from config
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const rpgAttributes = userStatsConfig?.rpgAttributes || [
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{ id: 'str', name: 'STR', enabled: true },
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{ id: 'dex', name: 'DEX', enabled: true },
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{ id: 'con', name: 'CON', enabled: true },
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{ id: 'int', name: 'INT', enabled: true },
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{ id: 'wis', name: 'WIS', enabled: true },
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{ id: 'cha', name: 'CHA', enabled: true }
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];
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const enabledAttributes = rpgAttributes.filter(attr => attr && attr.enabled && attr.name && attr.id);
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// Build attributes string dynamically
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const attributeParts = enabledAttributes.map(attr => {
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const value = classicStats[attr.id] !== undefined ? classicStats[attr.id] : 10;
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return `${attr.name} ${value}`;
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});
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// Add level at the end
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attributeParts.push(`LVL ${extensionSettings.level}`);
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return attributeParts.join(', ');
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}
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/**
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* Generates an example block showing current tracker states in markdown code blocks.
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* Uses COMMITTED data (not displayed data) for generation context.
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@@ -250,7 +285,8 @@ export function generateTrackerInstructions(includeHtmlPrompt = true, includeCon
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// Include attributes and dice roll only if there was a dice roll
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if (extensionSettings.lastDiceRoll) {
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const roll = extensionSettings.lastDiceRoll;
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instructions += `${userName}'s attributes: STR ${classicStats.str}, DEX ${classicStats.dex}, CON ${classicStats.con}, INT ${classicStats.int}, WIS ${classicStats.wis}, CHA ${classicStats.cha}, LVL ${extensionSettings.level}\n`;
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const attributesString = buildAttributesString();
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instructions += `${userName}'s attributes: ${attributesString}\n`;
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instructions += `${userName} rolled ${roll.total} on the last ${roll.formula} roll. Based on their attributes, decide whether they succeeded or failed the action they attempted.\n\n`;
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}
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}
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@@ -327,9 +363,9 @@ export function generateContextualSummary() {
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// Include attributes and dice roll only if there was a dice roll
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if (extensionSettings.lastDiceRoll) {
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const classicStats = extensionSettings.classicStats;
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const roll = extensionSettings.lastDiceRoll;
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summary += `${userName}'s attributes: STR ${classicStats.str}, DEX ${classicStats.dex}, CON ${classicStats.con}, INT ${classicStats.int}, WIS ${classicStats.wis}, CHA ${classicStats.cha}, LVL ${extensionSettings.level}\n`;
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const attributesString = buildAttributesString();
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summary += `${userName}'s attributes: ${attributesString}\n`;
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summary += `${userName} rolled ${roll.total} on the last ${roll.formula} roll. Based on their attributes, decide whether they succeeded or failed the action they attempted.\n\n`;
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}
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