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13 Commits

Author SHA1 Message Date
Spicy_Marinara e82918004e v3.6.3: Fix relationship field to use correct nested format (relationship.status) 2026-01-20 21:51:41 +01:00
Spicy_Marinara f78c8a1b78 v3.6.2: Fix relationship field in context for manually added characters, add empty field placeholders and mobile support 2026-01-18 19:15:30 +01:00
Spicy_Marinara 2a48c30808 Update sillytavern.js 2026-01-17 21:34:53 +01:00
Spicy Marinara c5a9c8631f Merge pull request #115 from Olaroll/weather-pattern-fix
Fix weather pattern matching regression
2026-01-17 21:15:06 +01:00
Spicy Marinara 2623df4050 Merge pull request #117 from SpicyMarinara/revert-116-revert-111-main
Revert "Revert "internalization weatherEffects.js""
2026-01-17 21:14:55 +01:00
Spicy Marinara 03f21ef1ef Revert "Revert "internalization weatherEffects.js"" 2026-01-17 21:14:44 +01:00
Spicy Marinara 2e747bc8aa Merge pull request #116 from SpicyMarinara/revert-111-main
Revert "internalization weatherEffects.js"
2026-01-17 21:13:50 +01:00
Spicy Marinara d0dd8950a6 Revert "internalization weatherEffects.js" 2026-01-17 21:13:28 +01:00
Olari Tšernobrovkin 5ddc380dac Make constant's variable name consistent with the codebase 2026-01-17 20:03:34 +02:00
Olari Tšernobrovkin f4324a5d19 Fix weather pattern matching regression 2026-01-15 20:30:48 +02:00
Spicy Marinara 4612ed2108 Merge pull request #111 from IDeathByte/main
internalization weatherEffects.js
2026-01-15 11:04:53 +01:00
IDeathByte 0e988b201c Update weatherEffects.js
syntax fix
2026-01-15 11:38:26 +05:00
IDeathByte 7b4ebb8d76 internalization weatherEffects.js
update for russian support
2026-01-15 11:23:52 +05:00
9 changed files with 402 additions and 130 deletions
+3 -4
View File
@@ -7,11 +7,10 @@ An immersive RPG extension for browsers that tracks character stats, scene infor
## 🆕 What's New
### v3.6.1
### v3.6.2
- Fixed the bugs in the encounter system where you couldn't use the buttons after performing any custom action.
- Improved combat actions and made them dynamic, depending on the current situation.
- Added Russian as a supported language.
- Various bug fixes.
- Added the ability to add present characters manually.
**Special thanks to all the other contributors for this project:**
Paperboygold, Munimunigamer, Subarashimo, Lilminzyu, Claude, IDeathByte, Chungchandev, Joenunezb, Amauragis, and Tomt610.
+1 -1
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@@ -6,6 +6,6 @@
"js": "index.js",
"css": "style.css",
"author": "Marinara",
"version": "3.6.1",
"version": "3.6.3",
"homePage": "https://github.com/SpicyMarinara/rpg-companion-sillytavern"
}
+1 -1
View File
@@ -49,7 +49,7 @@
</div>
<div style="margin-top: 10px; text-align: center; opacity: 0.6; font-size: 0.85em;">
v3.6.1
v3.6.2
</div>
</div>
</div>
+35 -35
View File
@@ -86,8 +86,8 @@ function buildHistoricalContextMap() {
// For user_message_end: start from the last assistant message (we need its context for the preceding user message)
// For assistant_message_end: start from before the last assistant message (it gets current context via setExtensionPrompt)
let processedCount = 0;
const startIndex = position === 'user_message_end'
? lastAssistantIndex
const startIndex = position === 'user_message_end'
? lastAssistantIndex
: (lastAssistantIndex > 0 ? lastAssistantIndex - 1 : chat.length - 2);
for (let i = startIndex; i >= 0 && (messageCount === 0 || processedCount < maxMessages); i--) {
@@ -201,7 +201,7 @@ function prepareHistoricalContextInjection() {
/**
* Finds the best match position for message content in the prompt.
* Tries full content first, then progressively smaller suffixes.
*
*
* @param {string} prompt - The prompt to search in
* @param {string} messageContent - The message content to find
* @returns {{start: number, end: number}|null} - Position info or null if not found
@@ -213,7 +213,7 @@ function findMessageInPrompt(prompt, messageContent) {
// Try to find the full content first
let searchIndex = prompt.lastIndexOf(messageContent);
if (searchIndex !== -1) {
return { start: searchIndex, end: searchIndex + messageContent.length };
}
@@ -221,15 +221,15 @@ function findMessageInPrompt(prompt, messageContent) {
// If full content not found, try last N characters with progressively smaller chunks
// This handles cases where messages are truncated in the prompt
const searchLengths = [500, 300, 200, 100, 50];
for (const len of searchLengths) {
if (messageContent.length <= len) {
continue;
}
const searchContent = messageContent.slice(-len);
searchIndex = prompt.lastIndexOf(searchContent);
if (searchIndex !== -1) {
return { start: searchIndex, end: searchIndex + searchContent.length };
}
@@ -241,7 +241,7 @@ function findMessageInPrompt(prompt, messageContent) {
/**
* Injects historical context into a text completion prompt string.
* Searches for message content in the prompt and appends context after matches.
*
*
* @param {string} prompt - The text completion prompt
* @returns {string} - The modified prompt with injected context
*/
@@ -268,7 +268,7 @@ function injectContextIntoTextPrompt(prompt) {
// Find the message content in the prompt
const position = findMessageInPrompt(modifiedPrompt, message.mes);
if (!position) {
// Message not found in prompt (might be truncated or not included)
console.debug(`[RPG Companion] Could not find message ${msgIdx} in prompt for context injection`);
@@ -290,7 +290,7 @@ function injectContextIntoTextPrompt(prompt) {
/**
* Injects historical context into a chat completion message array.
* Modifies the content of messages in the array directly.
*
*
* @param {Array} chatMessages - The chat completion message array
* @returns {Array} - The modified message array with injected context
*/
@@ -315,7 +315,7 @@ function injectContextIntoChatPrompt(chatMessages) {
// Find this message in the chat completion array by matching content
// Try full content first, then progressively smaller suffixes
let found = false;
for (const promptMsg of chatMessages) {
if (!promptMsg.content || typeof promptMsg.content !== 'string') {
continue;
@@ -335,7 +335,7 @@ function injectContextIntoChatPrompt(chatMessages) {
if (messageContent.length <= len) {
continue;
}
const searchContent = messageContent.slice(-len);
if (promptMsg.content.includes(searchContent)) {
promptMsg.content = promptMsg.content + ctxContent;
@@ -344,12 +344,12 @@ function injectContextIntoChatPrompt(chatMessages) {
break;
}
}
if (found) {
break;
}
}
if (!found) {
console.debug(`[RPG Companion] Could not find message ${msgIdx} in chat prompt for context injection`);
}
@@ -365,7 +365,7 @@ function injectContextIntoChatPrompt(chatMessages) {
/**
* Injects historical context into finalMesSend message array (text completion).
* Iterates through chat and finalMesSend in order, matching by content to skip injected messages.
*
*
* @param {Array} finalMesSend - The array of message objects {message: string, extensionPrompts: []}
* @returns {number} - Number of injections made
*/
@@ -381,20 +381,20 @@ function injectContextIntoFinalMesSend(finalMesSend) {
}
let injectedCount = 0;
// Build a map from chat index to finalMesSend index by matching content in order
// This handles injected messages (author's note, OOC, etc.) that exist in finalMesSend but not in chat
const chatToMesSendMap = new Map();
let mesSendIdx = 0;
for (let chatIdx = 0; chatIdx < chat.length && mesSendIdx < finalMesSend.length; chatIdx++) {
const chatMsg = chat[chatIdx];
if (!chatMsg || chatMsg.is_system) {
continue;
}
const chatContent = chatMsg.mes || '';
// Look for this chat message in finalMesSend starting from current position
// Skip any finalMesSend entries that don't match (they're injected content)
while (mesSendIdx < finalMesSend.length) {
@@ -403,40 +403,40 @@ function injectContextIntoFinalMesSend(finalMesSend) {
mesSendIdx++;
continue;
}
// Check if this finalMesSend message contains the chat content
// Use a substring match since instruct formatting adds prefixes/suffixes
// Match with sufficient content (first 50 chars or full message if shorter)
const matchContent = chatContent.length > 50
? chatContent.substring(0, 50)
const matchContent = chatContent.length > 50
? chatContent.substring(0, 50)
: chatContent;
if (matchContent && mesSendObj.message.includes(matchContent)) {
// Found a match - record the mapping
chatToMesSendMap.set(chatIdx, mesSendIdx);
mesSendIdx++;
break;
}
// This finalMesSend entry doesn't match - it's injected content, skip it
mesSendIdx++;
}
}
// Now inject context using the map
for (const [chatIdx, ctxContent] of pendingContextMap) {
const targetMesSendIdx = chatToMesSendMap.get(chatIdx);
if (targetMesSendIdx === undefined) {
console.debug(`[RPG Companion] Chat message ${chatIdx} not found in finalMesSend mapping`);
continue;
}
const mesSendObj = finalMesSend[targetMesSendIdx];
if (!mesSendObj || !mesSendObj.message) {
continue;
}
// Append context to this message
mesSendObj.message = mesSendObj.message + ctxContent;
injectedCount++;
@@ -450,7 +450,7 @@ function injectContextIntoFinalMesSend(finalMesSend) {
* Event handler for GENERATE_BEFORE_COMBINE_PROMPTS (text completion).
* Injects historical context into the finalMesSend array before prompt combination.
* This is more reliable than post-combine string searching.
*
*
* @param {Object} eventData - Event data with finalMesSend and other properties
*/
function onGenerateBeforeCombinePrompts(eventData) {
@@ -478,7 +478,7 @@ function onGenerateBeforeCombinePrompts(eventData) {
/**
* Event handler for GENERATE_AFTER_COMBINE_PROMPTS (text completion).
* This is now a backup/fallback - primary injection happens in BEFORE_COMBINE.
*
*
* @param {Object} eventData - Event data with prompt property
*/
function onGenerateAfterCombinePrompts(eventData) {
@@ -508,7 +508,7 @@ function onGenerateAfterCombinePrompts(eventData) {
/**
* Event handler for CHAT_COMPLETION_PROMPT_READY.
* Injects historical context into the chat message array.
*
*
* @param {Object} eventData - Event data with chat property
*/
function onChatCompletionPromptReady(eventData) {
@@ -938,16 +938,16 @@ Ensure these details naturally reflect and influence the narrative. Character be
export function initHistoryInjectionListeners() {
// Register persistent listeners for prompt injection
// These check pendingContextMap and only inject if there's data
// Primary: BEFORE_COMBINE for text completion (more reliable - modifies message objects)
eventSource.on(event_types.GENERATE_BEFORE_COMBINE_PROMPTS, onGenerateBeforeCombinePrompts);
// Fallback: AFTER_COMBINE for text completion (string-based injection)
eventSource.on(event_types.GENERATE_AFTER_COMBINE_PROMPTS, onGenerateAfterCombinePrompts);
// Chat completion (OpenAI, etc.)
eventSource.on(event_types.CHAT_COMPLETION_PROMPT_READY, onChatCompletionPromptReady);
console.log('[RPG Companion] History injection listeners initialized');
}
+6 -5
View File
@@ -725,13 +725,14 @@ function formatTrackerDataForContext(jsonData, trackerType, userName) {
}
}
// Relationship
if (char.relationship) {
// Relationship - check both Relationship (new format) and relationship (old format)
const relationshipValue = char.Relationship || char.relationship;
if (relationshipValue) {
let relValue;
if (typeof char.relationship === 'object' && !Array.isArray(char.relationship) && 'status' in char.relationship) {
relValue = getValue(char.relationship.status);
if (typeof relationshipValue === 'object' && !Array.isArray(relationshipValue) && 'status' in relationshipValue) {
relValue = getValue(relationshipValue.status);
} else {
relValue = getValue(char.relationship);
relValue = getValue(relationshipValue);
}
if (relValue) formatted += ` Relationship: ${relValue}\n`;
}
+11 -4
View File
@@ -395,13 +395,20 @@ export function onMessageSwiped(messageIndex) {
// Load swipe data into lastGeneratedData for display (both modes)
lastGeneratedData.userStats = swipeData.userStats || null;
lastGeneratedData.infoBox = swipeData.infoBox || null;
lastGeneratedData.characterThoughts = swipeData.characterThoughts || null;
// Parse user stats if available
if (swipeData.userStats) {
parseUserStats(swipeData.userStats);
// Normalize characterThoughts to string format (for backward compatibility with old object format)
if (swipeData.characterThoughts && typeof swipeData.characterThoughts === 'object') {
lastGeneratedData.characterThoughts = JSON.stringify(swipeData.characterThoughts, null, 2);
} else {
lastGeneratedData.characterThoughts = swipeData.characterThoughts || null;
}
// DON'T parse user stats when loading swipe data
// This would overwrite manually edited fields (like Conditions) with old swipe data
// The lastGeneratedData is loaded for display purposes only
// parseUserStats() updates extensionSettings.userStats which should only be modified
// by new generations or manual edits, not by swipe navigation
// console.log('[RPG Companion] 🔄 Loaded swipe data into lastGeneratedData for display:', currentSwipeId);
} else {
// console.log('[RPG Companion] ️ No stored data for swipe:', currentSwipeId);
+252 -36
View File
@@ -512,17 +512,20 @@ export function renderThoughts() {
const fieldNameLower = field.name.toLowerCase();
// Skip lock icons for thoughts field
const showLock = !fieldNameLower.includes('thought');
// Add placeholder for empty fields
const placeholder = fieldValue ? '' : `data-placeholder="${field.name}"`;
const emptyClass = fieldValue ? '' : ' rpg-empty-field';
if (showLock) {
const lockIconHtml = getLockIconHtml('characters', `${char.name}.${field.name}`);
html += `
<div class="rpg-character-field rpg-character-${fieldId}" style="position: relative;">
${lockIconHtml}
<span class="rpg-editable" contenteditable="true" data-character="${char.name}" data-field="${field.name}" title="Click to edit ${field.name}">${fieldValue}</span>
<span class="rpg-editable${emptyClass}" contenteditable="true" data-character="${char.name}" data-field="${field.name}" title="Click to edit ${field.name}" ${placeholder}>${fieldValue}</span>
</div>
`;
} else {
html += `
<div class="rpg-character-field rpg-character-${fieldId} rpg-editable" contenteditable="true" data-character="${char.name}" data-field="${field.name}" title="Click to edit ${field.name}">${fieldValue}</div>
<div class="rpg-character-field rpg-character-${fieldId} rpg-editable${emptyClass}" contenteditable="true" data-character="${char.name}" data-field="${field.name}" title="Click to edit ${field.name}" ${placeholder}>${fieldValue}</div>
`;
}
}
@@ -564,6 +567,16 @@ export function renderThoughts() {
}
debugLog('[RPG Thoughts] Finished building all character cards');
// Add "Add Character" button if data exists (inside rpg-thoughts-content)
if (presentCharacters.length > 0) {
html += `
<button class="rpg-add-character-btn" title="Add a new character">
<i class="fa-solid fa-plus"></i> Add Character
</button>
`;
}
html += '</div>';
}
@@ -662,6 +675,31 @@ export function renderThoughts() {
fileInput.trigger('click');
});
// Add event listener for "Add Character" button (support both click and touch for mobile)
$thoughtsContainer.find('.rpg-add-character-btn').on('click touchend', function(e) {
e.preventDefault();
e.stopPropagation();
addNewCharacter();
});
// Handle empty field focus - remove placeholder styling on focus
$thoughtsContainer.find('.rpg-editable.rpg-empty-field').on('focus', function() {
$(this).removeClass('rpg-empty-field');
$(this).removeAttr('data-placeholder');
});
// Restore placeholder if field becomes empty on blur (after the main blur handler)
$thoughtsContainer.find('.rpg-editable').on('blur', function() {
const $this = $(this);
if (!$this.text().trim()) {
const field = $this.data('field');
if (field) {
$this.addClass('rpg-empty-field');
$this.attr('data-placeholder', field);
}
}
});
// Remove updating class after animation
if (extensionSettings.enableAnimations) {
setTimeout(() => $thoughtsContainer.removeClass('rpg-content-updating'), 600);
@@ -788,6 +826,136 @@ export function removeCharacter(characterName) {
renderThoughts();
}
/**
* Adds a new blank character to Present Characters data.
* Creates a character with empty fields based on the tracker template.
*/
export function addNewCharacter() {
const presentCharsConfig = extensionSettings.trackerConfig?.presentCharacters;
const enabledFields = presentCharsConfig?.customFields?.filter(f => f && f.enabled && f.name) || [];
const characterStats = presentCharsConfig?.characterStats;
const enabledCharStats = characterStats?.enabled && characterStats?.customStats?.filter(s => s && s.enabled && s.name) || [];
const hasRelationship = presentCharsConfig?.relationshipFields?.length > 0;
// Check if data is in JSON format
let isJSON = false;
let parsedData = null;
try {
parsedData = typeof lastGeneratedData.characterThoughts === 'string'
? JSON.parse(lastGeneratedData.characterThoughts)
: lastGeneratedData.characterThoughts;
if (Array.isArray(parsedData) || (parsedData && parsedData.characters)) {
isJSON = true;
}
} catch (e) {
// Not JSON, treat as text format
}
if (isJSON) {
// JSON format - add new character object
const charactersArray = Array.isArray(parsedData) ? parsedData : (parsedData.characters || []);
const newCharacter = {
name: 'New Character',
emoji: '👤',
details: {}
};
// Add all enabled custom fields as empty
for (const field of enabledFields) {
newCharacter.details[field.name] = '';
}
// Add relationship if enabled
if (hasRelationship) {
newCharacter.relationship = 'Neutral';
}
// Add stats if enabled
if (enabledCharStats.length > 0) {
newCharacter.stats = {};
for (const stat of enabledCharStats) {
newCharacter.stats[stat.name] = 100;
}
}
charactersArray.push(newCharacter);
// Save back as JSON string
lastGeneratedData.characterThoughts = JSON.stringify(
Array.isArray(parsedData) ? charactersArray : { ...parsedData, characters: charactersArray },
null,
2
);
committedTrackerData.characterThoughts = lastGeneratedData.characterThoughts;
} else {
// Text format - add new character block
const lines = lastGeneratedData.characterThoughts.split('\n');
const dividerIndex = lines.findIndex(line => line.includes('---'));
if (dividerIndex >= 0) {
const newCharacterLines = ['- New Character'];
// Add custom detail fields as standalone lines
for (const customField of enabledFields) {
newCharacterLines.push(` ${customField.name}: `);
}
// Add Relationship field if enabled
if (hasRelationship) {
newCharacterLines.push(` Relationship: Neutral`);
}
// Add Stats if enabled
if (enabledCharStats.length > 0) {
const statsParts = enabledCharStats.map(s => `${s.name}: 100%`);
newCharacterLines.push(` Stats: ${statsParts.join(' | ')}`);
}
// Find the last character and add after it, or after divider if no characters
let insertIndex = dividerIndex + 1;
for (let i = lines.length - 1; i > dividerIndex; i--) {
if (lines[i].trim().startsWith('- ')) {
// Find the end of this character block
insertIndex = i + 1;
while (insertIndex < lines.length && lines[insertIndex].trim() && !lines[insertIndex].trim().startsWith('- ')) {
insertIndex++;
}
break;
}
}
lines.splice(insertIndex, 0, ...newCharacterLines);
lastGeneratedData.characterThoughts = lines.join('\n');
committedTrackerData.characterThoughts = lines.join('\n');
}
}
// Update message swipe data
const chat = getContext().chat;
if (chat && chat.length > 0) {
for (let i = chat.length - 1; i >= 0; i--) {
const message = chat[i];
if (!message.is_user) {
if (message.extra && message.extra.rpg_companion_swipes) {
const swipeId = message.swipe_id || 0;
if (message.extra.rpg_companion_swipes[swipeId]) {
message.extra.rpg_companion_swipes[swipeId].characterThoughts = lastGeneratedData.characterThoughts;
}
}
break;
}
}
}
saveChatData();
// Re-render to show new character
renderThoughts();
}
/**
* Updates a specific character field in Present Characters data and re-renders.
* Works with the new multi-line format.
@@ -855,18 +1023,27 @@ export function updateCharacterField(characterName, field, value) {
} else if (field === 'emoji') {
char.emoji = value;
} else if (field === 'Relationship') {
// Store relationship as text, converting emoji if needed
// Store relationship in the correct nested format
// Remove old flat format if it exists
if (char.Relationship) {
delete char.Relationship;
}
// First check if it's an emoji → convert to text
let relationshipValue;
if (emojiToRelationship[value]) {
char.Relationship = emojiToRelationship[value];
relationshipValue = emojiToRelationship[value];
} else {
// It's text - find matching relationship name (case-insensitive)
const matchingRelationship = Object.keys(relationshipEmojis).find(
name => name.toLowerCase() === value.toLowerCase()
);
char.Relationship = matchingRelationship || value;
relationshipValue = matchingRelationship || value;
}
// console.log('[RPG Companion] After update - char.Relationship:', char.Relationship);
// Store in the correct nested format
char.relationship = { status: relationshipValue };
// console.log('[RPG Companion] After update - char.relationship:', char.relationship);
// console.log('[RPG Companion] relationshipEmojis:', relationshipEmojis);
// console.log('[RPG Companion] emojiToRelationship:', emojiToRelationship);
} else if (field.toLowerCase() === 'thoughts' || field === (presentCharsConfig?.thoughts?.name || 'Thoughts')) {
@@ -882,15 +1059,44 @@ export function updateCharacterField(characterName, field, value) {
numValue = Math.max(0, Math.min(100, numValue));
char.stats[field] = numValue;
} else {
// It's a custom detail field
// It's a custom detail field - store in details object
if (!char.details) char.details = {};
char.details[field] = value;
// Clean up snake_case version if it exists (from AI generation)
const fieldKey = toSnakeCase(field);
if (fieldKey !== field && char.details[fieldKey] !== undefined) {
delete char.details[fieldKey];
}
// Clean up old root-level field if it exists (from v2 format)
if (char[field] !== undefined && field !== 'name' && field !== 'emoji') {
delete char[field];
}
if (char[fieldKey] !== undefined && fieldKey !== 'name' && fieldKey !== 'emoji') {
delete char[fieldKey];
}
}
}
// Clean up ALL duplicate snake_case fields in details (not just the edited field)
// This prevents duplicates from AI-generated data
if (char.details) {
for (const customField of enabledFields) {
const fieldName = customField.name;
const snakeCaseKey = toSnakeCase(fieldName);
// If both versions exist, keep the properly-cased one and remove snake_case
if (snakeCaseKey !== fieldName &&
char.details[fieldName] !== undefined &&
char.details[snakeCaseKey] !== undefined) {
delete char.details[snakeCaseKey];
}
}
}
}
// Save back to lastGeneratedData
lastGeneratedData.characterThoughts = Array.isArray(parsedData) ? charactersArray : { ...parsedData, characters: charactersArray };
// Save back to lastGeneratedData as JSON string (consistent with infoBox and userStats)
lastGeneratedData.characterThoughts = JSON.stringify(Array.isArray(parsedData) ? charactersArray : { ...parsedData, characters: charactersArray }, null, 2);
committedTrackerData.characterThoughts = lastGeneratedData.characterThoughts;
// console.log('[RPG Companion] Saved to lastGeneratedData.characterThoughts:', JSON.stringify(lastGeneratedData.characterThoughts));
@@ -971,6 +1177,9 @@ export function updateCharacterField(characterName, field, value) {
const thoughtsFieldName = presentCharsConfig?.thoughts?.name || 'Thoughts';
const isThoughtsField = field.toLowerCase() === 'thoughts' || field === thoughtsFieldName;
// Track if field was found and updated
let fieldUpdated = false;
// First pass: check if Stats line exists and update other fields
for (let i = characterStartIndex; i < characterEndIndex; i++) {
const line = lines[i].trim();
@@ -978,35 +1187,37 @@ export function updateCharacterField(characterName, field, value) {
if (line.startsWith('Stats:')) {
statsLineExists = true;
statsLineIndex = i;
continue; // Skip to next line
}
// Check for name update
if (field === 'name' && line.startsWith('- ')) {
lines[i] = `- ${value}`;
fieldUpdated = true;
continue;
}
else if (field === 'emoji' && line.startsWith('Details:')) {
const parts = line.substring(line.indexOf(':') + 1).split('|').map(p => p.trim());
parts[0] = value;
lines[i] = `Details: ${parts.join(' | ')}`;
}
else if (line.startsWith('Details:')) {
const fieldIndex = enabledFields.findIndex(f => f.name === field);
if (fieldIndex !== -1) {
const parts = line.substring(line.indexOf(':') + 1).split('|').map(p => p.trim());
if (parts.length > fieldIndex + 1) {
parts[fieldIndex + 1] = value;
lines[i] = `Details: ${parts.join(' | ')}`;
}
}
}
else if (field === 'Relationship' && line.startsWith('Relationship:')) {
// Check for Relationship field
if (field === 'Relationship' && line.startsWith('Relationship:')) {
const emojiToRelationship = { '⚔️': 'Enemy', '⚖️': 'Neutral', '⭐': 'Friend', '❤️': 'Lover' };
const relationshipValue = emojiToRelationship[value] || value;
lines[i] = `Relationship: ${relationshipValue}`;
fieldUpdated = true;
continue;
}
else if (isThoughtsField && line.startsWith(thoughtsFieldName + ':')) {
// Update thoughts field
lines[i] = `${thoughtsFieldName}: ${value}`;
// console.log('[RPG Companion] Updated thoughts:', lines[i]);
// Check for Thoughts field
if (isThoughtsField && line.startsWith(thoughtsFieldName + ':')) {
lines[i] = ` ${thoughtsFieldName}: ${value}`;
fieldUpdated = true;
continue;
}
// Check for v3 text format standalone field lines (e.g., "Appearance: ...", "Demeanor: ...")
if (line.startsWith(field + ':')) {
lines[i] = ` ${field}: ${value}`;
fieldUpdated = true;
// Don't break - update ALL instances of this field (in case of duplicates from previous bugs)
}
}
@@ -1073,23 +1284,28 @@ export function updateCharacterField(characterName, field, value) {
}
}
} else {
// Create new character block
// Create new character block (v3 text format only)
const dividerIndex = lines.findIndex(line => line.includes('---'));
if (dividerIndex >= 0) {
const newCharacterLines = [`- ${characterName}`];
let detailsParts = [field === 'emoji' ? value : '😊'];
for (let i = 0; i < enabledFields.length; i++) {
detailsParts.push(field === enabledFields[i].name ? value : '');
// Add custom detail fields as standalone lines
for (const customField of enabledFields) {
if (field === customField.name) {
newCharacterLines.push(` ${customField.name}: ${value}`);
} else {
newCharacterLines.push(` ${customField.name}: `);
}
}
newCharacterLines.push(`Details: ${detailsParts.join(' | ')}`);
// Add Relationship field if enabled
if (presentCharsConfig?.relationshipFields?.length > 0) {
const emojiToRelationship = { '⚔️': 'Enemy', '⚖️': 'Neutral', '⭐': 'Friend', '❤️': 'Lover' };
const relationshipValue = field === 'Relationship' ? (emojiToRelationship[value] || value) : 'Neutral';
newCharacterLines.push(`Relationship: ${relationshipValue}`);
newCharacterLines.push(` Relationship: ${relationshipValue}`);
}
// Add Stats if enabled
if (enabledCharStats.length > 0) {
const statsParts = enabledCharStats.map(s => {
if (field === s.name) {
@@ -1104,7 +1320,7 @@ export function updateCharacterField(characterName, field, value) {
}
return `${s.name}: 0%`;
});
newCharacterLines.push(`Stats: ${statsParts.join(' | ')}`);
newCharacterLines.push(` Stats: ${statsParts.join(' | ')}`);
}
lines.splice(dividerIndex + 1, 0, ...newCharacterLines);
+47 -40
View File
@@ -105,41 +105,48 @@ function getCurrentTime() {
return null;
}
// Patterns for specific weather conditions (order matters - combined effects first)
// Grouped by languages for easy editing
const WEATHER_PATTERNS_BY_LANGUAGE = {
en: [
{ id: "blizzard", patterns: [ "blizzard" ] }, // Snow + Wind
{ id: "storm", patterns: [ "storm", "thunder", "lightning" ] }, // Rain + Lightning
{ id: "wind", patterns: [ "wind", "breeze", "gust", "gale" ] },
{ id: "snow", patterns: [ "snow", "flurries" ] },
{ id: "rain", patterns: [ "rain", "drizzle", "shower" ] },
{ id: "mist", patterns: [ "mist", "fog", "haze" ] },
{ id: "sunny", patterns: [ "sunny", "clear", "bright" ] },
{ id: "none", patterns: [ "cloud", "overcast", "indoor", "inside" ] },
],
ru: [
{ id: "blizzard", patterns: [ "метель" ] },
{ id: "storm", patterns: [ "гроза", "буря", "шторм" ] },
{ id: "wind", patterns: [ "ветер", "ветрено", "ветерок", "бриз", "легкий бриз", "слегка ветрено", "легкий ветер", "шквал,буря" ] },
{ id: "snow", patterns: [ "снег", "снегопад" ] },
{ id: "rain", patterns: [ "дождь", "морось", "ливень" ] },
{ id: "mist", patterns: [ "мгла", "туман", "туманно" ] },
{ id: "sunny", patterns: [ "солнечно", "ясно", "ярко", "ясное утро", "ясный день" ] },
{ id: "none", patterns: [ "облачно", "пасмурно", "в помещении", "внутри" ] },
],
}
/**
* Parse weather text to determine effect type
*/
function parseWeatherType(weatherText) {
if (!weatherText) return 'none';
if (!weatherText) return "none";
const text = weatherText.toLowerCase();
// Check for specific weather conditions (order matters - check combined effects first)
if (text.includes('blizzard')) {
return 'blizzard'; // Snow + Wind
}
if (text.includes('storm') || text.includes('thunder') || text.includes('lightning')) {
return 'storm'; // Rain + Lightning
}
if (text.includes('wind') || text.includes('breeze') || text.includes('gust') || text.includes('gale')) {
return 'wind';
}
if (text.includes('snow') || text.includes('flurries')) {
return 'snow';
}
if (text.includes('rain') || text.includes('drizzle') || text.includes('shower')) {
return 'rain';
}
if (text.includes('mist') || text.includes('fog') || text.includes('haze')) {
return 'mist';
}
if (text.includes('sunny') || text.includes('clear') || text.includes('bright')) {
return 'sunny';
}
if (text.includes('cloud') || text.includes('overcast') || text.includes('indoor') || text.includes('inside')) {
return 'none';
for (const language of Object.values(WEATHER_PATTERNS_BY_LANGUAGE)) {
for (const { id, patterns } of language) {
if (patterns.some(p => text.includes(p))) {
return id;
}
}
}
return 'none';
return "none";
}
/**
@@ -240,24 +247,24 @@ function calculateSunPosition(hour) {
// Daytime is roughly 5 AM to 8 PM (5-20)
// Map hour to position along an arc
// 5 AM = far left, low | 12 PM = center, high | 8 PM = far right, low
if (hour === null) hour = 12; // Default to noon if unknown
// Clamp to daytime hours
const clampedHour = Math.max(5, Math.min(20, hour));
// Normalize to 0-1 range (5 AM = 0, 20 PM = 1)
const progress = (clampedHour - 5) / 15;
// Horizontal position: 3% to 92% (left to right, wider range)
const left = 3 + progress * 89;
// Vertical position: parabolic arc (high at noon, low at dawn/dusk)
// At progress 0.5 (noon), top should be ~8% (high)
// At progress 0 or 1, top should be ~40% (low, near horizon)
const normalizedProgress = (progress - 0.5) * 2; // -1 to 1
const top = 8 + 32 * (normalizedProgress * normalizedProgress);
return { left, top };
}
@@ -270,7 +277,7 @@ function createSunshine(hour) {
// Create the sun based on current hour
const sunPos = calculateSunPosition(hour);
const sun = document.createElement('div');
sun.className = 'rpg-weather-particle rpg-clear-sun';
sun.style.left = `${sunPos.left}vw`;
@@ -572,9 +579,9 @@ function calculateMoonPosition(hour) {
// Nighttime is roughly 8 PM to 5 AM (20-5)
// Map hour to position along an arc
// 8 PM = far left, low | midnight = center-left, high | 5 AM = far right, low
if (hour === null) hour = 0; // Default to midnight if unknown
// Normalize night hours to 0-1 range
// 20 (8 PM) = 0, 0 (midnight) = ~0.44, 5 (5 AM) = 1
let progress;
@@ -585,16 +592,16 @@ function calculateMoonPosition(hour) {
// Midnight to 5 AM: 0-5 maps to 0.44-1
progress = (hour + 4) / 9;
}
// Horizontal position: 10% to 80% (left to right)
const left = 10 + progress * 70;
// Vertical position: parabolic arc (high at ~2 AM, low at dusk/dawn)
// Peak should be around progress 0.67 (~2 AM)
const peakProgress = 0.5;
const normalizedProgress = (progress - peakProgress) * 2; // -1 to 1
const top = 8 + 25 * (normalizedProgress * normalizedProgress);
return { left, top };
}
@@ -607,7 +614,7 @@ function updateCelestialPosition(hour) {
// Update sun position if it exists
const sun = weatherContainer.querySelector('.rpg-clear-sun');
const sunGlow = weatherContainer.querySelector('.rpg-clear-sun-glow');
if (sun && sunGlow) {
const sunPos = calculateSunPosition(hour);
sun.style.left = `${sunPos.left}vw`;
@@ -620,7 +627,7 @@ function updateCelestialPosition(hour) {
// Update moon position if it exists
const moon = weatherContainer.querySelector('.rpg-night-moon');
const moonGlow = weatherContainer.querySelector('.rpg-night-moon-glow');
if (moon && moonGlow) {
const moonPos = calculateMoonPosition(hour);
moon.style.left = `${moonPos.left}vw`;
+46 -4
View File
@@ -2329,6 +2329,40 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
transform: scale(0.95);
}
/* Add Character Button (inside rpg-thoughts-content, after last character) */
.rpg-add-character-btn {
background: var(--rpg-accent);
border: 1px solid var(--rpg-border);
color: var(--rpg-text);
padding: 0;
margin: 0.5rem auto 0;
font-size: clamp(0.625rem, 0.6vw, 0.75rem);
font-weight: 500;
cursor: pointer;
border-radius: 3px;
transition: all 0.2s ease;
display: flex;
align-items: center;
gap: 0.25rem;
opacity: 0.6;
width: auto;
}
.rpg-add-character-btn:hover {
background: var(--rpg-highlight);
border-color: var(--rpg-highlight);
color: var(--rpg-bg);
opacity: 1;
}
.rpg-add-character-btn:active {
transform: scale(0.95);
}
.rpg-add-character-btn i {
font-size: 0.875em;
}
/* Character traits/status line and custom fields */
.rpg-character-traits,
.rpg-character-field {
@@ -2340,12 +2374,20 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
word-wrap: break-word;
}
/* Placeholder for empty editable character fields */
.rpg-character-field.rpg-editable:empty::before {
content: 'Click to edit...';
/* Empty field placeholder using data-placeholder attribute */
.rpg-editable.rpg-empty-field:empty::before {
content: attr(data-placeholder);
color: var(--rpg-highlight);
opacity: 0.5;
opacity: 0.4;
font-style: italic;
pointer-events: none;
}
/* Ensure empty fields have minimum height for clickability */
.rpg-editable.rpg-empty-field {
min-height: 1.2em;
display: inline-block;
min-width: 3em;
}
/* Character stats display */