- Fixed updateSectionVisibility() to use explicit .show()/.hide() instead of .toggle() to ensure proper element visibility on page reload
- Added responsive CSS for plot buttons to adjust to small screens and mobile devices
- Wrapped button text in spans to enable icon-only mode on very small screens (≤400px)
- Reduced button margins and added flexbox layout with wrapping for better mobile UX
- Add pre-encounter narrative configuration modal with combat/summary style settings
- Change POV fields to text inputs (default: narrator) for custom character names
- Fix targeting system for enemies with spaces in names (e.g., 'Gilded Thrall 1')
- Display character-specific sprites/avatars in targeting modal instead of generic emojis
- Add combat difficulty scaling guidance to prevent trivial god defeats or endless wolf battles
- Integrate tracker updates in combat summary generation (together mode)
- Update auto-save logs description to clarify file storage vs chat history
- Apply extension theming to Close Combat Window button
- Create src/systems/integration/sillytavern.js with all event handlers
- Move commitTrackerData() (deferred from Epic 1)
- Move sendPlotProgression() to plotProgression.js
- Move updateGenerationModeUI() to layout.js
- Add registerAllEvents() and unregisterAllEvents() to events.js
- Centralize event registration in index.js initialization
This completes Epic 6: Integration Layer Extraction
~340 lines extracted from index.js
index.js reduced from ~783 lines to 423 lines
Extract plot progression button setup from index.js into dedicated
feature module at src/systems/features/plotProgression.js.
Due to ES6 module import path limitations in deeply nested modules,
the generation logic (sendPlotProgression) remains in index.js where
it can properly import from SillyTavern's script.js. The UI setup
function accepts the generation function as a callback parameter.
Creates plotProgression.js with 62 lines of UI setup code.
Index.js increases from 800 to 869 lines (+69 for generation logic).