- 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
- Fix checkpoint button display with expandMessageActions setting
- Add body class observer to update buttons when setting toggles
- Add cleanupCheckpointUI function for extension disable
- Separate Quests from Inventory with independent toggle
- Add horizontal scrolling to Info Box dashboard
- Add divider between Inventory and Quests sections
- Add temporal awareness and stat decay rules to prompt (0-5% per message)
- Add 'Always Include Attributes' toggle in tracker editor
- Fix skills section editing (was not saving customFields)
- Improve Present Characters parser to handle malformed formats (mid-line chars, extra blank lines)
- All changes work in both together/separate generation modes
- Skip UI initialization entirely when extension is disabled on page load
- Remove all UI elements (panel, buttons) from DOM when disabling extension
- Recreate full UI when re-enabling extension
- Hide mobile toggle button on desktop viewports (>1000px)
- Show/hide mobile toggle based on viewport size transitions
- Ensures clean state management for extension enable/disable
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
- Replace showRPGAttributes boolean with rpgAttributes array in trackerConfig
- Add RPG Attributes section in Edit Trackers with add/remove/rename/toggle
- Dynamically generate attribute display from config in userStats.js
- Add migration from old showRPGAttributes to new rpgAttributes array
- Initialize new attributes with default value of 10 in classicStats
- Default attributes: STR, DEX, CON, INT, WIS, CHA (all enabled)
- Fixed together mode: Render panels before cleaning DOM so trackers display properly
- Fixed temperature unit toggle: Changed from 'celsius'/'fahrenheit' to 'C'/'F' to match config
- Fixed temperature widget: Thermometer color thresholds now use Celsius internally for consistency
- Fixed relationship remove buttons: Removed duplicate class causing wrong fields to be deleted
- Added styling for relationship remove buttons to match custom field buttons
- Added mobile font sizes for Past Events widget for better readability
- Added parsing debug log to help troubleshoot together mode issues
Merged upstream/main (82b9564) which includes:
- Full tracker customization system
- Tracker editor UI component
- Custom stat names in AI prompts
- Multi-line tracker format updates
Conflict resolutions:
- src/core/persistence.js: Kept both dashboard v2 and trackerConfig migrations
- style.css: Accepted upstream responsive calendar styling with clamp()
Both migration systems are now active and will run in sequence.
Features:
- Complete tracker configuration UI with add/remove functionality
- User Stats: Custom stats, status fields, skills section
- Info Box: Configurable widgets (date, weather, temp, time, location, events)
- Present Characters: Custom fields, relationships, character stats, thoughts
- Character-specific stats with color interpolation
- New multi-line format for cleaner AI generation and parsing
- Auto-cleanup of placeholder brackets in AI responses
- Relationship badges with emoji mapping
- Advanced inventory v2 system with multi-location storage
- Responsive mobile support with horizontal scrolling
- Removed legacy format support for cleaner codebase
- Fixed context injection for together mode (no duplication)
- Updated README with new features and configuration guide
Apply the same mobile modal fixes to the dice roller that were applied
to the confirmation dialogs:
1. Move modal to document.body on first open
2. Use dynamic viewport height (dvh) for mobile browsers
Changes:
1. src/systems/ui/modals.js - DiceModal.open():
- Check if modal parent is not already document.body
- Move modal to document.body to escape any container constraints
- Ensures proper viewport-level positioning and z-index stacking
2. style.css - Add mobile media query for dice popup:
- Set height: 100dvh on .rpg-dice-popup for mobile
- Update --modal-max-height to 70dvh (from 70vh)
- Apply dynamic height to .rpg-dice-popup-content
- Accounts for mobile browser chrome (address bar, toolbars)
Result:
- Dice roller modal now properly centered on mobile viewport
- Handles dynamic mobile browser toolbars correctly
- Consistent behavior with confirmation dialogs
PROBLEM: 1x1 mobile widgets displayed poorly with excessive vertical spacing
ROOT CAUSE: Conflicting @media (max-width: 768px) set min-height: 2.75rem on all .rpg-editable
FIXES:
- Remove conflicting 768px media query min-height rule
- Add line-height: 1.2, min-height: 0, height: auto to .rpg-editable
- Use display: block for single-line fields instead of -webkit-box
- GridEngine detects mobile viewport (≤1000px) for 3.5rem rowHeight
- mobile.js skips old tab setup when Dashboard v2 exists
- Hide weather forecast label on mobile (shows icon text only)
- Fix weather text wrapping with white-space: nowrap
AFFECTED:
- style.css: Mobile contenteditable spacing, weather widget, widget scaling
- gridEngine.js: Mobile rowHeight detection (isMobileViewport)
- mobile.js: Skip mobile tabs when Dashboard v2 present
The mobile refresh button was always visible on mobile. It should only
appear when BOTH conditions are met:
- RPG panel is open
- Generation mode is Separate (not Together)
Changes:
- Added opacity: 0 and pointer-events: none to base .rpg-mobile-refresh
- CSS shows button when panel open AND not .rpg-hidden-mode class
- Updated updateGenerationModeUI() to toggle .rpg-hidden-mode on mobile button
- Together mode: adds .rpg-hidden-mode class (keeps button hidden)
- Separate mode: removes .rpg-hidden-mode class (allows CSS to show it)
Result: Mobile refresh FAB only appears when panel is open AND in
Separate mode. Stays hidden when panel closed OR in Together mode.
PROBLEM:
- Debug logs only accessible via browser console (impractical on mobile)
- User (Salixfire) reporting parsing issues but can't debug on mobile device
- Need mobile-friendly debug mode for troubleshooting data display issues
SOLUTION:
Implemented debug toggle FAB button following exact pattern of existing mobile FABs:
Files Changed:
- src/core/state.js: Added debugFabPosition and debugMode to extensionSettings
- src/core/config.js: Added debugFabPosition to defaultSettings (reference)
- index.js: Created debug toggle button, imported setupDebugButtonDrag
- style.css: Added debug toggle CSS matching mobile FAB pattern (44px, grab cursor, theme colors)
- src/systems/ui/mobile.js: Added setupDebugButtonDrag() with drag-to-reposition
- src/systems/ui/debug.js: Removed button creation, added just-dragged check, updated visibility control
Implementation Details:
- Button created in index.js (not debug.js) following mobile FAB pattern
- CSS matches mobile toggle/refresh buttons (44px, theme colors, grab cursor, user-select: none)
- Drag support with touch/mouse handlers, 200ms/10px threshold
- Position saved to extensionSettings.debugFabPosition
- Just-dragged flag prevents accidental clicks after drag
- Mobile (≤1000px): slide from right with rpg-mobile-open/closing classes
- Desktop (>1000px): slide from bottom with rpg-debug-open class
- Event delegation for reliable click handling
- Default position: bottom 140px, left 20px (below other FABs)
Bug Fix:
- Initial implementation had debugFabPosition only in config.js
- extensionSettings uses state.js as source, not config.js
- Without debugFabPosition in state.js, button had no position and was invisible
- Now properly initialized in both files
The debug button is hidden by default (debugMode: false) and shown when user enables debug mode in RPG Companion settings. This allows Salixfire to view parser logs on mobile and troubleshoot the data display issues.
Added event.preventDefault() and event.stopPropagation() to close button handler
to prevent any interference from parent elements.
Also added pointer-events: none to button icons to ensure clicks on the icon
register on the button itself, not the <i> element.
Changes:
- src/systems/ui/debug.js: Added e.preventDefault/stopPropagation to close handler
- src/systems/ui/debug.js: Added console.log for debugging
- style.css: Added pointer-events: none to .rpg-debug-actions button i
Add comprehensive debug logging system that's accessible on mobile devices
where browser console is impractical.
**New Features:**
- Debug mode toggle in extension settings (🔍 Debug Mode)
- Mobile-friendly debug panel with slide-up UI
- Red bug FAB button to toggle debug log viewer
- Copy logs to clipboard functionality
- Auto-scrolling log display with timestamps
- Stores last 100 log entries to prevent memory issues
**Parser Enhancements:**
- All parser logs now use debugLog() helper function
- Logs only appear in UI when debug mode is enabled
- Console.log still works for desktop debugging
- Full visibility into parsing pipeline:
- Raw AI response preview
- Code blocks found and matched
- Stats extraction (health, energy, mood, etc.)
- Inventory parsing (v1 and v2)
- Final values saved to settings
**UI Components:**
- src/systems/ui/debug.js: Debug panel creation and management
- style.css: Mobile-first debug panel styles (FAB + slide-up panel)
- Desktop view: Smaller panel in bottom-right corner
**Settings:**
- src/core/config.js: Added debugMode default (false)
- src/core/state.js: Added debug logs storage array
- settings.html: Added debug mode checkbox
- index.js: Wire up debug toggle and initialize UI
**Usage for Mobile Users:**
1. Enable "Debug Mode" in RPG Companion settings
2. Red bug button appears (bottom-left)
3. Tap bug button to view logs
4. Use "Copy" to share logs for troubleshooting
5. Logs show exactly what AI generated and how parser handled it
This addresses the issue where users on mobile can't access browser
console to diagnose parsing problems (vanishing attributes, placeholder
characters, etc.). Now they can view and share logs directly.
- Moved refresh button creation from template.html to index.js (appended to body)
- Created new CSS class .rpg-mobile-refresh (exact copy of .rpg-mobile-toggle pattern)
- Uses opacity for show/hide instead of display (CSS controls visibility based on panel state)
- Show when panel open (body:has(.rpg-panel.rpg-mobile-open))
- Hide when panel closed (opacity: 0, pointer-events: none)
- Updated constrainFabToViewport() to accept optional button parameter
- Automatically detects which button and uses correct settings (mobileFabPosition or mobileRefreshPosition)
- Simplified updateGenerationModeUI() - CSS handles visibility
- Kept full drag functionality with touch and mouse support
- Button positioned via JavaScript with saved position
- z-index: 1001 (above panel, below toggle at 10002)
- Repositioned mobile refresh button to bottom-right (80px from bottom)
- Implemented full drag-to-reposition functionality
* Touch and mouse support with 200ms/10px threshold
* RequestAnimationFrame for smooth dragging
* Position saved to extensionSettings.mobileRefreshPosition
* Viewport constraints with 10px padding
- Fixed sticky tap highlight issue
* Added -webkit-tap-highlight-color: transparent
* Added blur() on click to remove focus
* Set user-select: none and touch-action: none
- Show/hide based on panel state
* Only visible when panel is expanded (rpg-mobile-open)
* Listens to rpg-panel-toggled events
* Auto-hides when panel closes
- Prevent accidental refresh after drag
* just-dragged flag prevents click for 100ms
* Click handler checks flag before executing
- Changed from absolute to fixed positioning for viewport-wide dragging
- Added mobileRefreshPosition to default settings (bottom: 80px, right: 20px)
- z-index: 99 (below FAB toggle at 100)
Desktop (2 tabs):
- Status tab: User Stats + Info Box + Character Thoughts
- Inventory tab: Inventory system (dedicated space)
Mobile (3 tabs):
- Stats tab: User Stats only
- Info tab: Info Box + Character Thoughts
- Inventory tab: Inventory only
Features:
- Created desktop.js module for desktop tab management
- Updated mobile.js to use 3-tab structure (more breathing room on small screens)
- Added CSS styling for desktop tabs (hover states, active indicators)
- Implemented viewport transition handlers (desktop ↔ mobile)
- Tabs replace dividers (cleaner visual separation)
- Character thoughts can now expand to fill vertical space
This resolves the cramped 4-section panel issue by organizing content into logical tabs on both desktop and mobile.
- Include inventory in mobile tab system alongside user stats
- Add inventory to Stats tab (grouped with user stats)
- Update setupMobileTabs() to detect and organize inventory section
- Update removeMobileTabs() to restore inventory in correct order
- Handle inventory show/hide in mobile tab transitions
Inventory now works seamlessly on mobile viewports with proper tab organization.
- Add inventory section to template.html between Thoughts and bottom controls
- Wire up renderInventory() to all event handlers (message received, character changed, swipes)
- Initialize inventory container reference and event listeners in index.js
- Add showInventory toggle checkbox to settings with visibility control
- Update layout.js to handle inventory section and divider visibility
- Add renderInventory parameter to updateRPGData for separate mode support
- Update state.js and config.js with inventory container and showInventory setting
Inventory is now fully integrated as a visible, interactive panel section that persists across all user interactions.
- 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 dice rolling functionality from modals.js into dedicated
feature module at src/systems/features/dice.js. This includes:
- rollDice() - core rolling logic with animation
- executeRollCommand() - dice notation parser
- updateDiceDisplay() - sidebar display updates
- clearDiceRoll() - clear last roll
- addDiceQuickReply() - quick reply integration
Also fixes ES6 module binding issue with pendingDiceRoll by adding
getPendingDiceRoll() getter function in state.js to ensure correct
value retrieval across module boundaries.
Reduces modals.js from 568 to 499 lines (-69 lines).
Creates dice.js with 113 lines of focused dice functionality.
Extracted ~920 lines of UI management code from index.js into 4 specialized modules to improve maintainability and organization.
Modules Created:
- src/systems/ui/theme.js (100 lines) - Theme management and custom colors
- src/systems/ui/modals.js (568 lines) - DiceModal and SettingsModal ES6 classes
- src/systems/ui/layout.js (254 lines) - Panel visibility, positioning, and collapse toggle
- src/systems/ui/mobile.js (694 lines) - Mobile FAB, tabs, keyboard handling, and viewport management
Changes:
- Extracted theme application and custom color management
- Extracted modal classes with proper state management
- Extracted layout management (visibility, sections, positioning)
- Extracted mobile-specific UI (FAB dragging with touch/mouse, tab navigation, keyboard handling)
- Removed unused import (closeMobilePanelWithAnimation only used internally by mobile.js)
- Updated imports in index.js to use new module structure
- Added comprehensive documentation comments
Result:
- index.js reduced from 1606 to 921 lines (-685 lines)
- All UI systems properly modularized with clean dependencies
- Maintains 100% backward compatibility
- All modules pass syntax validation
Dependencies:
- All modules import from src/core/state.js for shared state
- Mobile module imports layout functions for panel animation
- Layout module properly manages DOM element state