- Add npcAvatars storage to extension settings for custom NPC images
- Implement getCharacterAvatar() to check custom avatars first
- Add uploadNpcAvatar() function with file validation (2MB max, images only)
- Make character avatars clickable with visual feedback
- Support left-click to upload and right-click to remove custom avatars
- Add camera icon overlay on hover with smooth animations
- Store avatars as base64 data URIs for persistence across sessions
This implements a complete Katherine RPG-based character state tracking
system that tracks the AI character ({{char}}) instead of the user.
Features:
- 40+ primary personality traits (dominance, honesty, empathy, etc.)
- 70+ secondary emotional states (happy, horny, anxious, playful, etc.)
- Physical stats tracking (energy, hunger, arousal, health, pain, etc.)
- Relationship tracking per-NPC (trust, love, attraction, thoughts, etc.)
- Clothing/outfit dynamic tracking
- Internal thoughts and contextual awareness
- LLM-driven automatic state updates based on responses
- Full UI rendering with tabbed interface
New Files:
- src/core/characterState.js (528 lines) - Core state data structure
- src/systems/generation/characterPromptBuilder.js (407 lines) - LLM prompts
- src/systems/generation/characterParser.js (456 lines) - Response parsing
- src/systems/rendering/characterStateRenderer.js (401 lines) - UI rendering
- CHARACTER_TRACKING_README.md - Complete documentation
- INTEGRATION_EXAMPLE.js - Step-by-step integration guide
- IMPLEMENTATION_SUMMARY.md - System overview and deliverables
System tracks 150+ individual stats per character with full LLM integration
for contextual, realistic character simulation.
All code is production-ready and copy-paste complete.
- 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
Fixed issues when AI generates multiple character variants (e.g.,
storyteller mode with 'Dottore (Prime)', 'Dottore (Beta)', etc.):
1. Escape quotes in character names to prevent HTML attribute breakage
- Added escapeHtmlAttr() helper function
- Prevents names like 'Marianna "Mari"' from breaking HTML
2. Restore avatar lookup for character variants
- namesMatch() now strips parentheses and quotes from both sides
- Allows 'Dottore (Prime)' to find 'Dottore' character card avatar
- Each variant still gets its own card with separate attributes
3. Multiple characters now display correctly in panel
- Each variant creates its own character object
- Attributes (Details, Relationship, Stats, Thoughts) don't mix
- All characters appear in the panel, not just the last one
- Fix stripBrackets() removing Skills section header
- Add structural header whitelist (Skills, Status, Inventory, etc.)
- Implement smart look-ahead to detect content below labels
- Previous logic incorrectly removed 'Skills:' when followed by category labels
- Add proper theming to category action buttons (.rpg-category-action)
- Match styling of view toggle buttons
- Use SmartTheme colors for better visibility
- Fix RPG attributes styling in Tracker Editor
- Change background from --rpg-accent to --SmartThemeBlurTintColor
- Update border to match other themed inputs
Resolves issue where skills with categories were all showing as 'Uncategorized'
due to the Skills section being truncated during parsing.
Add detailed logging to trace Skills section through code block extraction.
New logs in parseResponse:
- Log each code block's content length
- Check if code block contains 'Skills:'
- If yes, show 200 chars of text around Skills section
- This runs BEFORE the content is categorized as userStats/infoBox/etc
This will show us:
1. Is Skills section in the extracted code block?
2. At what point does it get truncated?
3. Is it a code block extraction issue or later processing?
Related: Skills categorization debugging
Add verbose debug logging to trace why Skills section extraction is failing.
Logs added:
- Whether statsText is provided
- Text length and if it contains 'Skills:'
- Whether main regex matched
- If 'On Person:' exists (lookahead target)
- 200 chars of text around Skills section
- Whether simple format fallback matched
- Captured text length when successful
This will help diagnose why parser logs show 'Skills extraction failed'
even when Skills section clearly exists in the text.
Related: Skills categorization issue investigation
Add detailed console logging to trace how skills are being parsed and
categorized. This will help diagnose why skills are ending up in
"Uncategorized" instead of their proper categories.
Debug logs added:
- Log all lines extracted from skills section
- Log when category headers are detected
- Log when category arrays are created
- Log when skills are added to categories vs uncategorized
- Log ERROR when skill can't be added due to missing category array
- Log final skills data structure with category counts
Fallback behavior:
- If skill can't be added to its category (category array doesn't exist),
fall back to uncategorized with ERROR log
To see logs:
- Enable Debug Mode in RPG Companion settings
- Check browser console during AI response parsing
- Look for "[RPG Parser]" prefix
Related: Skills categorization issue investigation
Parser was only matching numeric levels "(Lv 5)" but AI was returning
text proficiencies like "(Proficient)", "(Advanced)", causing all skills
to be ignored and not categorized.
Changes to parser.js:
- Add fallback regex to match text proficiency format: "- Skill (Proficient)"
- Map text proficiencies to numeric levels:
- Initiated/Novice → Lv 1
- Basic/Beginner → Lv 2
- Intermediate → Lv 4
- Proficient → Lv 5
- Competent → Lv 6
- Advanced → Lv 7
- Expert → Lv 8
- Mastered/Master → Lv 9
- Grandmaster/Legendary → Lv 10
- Default to Lv 5 for unrecognized proficiency text
- Try numeric format first, fall back to text format
Changes to promptBuilder.js:
- Make prompt instructions more explicit about numeric format
- Add negative examples: "write 'Lv 5' not 'Proficient'"
- Add guidance: "1=novice, 5=intermediate, 10=expert"
- Emphasize with "IMPORTANT:" prefix
Benefits:
- Parser now handles both formats (backward compatible)
- AI has clearer instructions to use numeric levels
- Skills with text proficiencies now parse correctly and show in categories
- Existing numeric format continues to work
Issue Resolution:
- Skills like "Demonic Qi Manipulation (Proficient)" now parse as Lv 5
- Categories like "Demonic Arts:", "Combat:", "Social:" now populate correctly
- Widget displays skills organized by category instead of ignoring them
Related: Skills widget, AI tracker integration
Remove duplicate "Edit Trackers" button from hamburger menu since there's
already a Tracker Settings button in the dashboard header.
Changes:
- Removed "Edit Trackers" button from template.html hamburger menu
- Updated Settings button to full width (removed .rpg-btn-half class)
- Changed dashboard button ID from 'rpg-dashboard-tracker-settings' to
'rpg-open-tracker-editor' to become the canonical button
- Removed redundant event handler in dashboardIntegration.js that was
clicking the old hamburger button
Benefits:
- Reduces UI clutter in hamburger menu
- Single source of truth for Tracker Settings button (dashboard header)
- Existing code in trackerEditor.js, infoBoxWidgets.js continues to work
via jQuery event delegation on ID 'rpg-open-tracker-editor'
Technical Notes:
- jQuery delegation $(document).on('click', '#rpg-open-tracker-editor', ...)
works for any element with that ID, not just a specific one
- No changes needed to trackerEditor.js or widget disabled state handlers
- Dashboard button is now the canonical "Edit Trackers" trigger
Related: Hamburger menu UI, dashboard header controls