Compare commits

...

57 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
Spicy Marinara 0499f2c43e Merge pull request #107 from tomt610/feature/improved-clear-weather-effects
Add sunrise/sunset effects and improve sun positioning
2026-01-14 00:51:16 +01:00
Spicy_Marinara 35bd55615b fixes 2026-01-13 23:24:40 +01:00
tomt610 f38f6850c3 Add sunrise/sunset effects and improve sun positioning
- Add sunrise (dawn 5-7 AM) with warm gradient, horizon glow, fading stars
- Add sunset (dusk 18-20) with orange gradient, horizon glow, emerging stars
- Widen sun arc from 5-85% to 3-92% for more dramatic sunset positioning
- Lower horizon position for setting/rising sun (35% to 40%)
- Fix mobile viewport with dvh/vw units for all overlay elements
- Reduce overlay opacity for subtler atmospheric effect
2026-01-13 20:26:55 +00:00
Spicy Marinara 989f511d01 Merge pull request #106 from tomt610/fix/stats-show-max-value-in-number-mode
Fix: Include max value in stats context when number mode is selected
2026-01-13 20:55:58 +01:00
tomt610 b827b77184 Fix: Include max value in stats context when number mode is selected 2026-01-13 19:47:14 +00:00
Spicy_Marinara 4f3d59bfb7 v3.6.1: Dynamic combat actions and bug fixes
- Added dynamic action updates: AI can now modify available attacks/items based on combat state
- Items decrease when used, abilities change based on status effects
- Fixed event delegation for encounter buttons to work reliably on mobile
- Fixed multiple JSON parsing validation errors
- Added proper dialogue handling in combat summaries
- UI now re-renders action buttons when actions change
- Improved prompt instructions for item quantities and dynamic actions
2026-01-13 19:22:01 +01:00
Spicy Marinara c18fd39283 Merge pull request #105 from IDeathByte/main
Add russian to settings.html
2026-01-13 15:45:34 +01:00
IDeathByte f5825a7a24 Add russian to settings.html 2026-01-13 19:00:26 +05:00
Spicy Marinara c14250e467 Merge pull request #104 from IDeathByte/main
Ru language
2026-01-13 13:53:27 +01:00
Spicy_Marinara e8edc42164 v3.6.0 - Bug fixes and number display mode for stats
- Fixed custom status fields not being sent to prompts or parsed
- Fixed date format selection not working beyond default format
- Fixed widget text overflow issues with minimal scrollbars
- Added ability to display stats as numbers with custom max values instead of percentages
- Enabled desktop strip widgets by default
- Removed icon from Desktop Collapsed Strip Widgets heading
2026-01-13 13:52:18 +01:00
IDeathByte acf119d4b4 Add russian language 2026-01-13 14:35:06 +05:00
IDeathByte 6582095cc1 add russian 2026-01-13 13:51:16 +05:00
IDeathByte 8aaf258ba3 add russian 2026-01-13 13:50:33 +05:00
IDeathByte 7c1c140a2a add russian 2026-01-13 13:49:48 +05:00
Spicy Marinara ce668c4793 Merge pull request #101 from tomt610/feature/desktop-strip-widgets
feat: Add desktop collapsed strip widgets
2026-01-13 09:35:51 +01:00
tomt610 3d6db2b0e9 Fix strip refresh button visibility based on generation mode 2026-01-13 00:55:45 +00:00
tomt610 2151b2dae3 fix: Use absolute positioning for strip widget container to fill full panel height 2026-01-13 00:40:26 +00:00
tomt610 4644e0fd93 feat: Add desktop collapsed strip widgets
- Add new desktopStripWidgets settings in state.js with toggles for weather, clock, date, location, stats, and attributes
- Add strip widget container in template.html with animated clock face
- Add CSS styles for strip widgets with wider collapsed panel (5rem), vertical layout, and theme support
- Implement updateStripWidgets() in desktop.js to populate widgets from tracker data
- Wire up settings handlers in index.js for all strip widget toggles
- Call updateStripWidgets() on data updates in sillytavern.js integration
- Trigger widget update when panel is collapsed in layout.js

The strip widgets display compact stats/info in the collapsed panel strip on desktop, similar to mobile FAB widgets, eliminating the need to expand the panel to view basic data.
2026-01-13 00:08:00 +00:00
Spicy Marinara b18aaee0c0 Merge pull request #100 from tomt610/feature/improved-clear-weather-effects
Feature/improved clear weather effects
2026-01-13 00:23:34 +01:00
tomt610 0066b61746 Add sun/moon traveling across sky based on hour
- Sun position calculated from hour (5 AM - 8 PM arc trajectory)
- Moon position calculated from hour (8 PM - 5 AM arc trajectory)
- Celestial bodies move smoothly without resetting particles
- Reduced opacity for sun/moon in foreground mode for readability
- Fixed mobile viewport units (dvh/vw) for proper positioning
2026-01-12 23:21:19 +00:00
tomt610 6e9ff9812d Fix mobile view for weather effects
- Replace % units with dvh/vw for dynamic viewport sizing
- Fix stars, fireflies, dust motes, and light orbs positioning
- Fix moon and moon glow positioning to use dvh/vw
- Update snowfall and rainfall animations to use 100dvh
- Ensures proper distribution across full mobile viewport
2026-01-12 22:54:46 +00:00
tomt610 3797e21912 Improve clear weather effects with day/night cycle
- Replace blinking sunray lines with pleasant daytime effects:
  - Warm ambient glow overlay
  - Floating golden dust motes/pollen particles
  - Soft drifting light orbs
  - Subtle lens flare in corner

- Add automatic nighttime detection from Info Box time data:
  - Parses various time formats (12h, 24h, descriptive)
  - Night mode activates 8 PM - 5 AM

- Add nighttime clear weather effects:
  - Moon with realistic shading and glow (positioned left)
  - Twinkling stars with bright star cross-flares
  - Floating fireflies with gentle glow
  - Occasional shooting star animation

- Add mobile optimizations for all new effects
2026-01-12 22:45:48 +00:00
Spicy Marinara 7bac0d48f9 Merge pull request #99 from tomt610/fix/swipe-delete-state-restoration
Fix/swipe delete state restoration
2026-01-12 20:30:35 +01:00
Spicy Marinara 7081137fe3 Merge pull request #98 from tomt610/feature/infobox-edit-start-time
feat: add editable start time to infobox time widget
2026-01-12 20:29:56 +01:00
tomt610 3ceb64c3bd Fix RPG state restoration on message delete and swipe
- Add MESSAGE_DELETED event handler to restore state from last assistant message
- Fix swipe to use previous message's data for LLM context (prevents time/story advancing)
- Update UI to show rolled-back state immediately when triggering new swipe
- Handle edge cases: empty chat, first message swipe, no previous RPG data
2026-01-12 17:46:46 +00:00
tomt610 831c230b36 feat: add editable start time to infobox time widget 2026-01-12 13:12:38 +00:00
Spicy Marinara 3a6acb37be Merge pull request #96 from tomt610/fix/fab-spinning-together-mode
fix(fab): prevent spinning in together mode and update widgets
2026-01-12 02:38:48 +01:00
tomt610 ce8db67de4 fix(fab): prevent spinning in together mode and update widgets
- Remove FAB loading state trigger for together mode since no extra API request is made
- Add updateFabWidgets() call after rendering in together mode to update FAB display
- FAB spinning now correctly only occurs for separate/external modes
2026-01-11 23:26:01 +00:00
Spicy Marinara 0262218ad0 Merge pull request #95 from tomt610/feature/send-all-enabled-on-refresh
feat(history): Add 'Send All Enabled Stats on Refresh' option
2026-01-11 23:46:52 +01:00
tomt610 3fc2cfa8ab feat(history): Add 'Send All Enabled Stats on Refresh' option
Adds a new toggle in Edit Trackers -> History Persistence that allows
sending all enabled stats from the preset when using Refresh RPG Info,
instead of only the individually selected persistInHistory fields.

This helps the separate update AI understand the full context of what
has already been tracked and what changes it needs to account for,
improving coherence in stat updates without cluttering the main chat
history with excessive context data.
2026-01-11 22:01:26 +00:00
Spicy_Marinara c614f7b8dc v3.5.0: Weather effects improvements and dice roll fixes
- Refactor weather effects toggles to radio buttons in settings
  - Replace weatherEffectsForeground with weatherBackground/weatherForeground
  - Add Background/Foreground position options as radio toggles
  - Remove weather foreground toggle from main panel
- Fix dice roll to work independently of RPG attributes
  - Dice rolls now sent regardless of attribute settings
  - Adjust prompt wording based on whether attributes are enabled
- Improve History Persistence UI styling
  - Update input/select CSS to match tracker editor
  - Fix alignment issues
- Add theme-based radio button styling
  - Radio buttons now use theme colors instead of default blue
  - Support for all themes (default, sci-fi, fantasy, cyberpunk, custom)
- Update weather effects z-index logic for both modes
- Bump version to v3.5.0
2026-01-11 20:05:35 +01:00
Spicy_Marinara 46e6de0eba Update apiClient.js 2026-01-11 19:35:26 +01:00
Spicy Marinara e2a48a4075 Merge pull request #94 from tomt610/feature/weather-foreground-option
feat: Add weather foreground option (experimental)
2026-01-11 19:33:14 +01:00
Spicy Marinara 8d41010509 Merge pull request #93 from tomt610/fix/default-prompt
fix(presets): defer association changes until Save & Apply
2026-01-11 19:33:01 +01:00
Spicy Marinara 95d5616141 Merge pull request #92 from tomt610/fix/historical-context-injection
fix: Historical context injection for both text and chat completion p…
2026-01-11 19:32:33 +01:00
Spicy_Marinara 5918e38ade v3.2.1 2026-01-11 19:19:52 +01:00
tomt610 bb3028adbb feat: Add weather foreground option (experimental)
- Add weatherEffectsForeground setting to render weather effects in front of chat
- Add UI toggle in main panel (visible when Dynamic Weather toggle is visible)
- Apply z-index 9998 when foreground option is enabled
- Fix weather container sizing with viewport units (100vh/100dvh) for better mobile support
2026-01-11 15:38:47 +00:00
tomt610 bc4f50a82f fix(presets): defer association changes until Save & Apply
- Add isAssociatedWithCurrentPreset() helper to check if entity is associated with the CURRENT preset (not just any preset)
- Fix checkbox to correctly reflect association with currently selected preset
- Introduce tempAssociation state to track pending association changes
- Only save association changes when clicking Save & Apply, not on preset switch
- Discard pending association changes when clicking X/Cancel
- Auto-update association when switching presets if checkbox was checked
- Improve toast messages to clarify when changes will be applied

Fixes issue where checkbox showed incorrect state and association was saved immediately without waiting for Save & Apply.
2026-01-11 14:58:17 +00:00
tomt610 126cfedaa4 fix: Historical context injection for both text and chat completion prompts
- Fix swipe data retrieval to check both message.extra and swipe_info sources
- Fix user_message_end position to inject into preceding (not next) user message
- Add ordered content-matching for text completion prompt injection
- Add ordered content-matching for chat completion prompt injection
- Remove unnecessary HTML entity normalization
- Clean up unused imports and variables
2026-01-11 13:45:42 +00:00
Spicy_Marinara f3deead868 v3.4.1: Fix Present Characters not included in <previous> section for separate generation mode
- Fixed bug where Present Characters data wasn't appearing in the <previous> section when generating new trackers in separate mode
- Root cause: committedTrackerData.characterThoughts is stored as a JS array, not a JSON string
- Solution: Check data type before parsing - handle both object/array and string formats
- Present Characters data now correctly included in unified previous tracker JSON regardless of showCharacterThoughts setting
2026-01-11 00:17:49 +01:00
Spicy_Marinara d5d649f122 Update promptBuilder.js 2026-01-10 21:21:25 +01:00
Spicy Marinara 0cd764c39b Merge pull request #90 from tomt610/feature/history-persistence
Feature/history persistence
2026-01-10 20:35:03 +01:00
tomt610 b9a15722d6 Fix history injection for prewarm extensions
- Use persistent event listeners instead of once() to inject into ALL generations
- Don't clear context map on GENERATION_ENDED so prewarm gets the same context
- Remove unused onGenerationEndedCleanup function
2026-01-10 19:33:26 +00:00
tomt610 db97f012b0 Refactor history injection to modify prompts instead of chat messages
This prevents any risk of injected context being accidentally saved to the chat.
Instead of modifying chat[].mes directly, we now:
1. Build a context map during GENERATION_STARTED
2. Inject into the prompt string (GENERATE_AFTER_COMBINE_PROMPTS) for text completion
3. Inject into the message array (CHAT_COMPLETION_PROMPT_READY) for chat completion

The original chat messages are never modified.
2026-01-10 19:10:33 +00:00
27 changed files with 4084 additions and 382 deletions
+3 -6
View File
@@ -7,13 +7,10 @@ An immersive RPG extension for browsers that tracks character stats, scene infor
## 🆕 What's New
### v3.4.0
### v3.6.2
- Added History Persistance in Edit Trackers that allows you to control how many past trackers in the chat history to include.
- New mobile displays were added that show all the most important trackers from the panel as small, floating widgets around the RPG Companion button, when the main panel is closed.
- Added CYOA toggle.
- Added Deception System toggle.
- The trackers are no longer sent together with an image generation request.
- 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.
+136 -3
View File
@@ -131,7 +131,8 @@ import {
} from './src/systems/ui/mobile.js';
import {
setupDesktopTabs,
removeDesktopTabs
removeDesktopTabs,
updateStripWidgets
} from './src/systems/ui/desktop.js';
// Feature modules
@@ -152,7 +153,8 @@ import {
onMessageSwiped,
updatePersonaAvatar,
clearExtensionPrompts,
onGenerationEnded
onGenerationEnded,
initHistoryInjection
} from './src/systems/integration/sillytavern.js';
// Old state variable declarations removed - now imported from core modules
@@ -592,6 +594,34 @@ async function initUI() {
}
saveSettings();
updateFeatureTogglesVisibility();
updateWeatherSubOptionsVisibility();
});
// Weather sub-options (background and foreground) - radio buttons
$('#rpg-toggle-weather-background').on('change', function() {
if ($(this).prop('checked')) {
extensionSettings.weatherBackground = true;
extensionSettings.weatherForeground = false;
saveSettings();
// Re-apply weather effect
if (extensionSettings.enableDynamicWeather) {
toggleDynamicWeather(false);
toggleDynamicWeather(true);
}
}
});
$('#rpg-toggle-weather-foreground').on('change', function() {
if ($(this).prop('checked')) {
extensionSettings.weatherBackground = false;
extensionSettings.weatherForeground = true;
saveSettings();
// Re-apply weather effect
if (extensionSettings.enableDynamicWeather) {
toggleDynamicWeather(false);
toggleDynamicWeather(true);
}
}
});
$('#rpg-toggle-show-narrator-mode').on('change', function() {
@@ -696,6 +726,63 @@ async function initUI() {
updateFabWidgets();
});
// Desktop Strip Widget toggles
$('#rpg-toggle-strip-widgets-enabled').on('change', function() {
if (!extensionSettings.desktopStripWidgets) extensionSettings.desktopStripWidgets = {};
extensionSettings.desktopStripWidgets.enabled = $(this).prop('checked');
saveSettings();
updateStripWidgets();
$('#rpg-strip-widget-options').toggle(extensionSettings.desktopStripWidgets.enabled);
});
$('#rpg-toggle-strip-weather-icon').on('change', function() {
if (!extensionSettings.desktopStripWidgets) extensionSettings.desktopStripWidgets = {};
if (!extensionSettings.desktopStripWidgets.weatherIcon) extensionSettings.desktopStripWidgets.weatherIcon = {};
extensionSettings.desktopStripWidgets.weatherIcon.enabled = $(this).prop('checked');
saveSettings();
updateStripWidgets();
});
$('#rpg-toggle-strip-clock').on('change', function() {
if (!extensionSettings.desktopStripWidgets) extensionSettings.desktopStripWidgets = {};
if (!extensionSettings.desktopStripWidgets.clock) extensionSettings.desktopStripWidgets.clock = {};
extensionSettings.desktopStripWidgets.clock.enabled = $(this).prop('checked');
saveSettings();
updateStripWidgets();
});
$('#rpg-toggle-strip-date').on('change', function() {
if (!extensionSettings.desktopStripWidgets) extensionSettings.desktopStripWidgets = {};
if (!extensionSettings.desktopStripWidgets.date) extensionSettings.desktopStripWidgets.date = {};
extensionSettings.desktopStripWidgets.date.enabled = $(this).prop('checked');
saveSettings();
updateStripWidgets();
});
$('#rpg-toggle-strip-location').on('change', function() {
if (!extensionSettings.desktopStripWidgets) extensionSettings.desktopStripWidgets = {};
if (!extensionSettings.desktopStripWidgets.location) extensionSettings.desktopStripWidgets.location = {};
extensionSettings.desktopStripWidgets.location.enabled = $(this).prop('checked');
saveSettings();
updateStripWidgets();
});
$('#rpg-toggle-strip-stats').on('change', function() {
if (!extensionSettings.desktopStripWidgets) extensionSettings.desktopStripWidgets = {};
if (!extensionSettings.desktopStripWidgets.stats) extensionSettings.desktopStripWidgets.stats = {};
extensionSettings.desktopStripWidgets.stats.enabled = $(this).prop('checked');
saveSettings();
updateStripWidgets();
});
$('#rpg-toggle-strip-attributes').on('change', function() {
if (!extensionSettings.desktopStripWidgets) extensionSettings.desktopStripWidgets = {};
if (!extensionSettings.desktopStripWidgets.attributes) extensionSettings.desktopStripWidgets.attributes = {};
extensionSettings.desktopStripWidgets.attributes.enabled = $(this).prop('checked');
saveSettings();
updateStripWidgets();
});
$('#rpg-manual-update').on('click', async function() {
if (!extensionSettings.enabled) {
// console.log('[RPG Companion] Extension is disabled. Please enable it in the Extensions tab.');
@@ -704,6 +791,14 @@ async function initUI() {
await updateRPGData(renderUserStats, renderInfoBox, renderThoughts, renderInventory);
});
// Strip widget refresh button - same functionality as main refresh button
$('#rpg-strip-refresh').on('click', async function() {
if (!extensionSettings.enabled) {
return;
}
await updateRPGData(renderUserStats, renderInfoBox, renderThoughts, renderInventory);
});
$('#rpg-stat-bar-color-low').on('change', function() {
extensionSettings.statBarColorLow = String($(this).val());
saveSettings();
@@ -887,6 +982,8 @@ async function initUI() {
$('#rpg-toggle-show-cyoa-toggle').prop('checked', extensionSettings.showCYOAToggle ?? true);
$('#rpg-toggle-show-spotify-toggle').prop('checked', extensionSettings.showSpotifyToggle ?? true);
$('#rpg-toggle-show-dynamic-weather-toggle').prop('checked', extensionSettings.showDynamicWeatherToggle ?? true);
$('#rpg-toggle-weather-background').prop('checked', extensionSettings.weatherBackground ?? true);
$('#rpg-toggle-weather-foreground').prop('checked', extensionSettings.weatherForeground ?? false);
$('#rpg-toggle-show-narrator-mode').prop('checked', extensionSettings.showNarratorMode ?? true);
$('#rpg-toggle-show-auto-avatars').prop('checked', extensionSettings.showAutoAvatars ?? true);
@@ -931,6 +1028,18 @@ async function initUI() {
// Toggle visibility of widget options based on master toggle
$('#rpg-fab-widget-options').toggle(fabWidgets.enabled || false);
// Initialize Desktop Strip Widget checkboxes
const stripWidgets = extensionSettings.desktopStripWidgets || {};
$('#rpg-toggle-strip-widgets-enabled').prop('checked', stripWidgets.enabled || false);
$('#rpg-toggle-strip-weather-icon').prop('checked', stripWidgets.weatherIcon?.enabled ?? true);
$('#rpg-toggle-strip-clock').prop('checked', stripWidgets.clock?.enabled ?? true);
$('#rpg-toggle-strip-date').prop('checked', stripWidgets.date?.enabled ?? true);
$('#rpg-toggle-strip-location').prop('checked', stripWidgets.location?.enabled ?? true);
$('#rpg-toggle-strip-stats').prop('checked', stripWidgets.stats?.enabled ?? true);
$('#rpg-toggle-strip-attributes').prop('checked', stripWidgets.attributes?.enabled ?? true);
// Toggle visibility of strip widget options based on master toggle
$('#rpg-strip-widget-options').toggle(stripWidgets.enabled || false);
$('#rpg-stat-bar-color-low').val(extensionSettings.statBarColorLow);
$('#rpg-stat-bar-color-high').val(extensionSettings.statBarColorHigh);
$('#rpg-theme-select').val(extensionSettings.theme);
@@ -1074,8 +1183,9 @@ jQuery(async () => {
// Load chat-specific data for current chat
try {
loadChatData();
// Initialize FAB widgets with any loaded data
// Initialize FAB widgets and strip widgets with any loaded data
updateFabWidgets();
updateStripWidgets();
} catch (error) {
console.error('[RPG Companion] Chat data load failed, using defaults:', error);
}
@@ -1125,6 +1235,15 @@ jQuery(async () => {
// Non-critical - continue anyway
}
// Initialize history injection event listeners
// This must be done before event registration so listeners are ready
try {
initHistoryInjection();
} catch (error) {
console.error('[RPG Companion] History injection init failed:', error);
// Non-critical - continue without it
}
// Register all event listeners
try {
registerAllEvents({
@@ -1175,3 +1294,17 @@ jQuery(async () => {
);
}
});
/**
* Updates the visibility of weather sub-options in settings based on dynamic weather toggle
*/
function updateWeatherSubOptionsVisibility() {
const $weatherSubOptions = $('#rpg-weather-suboptions');
const isDynamicWeatherEnabled = extensionSettings.showDynamicWeatherToggle ?? true;
if (isDynamicWeatherEnabled) {
$weatherSubOptions.show();
} else {
$weatherSubOptions.hide();
}
}
+1 -1
View File
@@ -6,6 +6,6 @@
"js": "index.js",
"css": "style.css",
"author": "Marinara",
"version": "3.3.2",
"version": "3.6.3",
"homePage": "https://github.com/SpicyMarinara/rpg-companion-sillytavern"
}
+2 -1
View File
@@ -15,6 +15,7 @@
<select id="rpg-companion-language-select" class="text_pole">
<option value="en" data-i18n-key="settings.language.option.en">English</option>
<option value="zh-tw" data-i18n-key="settings.language.option.zh-tw">繁體中文</option>
<option value="ru" data-i18n-key="settings.language.option.ru">Русский</option>
</select>
</div>
@@ -48,7 +49,7 @@
</div>
<div style="margin-top: 10px; text-align: center; opacity: 0.6; font-size: 0.85em;">
v3.4.0
v3.6.2
</div>
</div>
</div>
+56
View File
@@ -147,6 +147,12 @@ export function loadSettings() {
// Migrate to preset manager system if presets don't exist
migrateToPresetManager();
// Initialize custom status fields
initializeCustomStatusFields();
// Ensure all stats have maxValue (for number display mode)
ensureStatsHaveMaxValue();
} catch (error) {
console.error('[RPG Companion] Error loading settings:', error);
console.error('[RPG Companion] Error details:', error.message, error.stack);
@@ -694,6 +700,45 @@ export function migrateToPresetManager() {
}
}
/**
* Initializes custom status fields in userStats based on trackerConfig
* Ensures all defined custom status fields have a value in the userStats object
*/
function initializeCustomStatusFields() {
const customFields = extensionSettings.trackerConfig?.userStats?.statusSection?.customFields || [];
// Initialize each custom field if it doesn't exist
for (const fieldName of customFields) {
const fieldKey = fieldName.toLowerCase();
if (extensionSettings.userStats[fieldKey] === undefined) {
extensionSettings.userStats[fieldKey] = 'None';
// console.log(`[RPG Companion] Initialized custom status field: ${fieldKey}`);
}
}
}
/**
* Ensures all custom stats have a maxValue property
* This migration supports the number display mode feature
*/
function ensureStatsHaveMaxValue() {
const customStats = extensionSettings.trackerConfig?.userStats?.customStats || [];
for (const stat of customStats) {
if (stat && stat.maxValue === undefined) {
stat.maxValue = 100; // Default to 100 for backward compatibility
// console.log(`[RPG Companion] Added maxValue to stat: ${stat.id || stat.name}`);
}
}
// Ensure statsDisplayMode is set (default to percentage)
if (extensionSettings.trackerConfig?.userStats &&
extensionSettings.trackerConfig.userStats.statsDisplayMode === undefined) {
extensionSettings.trackerConfig.userStats.statsDisplayMode = 'percentage';
// console.log('[RPG Companion] Initialized statsDisplayMode to percentage');
}
}
/**
* Gets all available presets
* @returns {Object} Map of preset ID to preset data
@@ -915,6 +960,17 @@ export function hasPresetAssociation() {
return entityKey && extensionSettings.presetManager.characterAssociations[entityKey] !== undefined;
}
/**
* Checks if the current character/group is associated with the currently active preset
* @returns {boolean} True if the current entity is associated with the active preset
*/
export function isAssociatedWithCurrentPreset() {
const entityKey = getCurrentEntityKey();
const activePresetId = extensionSettings.presetManager?.activePresetId;
if (!entityKey || !activePresetId) return false;
return extensionSettings.presetManager.characterAssociations[entityKey] === activePresetId;
}
/**
* Auto-switches to the preset associated with the current character/group
* Called when character changes. Falls back to default preset if no association.
+21 -6
View File
@@ -35,6 +35,8 @@ export let extensionSettings = {
customSpotifyPrompt: '', // Custom Spotify prompt text (empty = use default)
enableDynamicWeather: true, // Enable dynamic weather effects based on Info Box weather field (v2: enabled by default)
weatherBackground: true, // Show weather effects in background (behind chat)
weatherForeground: false, // Show weather effects in foreground (on top of chat)
dismissedHolidayPromo: false, // User dismissed the holiday promotion banner
showHtmlToggle: true, // Show Immersive HTML toggle in main panel
showDialogueColoringToggle: true, // Show Dialogue Coloring toggle in main panel (enabled by default)
@@ -53,7 +55,8 @@ export let extensionSettings = {
enabled: false, // Master toggle for history persistence feature
messageCount: 5, // Number of messages to include (0 = all available)
injectionPosition: 'assistant_message_end', // 'user_message_end', 'assistant_message_end', 'extra_user_message', 'extra_assistant_message'
contextPreamble: '' // Optional custom preamble text (empty = use default short one)
contextPreamble: '', // Optional custom preamble text (empty = use default short one)
sendAllEnabledOnRefresh: false // If true, sends all enabled stats from preset instead of only persistInHistory-enabled stats on Refresh RPG Info
},
panelPosition: 'right', // 'left', 'right', or 'top'
theme: 'default', // Theme: default, sci-fi, fantasy, cyberpunk, custom
@@ -81,6 +84,16 @@ export let extensionSettings = {
stats: { enabled: true, position: 5 }, // All stats as compact numbers
attributes: { enabled: true, position: 6 } // Compact RPG attributes display
},
// Desktop strip widget display options (shown in collapsed panel strip)
desktopStripWidgets: {
enabled: true, // Master toggle for strip widgets (enabled by default)
weatherIcon: { enabled: true }, // Weather emoji (☀️, 🌧️, etc.)
clock: { enabled: true }, // Current time display
date: { enabled: true }, // Date display
location: { enabled: true }, // Location name
stats: { enabled: true }, // All stats as compact numbers
attributes: { enabled: true } // Compact RPG attributes display
},
userStats: JSON.stringify({
stats: [
{ id: 'health', name: 'Health', value: 100 },
@@ -112,13 +125,15 @@ export let extensionSettings = {
// Tracker customization configuration
trackerConfig: {
userStats: {
// Stats display mode: 'percentage' or 'number'
statsDisplayMode: 'percentage',
// Array of custom stats (allows add/remove/rename)
customStats: [
{ id: 'health', name: 'Health', enabled: true, persistInHistory: false },
{ id: 'satiety', name: 'Satiety', enabled: true, persistInHistory: false },
{ id: 'energy', name: 'Energy', enabled: true, persistInHistory: false },
{ id: 'hygiene', name: 'Hygiene', enabled: true, persistInHistory: false },
{ id: 'arousal', name: 'Arousal', enabled: true, persistInHistory: false }
{ id: 'health', name: 'Health', enabled: true, persistInHistory: false, maxValue: 100 },
{ id: 'satiety', name: 'Satiety', enabled: true, persistInHistory: false, maxValue: 100 },
{ id: 'energy', name: 'Energy', enabled: true, persistInHistory: false, maxValue: 100 },
{ id: 'hygiene', name: 'Hygiene', enabled: true, persistInHistory: false, maxValue: 100 },
{ id: 'arousal', name: 'Arousal', enabled: true, persistInHistory: false, maxValue: 100 }
],
// RPG Attributes (customizable D&D-style attributes)
showRPGAttributes: true,
+1
View File
@@ -2,6 +2,7 @@
"settings.language.label": "Language",
"settings.language.option.en": "English",
"settings.language.option.zh-tw": "繁體中文",
"settings.language.option.ru": "Русский",
"settings.extensionEnabled": "Enable RPG Companion",
"settings.note": "Toggle to enable/disable the RPG Companion extension. Configure additional settings within the panel itself.",
"template.settingsTitle": "RPG Companion Settings",
+236
View File
@@ -0,0 +1,236 @@
{
"settings.language.label": "Язык",
"settings.language.option.en": "English",
"settings.language.option.zh-tw": "繁體中文",
"settings.language.option.ru": "Русский",
"settings.extensionEnabled": "Включить RPG Companion",
"settings.note": "Включить или отключить расширение RPG Companion. Дополнительные настройки производятся непосредственно в панели приложения.",
"template.settingsTitle": "Настройки RPG Companion",
"template.settingsModal.themeTitle": "Тема",
"template.settingsModal.themeLabel": "Стиль:",
"template.settingsModal.themeOptions.default": "По умолчанию",
"template.settingsModal.themeOptions.sciFi": "Скай-фай (Synthwave)",
"template.settingsModal.themeOptions.fantasy": "Фэнтези (Rustic Parchment)",
"template.settingsModal.themeOptions.cyberpunk": "Киберпанк (Neon Grid)",
"template.settingsModal.themeOptions.custom": "Своя",
"template.settingsModal.themeOptions.custom.background": "Фон:",
"template.settingsModal.themeOptions.custom.accent": "Акцент:",
"template.settingsModal.themeOptions.custom.text": "Текст:",
"template.settingsModal.themeOptions.custom.highlight": "Подсветка:",
"template.settingsModal.theme.statBarLow": "Цвет полоски характеристики (Низкие значения):",
"template.settingsModal.theme.statBarLowNote": "Цвет при значении показателей 0%.",
"template.settingsModal.theme.statBarHigh": "Цвет полоски характеристики (Высокие значения):",
"template.settingsModal.theme.statBarHighNote": "Цвет при значении показателей 100%.",
"template.settingsModal.displayTitle": "Настройки отображения",
"template.settingsModal.displayNote": "Вы можете вкючить/отключить расширение RPG Companion во вкладке расширений для SillyTavern.",
"template.settingsModal.display.panelPosition": "Положение боковой панели:",
"template.settingsModal.display.panelPositionOptions.right": "Справа",
"template.settingsModal.display.panelPositionOptions.left": "Слева",
"template.settingsModal.display.toggleAutoUpdate": "Авто-обновление после ответа",
"template.settingsModal.display.toggleAutoUpdateNote": "Автоматически обновлять информацию в трекрере после каждого ответа.",
"template.settingsModal.display.showUserStats": "Показать Характеристики Игрока",
"template.settingsModal.display.showUserStatsNote": "Включить Характеристики Игрока, которые отслеживают статистику используемой персоны - характеристики, настроение, навыки и т.д.",
"template.settingsModal.display.showInfoBox": "Показывать Инфо-панель",
"template.settingsModal.display.showInfoBoxNote": "Отображение локации, времени, погоды и недавних событий.",
"template.settingsModal.display.showPresentCharacters": "Показывать персонажей",
"template.settingsModal.display.showPresentCharactersNote": "Показывать портреты персонажей с их текущимы мыслями и статусом.",
"template.settingsModal.display.narratorMode": "Режим расказчика",
"template.settingsModal.display.narratorModeNote": "Использовать карточку персонажа в качестве расказчика. Персонажи берутся из контекста вместо фиксированных отсылок.",
"template.settingsModal.display.showInventory": "Показывать инвентарь",
"template.settingsModal.display.showInventoryNote": "Отслеживайте переносимые предметы, одежду, хранимые вещи и активы.",
"template.settingsModal.display.showQuests": "Показывать задания",
"template.settingsModal.display.showQuestsNote": "Управляйте основными и дополнительными заданиями с целями.",
"template.settingsModal.display.showLockIcons": "Показывать значки блокировки/разблокировки трекеров",
"template.settingsModal.display.showLockIconsNote": "Отображать значки блокировки/разблокировки на элементах трекера, чтобы предотвратить их изменение ИИ.",
"template.settingsModal.display.showThoughtsInChat": "Показывать мысли",
"template.settingsModal.display.showThoughtsInChatNote": "Отображать мысли персонажей в виде всплывающих пузырьков рядом с их сообщениями.",
"template.settingsModal.display.alwaysShowThoughtBubble": "Всегда показывать пузырь мыслей",
"template.settingsModal.display.alwaysShowThoughtBubbleNote": "Автоматически раскрывать пузырь мыслей без предварительного нажатия на значок",
"template.settingsModal.display.enableAnimations": "Включить анимации",
"template.settingsModal.display.enableAnimationsNote": "Плавные переходы для характеристик, обновления контента и бросков кубиков.",
"template.settingsModal.display.showImmersiveHtmlToggle": "Показывать переключатель Immersive HTML",
"template.settingsModal.display.showImmersiveHtmlToggleNote": "Отображать кнопку переключения для включения/отключения HTML-форматирования в сообщениях.",
"template.settingsModal.display.showDialogueColoringToggle": "Показывать переключатель цветных диалогов",
"template.settingsModal.display.showDialogueColoringToggleNote": "Отображать кнопку переключения для включения/отключения цветного форматирования диалогов.",
"template.settingsModal.display.showSpotifyMusicToggle": "Показывать переключатель музыки Spotify",
"template.settingsModal.display.showSpotifyMusicToggleNote": "Отображать музыкальный проигрыватель Spotify с предложенными ИИ треками, подходящими для сцены.",
"template.settingsModal.display.showSnowflakesToggle": "Показывать переключатель погодных эффектов",
"template.settingsModal.display.showDynamicWeatherToggle": "Показывать переключатель динамических погодных эффектов",
"template.settingsModal.display.showDynamicWeatherToggleNote": "Отображать кнопку переключения для включения/отключения анимированных погодных эффектов.",
"template.settingsModal.display.showNarratorMode": "Показывать переключатель режима рассказчика",
"template.settingsModal.display.showNarratorModeNote": "Отображать кнопку переключения для включения/отключения режима рассказчика (персонажи определяются из контекста).",
"template.settingsModal.display.showAutoAvatars": "Показывать переключатель автоматической генерации аватаров",
"template.settingsModal.display.showAutoAvatarsNote": "Отображать кнопку переключения для автоматической генерации аватаров для персонажей без изображений.",
"template.settingsModal.display.showRandomizedPlot": "Показывать переключатель случайного развития сюжета",
"template.settingsModal.display.showRandomizedPlotNote": "Отображать кнопку для генерации ИИ случайных подсказок для развития сюжета.",
"template.settingsModal.display.showNaturalPlot": "Показывать переключатель естественного развития сюжета",
"template.settingsModal.display.showNaturalPlotNote": "Отображать кнопку для контекстно-зависимых подсказок продолжения повествования.",
"template.settingsModal.display.showStartEncounter": "Показывать переключатель начала встречи",
"template.settingsModal.display.showStartEncounterNote": "Отображать кнопку для начала интерактивных боевых столкновений.",
"template.settingsModal.display.showDiceDisplay": "Показывать отображение броска кубиков",
"template.settingsModal.display.showDiceDisplayNote": "Отображать индикатор \"Последний бросок\" на панели.",
"template.mainPanel.autoAvatars": "Авто-аватары",
"template.settingsModal.advancedTitle": "Дополнительно",
"template.settingsModal.advanced.encounterHistoryDepth": "Глубина истории чата для боя:",
"template.settingsModal.advanced.encounterHistoryDepthNote": "Количество последних сообщений, включаемых при инициализации боя.",
"template.settingsModal.advanced.autoSaveCombatLogs": "Автосохранение журналов боя",
"template.settingsModal.advanced.autoSaveCombatLogsNote": "Сохранять подробные журналы боя в файл для будущего использования и анализа.",
"template.settingsModal.advanced.clearCacheNote": "Очищает сохраненные и отображаемые данные трекеров для текущего активного чата.",
"template.settingsModal.advanced.generationMode": "Режим генерации:",
"template.settingsModal.advanced.generationModeOptions.together": "Вместе с основной генерацией",
"template.settingsModal.advanced.generationModeOptions.separate": "Отдельная генерация",
"template.settingsModal.advanced.generationModeNote": "Вместе: добавляет RPG-трекинг к основному ответу. Отдельно: генерирует RPG-данные отдельно (вручную или автоматически). Внешний: подключается напрямую к OpenAI-совместимому эндпоинту.",
"template.settingsModal.advanced.generationModeOptions.external": "Внешний API",
"template.settingsModal.advanced.externalApi.title": "Настройки внешнего API",
"template.settingsModal.advanced.externalApi.baseUrl": "Базовый URL API",
"template.settingsModal.advanced.externalApi.baseUrlNote": "OpenAI-совместимый эндпоинт (например, OpenAI, OpenRouter, локальный сервер LLM).",
"template.settingsModal.advanced.externalApi.apiKey": "API-ключ",
"template.settingsModal.advanced.externalApi.apiKeyNote": "Ваш API-ключ для внешнего сервиса.",
"template.settingsModal.advanced.externalApi.model": "Модель",
"template.settingsModal.advanced.externalApi.modelNote": "Идентификатор модели (например, gpt-4o-mini, claude-3-haiku, mistral-7b).",
"template.settingsModal.advanced.externalApi.maxTokens": "Максимальное количество токенов",
"template.settingsModal.advanced.externalApi.temperature": "Температура",
"template.settingsModal.advanced.externalApi.testConnection": "Тестировать соединение",
"template.settingsModal.advanced.contextMessages": "Контекстные сообщения:",
"template.settingsModal.advanced.contextMessagesNote": "Количество последних сообщений, включаемых в контекст.",
"template.settingsModal.advanced.useSeparatePreset": "Использовать модель, подключенную к пресету RPG Companion Trackers",
"template.settingsModal.advanced.useSeparatePresetNote": "При включении генерация трекеров будет использовать модель из пресета \"RPG Companion Trackers\" вместо основной модели API. Пресет будет автоматически переключаться во время генерации и восстанавливаться после нее. Выберите желаемую модель в этом пресете и убедитесь, что переключатель \"Bind presets to API connections\" включен (рядом с кнопками импорта/экспорта пресетов).",
"template.settingsModal.advanced.skipInjections": "Пропускать инъекции во время управляемых генераций:",
"template.settingsModal.advanced.skipInjectionsOptions.none": "Никогда не пропускать",
"template.settingsModal.advanced.skipInjectionsOptions.impersonation": "Только при запросах олицетворения",
"template.settingsModal.advanced.skipInjectionsOptions.guided": "Всегда для управляемых или тихих подсказок",
"template.settingsModal.advanced.skipInjectionsNote": "При установке расширение не будет внедрять подсказки трекеров, примеры или HTML-инструкции в соответствии с выбранным режимом при обнаружении управляемой генерации (через `instruct` или `quiet_prompt`). Полезно при использовании GuidedGenerations или аналогичных расширений.",
"template.settingsModal.advanced.customHtmlPromptTitle": "Пользовательская HTML-подсказка:",
"template.settingsModal.advanced.restoreDefaultHtmlPrompt": "Восстановить по умолчанию",
"template.settingsModal.advanced.customHtmlPromptNote": "Настройте HTML-подсказку, которая внедряется при включенной опции \"Enable Immersive HTML\". Подсказка по умолчанию показана выше - вы можете редактировать ее напрямую или полностью заменить. Нажмите \"Восстановить по умолчанию\" для сброса. Это влияет на все режимы генерации (together, separate и plot progression).",
"template.settingsModal.advanced.clearCache": "Очистить кэш расширения",
"template.settingsModal.advanced.resetFabPositions": "Сбросить позиции кнопок",
"template.settingsModal.advanced.resetFabPositionsNote": "Сбрасывает все плавающие кнопки действий (переключение, обновление, отладка) в позиции по умолчанию (сверху слева). Полезно, если кнопки находятся за пределами экрана.",
"template.trackerEditorModal.title": "Редактировать трекеры",
"template.trackerEditorModal.tabs.userStats": "Характеристики пользователя",
"template.trackerEditorModal.tabs.infoBox": "Инфо-панель",
"template.trackerEditorModal.tabs.presentCharacters": "Присутствующие персонажи",
"template.trackerEditorModal.buttons.reset": "Сбросить",
"template.trackerEditorModal.buttons.cancel": "Отмена",
"template.trackerEditorModal.buttons.save": "Сохранить и применить",
"template.trackerEditorModal.buttons.export": "Экспорт",
"template.trackerEditorModal.buttons.import": "Импорт",
"template.trackerEditorModal.messages.exportSuccess": "Шаблон трекеров успешно экспортирован!",
"template.trackerEditorModal.messages.exportError": "Не удалось экспортировать шаблон трекеров. Проверьте консоль для получения подробностей.",
"template.trackerEditorModal.messages.importSuccess": "Шаблон трекеров успешно импортирован!",
"template.trackerEditorModal.messages.importError": "Не удалось импортировать шаблон трекеров",
"template.trackerEditorModal.messages.importConfirm": "Это заменит текущую конфигурацию трекеров. Продолжить?",
"template.trackerEditorModal.userStatsTab.customStatsTitle": "Пользовательские характеристики",
"template.trackerEditorModal.userStatsTab.addCustomStatButton": "Добавить пользовательскую характеристику",
"template.trackerEditorModal.userStatsTab.rpgAttributesTitle": "RPG-атрибуты",
"template.trackerEditorModal.userStatsTab.enableRpgAttributes": "Включить раздел RPG-атрибутов",
"template.trackerEditorModal.userStatsTab.alwaysIncludeAttributes": "Всегда включать атрибуты в подсказку",
"template.trackerEditorModal.userStatsTab.alwaysIncludeAttributesNote": "Если отключено, атрибуты отправляются только при активном броске кубиков.",
"template.trackerEditorModal.userStatsTab.addAttributeButton": "Добавить атрибут",
"template.trackerEditorModal.userStatsTab.statusSectionTitle": "Раздел статуса",
"template.trackerEditorModal.userStatsTab.enableStatusSection": "Включить раздел статуса",
"template.trackerEditorModal.userStatsTab.showMoodEmoji": "Показывать эмодзи настроения",
"template.trackerEditorModal.userStatsTab.statusFieldsLabel": "Поля статуса (через запятую):",
"template.trackerEditorModal.userStatsTab.skillsSectionTitle": "Раздел навыков",
"template.trackerEditorModal.userStatsTab.enableSkillsSection": "Включить раздел навыков",
"template.trackerEditorModal.userStatsTab.skillsLabelLabel": "Метка навыков:",
"template.trackerEditorModal.userStatsTab.skillsListLabel": "Список навыков (через запятую):",
"template.trackerEditorModal.infoBoxTab.widgetsTitle": "Виджеты",
"template.trackerEditorModal.infoBoxTab.dateWidget": "Дата",
"template.trackerEditorModal.infoBoxTab.weatherWidget": "Погода",
"template.trackerEditorModal.infoBoxTab.temperatureWidget": "Температура",
"template.trackerEditorModal.infoBoxTab.timeWidget": "Время",
"template.trackerEditorModal.infoBoxTab.locationWidget": "Местоположение",
"template.trackerEditorModal.infoBoxTab.recentEventsWidget": "Недавние события",
"template.trackerEditorModal.presentCharactersTab.relationshipStatusTitle": "Поля статуса отношений",
"template.trackerEditorModal.presentCharactersTab.enableRelationshipStatus": "Включить поля статуса отношений",
"template.trackerEditorModal.presentCharactersTab.relationshipStatusHint": "Определите типы отношений с соответствующими эмодзи, отображаемыми на портретах персонажей.",
"template.trackerEditorModal.presentCharactersTab.newRelationshipButton": "Новое отношение",
"template.trackerEditorModal.presentCharactersTab.appearanceDemeanorTitle": "Поля внешности/поведения",
"template.trackerEditorModal.presentCharactersTab.appearanceDemeanorHint": "Поля, отображаемые под именем персонажа.",
"template.trackerEditorModal.presentCharactersTab.addCustomFieldButton": "Добавить пользовательское поле",
"template.trackerEditorModal.presentCharactersTab.thoughtsConfigTitle": "Настройки мыслей",
"template.trackerEditorModal.presentCharactersTab.enableCharacterThoughts": "Включить мысли персонажей",
"template.trackerEditorModal.presentCharactersTab.thoughtsLabelLabel": "Метка мыслей:",
"template.trackerEditorModal.presentCharactersTab.aiInstructionLabel": "Инструкция для ИИ:",
"template.trackerEditorModal.presentCharactersTab.characterStatsTitle": "Характеристики персонажей",
"template.trackerEditorModal.presentCharactersTab.trackCharacterStats": "Отслеживать характеристики персонажей",
"template.trackerEditorModal.presentCharactersTab.characterStatsHint": "Создавайте характеристики для отслеживания для каждого персонажа (отображаются в виде цветных полос).",
"template.trackerEditorModal.presentCharactersTab.addCharacterStatButton": "Добавить характеристику персонажа",
"template.mainPanel.title": "RPG Companion",
"template.mainPanel.lastRoll": "Последний бросок:",
"template.mainPanel.clearLastRoll": "Очистить последний бросок",
"template.mainPanel.immersiveHtml": "Immersive HTML",
"template.mainPanel.coloredDialogues": "Цветные диалоги",
"template.mainPanel.spotifyMusic": "Музыка Spotify",
"template.mainPanel.snowflakesEffect": "Эффект снежинок",
"template.mainPanel.dynamicWeatherEffects": "Динамическая погода",
"template.mainPanel.narratorMode": "Режим рассказчика",
"template.mainPanel.refreshRpgInfo": "Обновить RPG-информацию",
"template.mainPanel.updating": "Обновление...",
"template.mainPanel.editTrackersButton": "Редактировать трекеры",
"template.mainPanel.settingsButton": "Настройки",
"global.none": "Нет",
"global.add": "Добавить",
"global.cancel": "Отмена",
"global.listView": "Вид списка",
"global.gridView": "Вид сетки",
"global.save": "Сохранить",
"global.status": "Статус",
"global.inventory": "Инвентарь",
"global.quests": "Задания",
"global.info": "Информация",
"infobox.noData.title": "Данных пока нет",
"infobox.noData.instruction": "Сгенерируйте новый ответ в ролевой игре или переключитесь на \"Отдельную генерацию\" в Настройках, чтобы получить доступ и нажать кнопку \"Обновить RPG-информацию\"",
"infobox.recentEvents.title": "Недавние события",
"infobox.recentEvents.addEventPlaceholder": "Добавить событие...",
"inventory.section.onPerson": "При себе",
"inventory.section.clothing": "Одежда",
"inventory.section.stored": "Хранимое",
"inventory.section.assets": "Активы",
"inventory.onPerson.empty": "Нет переносимых предметов",
"inventory.onPerson.title": "Предметы, которые сейчас в инвентаре",
"inventory.onPerson.addItemButton": "Добавить предмет",
"inventory.onPerson.addItemPlaceholder": "Введите название предмета...",
"inventory.clothing.empty": "Ничего не надето",
"inventory.clothing.title": "Одежда и броня",
"inventory.clothing.addItemButton": "Добавить одежду",
"inventory.clothing.addItemPlaceholder": "Введите элемент одежды...",
"inventory.stored.title": "Места хранения",
"inventory.stored.addLocationButton": "Добавить место",
"inventory.stored.addLocationPlaceholder": "Введите название места...",
"inventory.stored.saveButton": "Сохранить",
"inventory.stored.empty": "Пока нет мест хранения. Нажмите \"Добавить место\", чтобы создать.",
"inventory.stored.noItems": "Здесь нет хранимых предметов",
"inventory.stored.addItemToLocationPlaceholder": "Введите название предмета...",
"inventory.stored.addItemButton": "Добавить предмет",
"inventory.stored.confirmRemoveLocationMessage": "Удалить \"${location}\"? Это удалит все предметы, хранящиеся там.",
"inventory.stored.confirmRemoveLocationConfirmButton": "Подтвердить",
"inventory.assets.empty": "Нет активов",
"inventory.assets.title": "Транспорт, недвижимость и крупные владения",
"inventory.assets.addAssetModalTitle": "Добавить актив",
"inventory.assets.addAssetButton": "Добавить актив",
"inventory.assets.addAssetPlaceholder": "Введите название актива...",
"inventory.assets.description": "Активы включают транспортные средства (автомобили, мотоциклы), недвижимость (дома, квартиры) и крупное оборудование (инструменты для мастерской, специальные предметы).",
"quests.section.main": "Основное задание",
"quests.section.optional": "Дополнительные задания",
"quests.main.title": "Основные задания",
"quests.main.addQuestButton": "Добавить задание",
"quests.main.addQuestPlaceholder": "Введите название основного задания...",
"quests.main.empty": "Нет активных основных заданий",
"quests.main.hint": "Основное задание представляет вашу главную цель в истории.",
"quests.optional.title": "Дополнительные задания",
"quests.optional.addQuestButton": "Добавить задание",
"quests.optional.addQuestPlaceholder": "Введите название дополнительного задания...",
"quests.optional.empty": "Нет активных дополнительных заданий",
"quests.optional.hint": "Дополнительные задания - это побочные цели, которые дополняют основную историю.",
"checkpoint.setChapterStart": "Установить начало главы",
"checkpoint.clearChapterStart": "Очистить начало главы",
"checkpoint.indicator": "Начало главы",
"checkpoint.tooltip": "Сообщения до этой точки исключаются из контекста",
"musicPlayer.title": "Музыка сцены",
"musicPlayer.noMusic": "ИИ будет предлагать музыку, когда это уместно для сцены",
"errors.parsingError": "Ошибка парсинга RPG Companion Trackers! Модель вернула неправильный формат. Если проблема сохраняется, рассмотрите возможность смены модели для генераций.",
"settings.recommendedModels.title": "Рекомендуемые модели",
"settings.recommendedModels.description": "Для правильной работы расширения **не рекомендуется использовать модели с базой обчучения ниже 20B, особенно если они старые.** Оно лучше всего работает с современными моделями, такими как Deepseek, Claude, GPT или Gemini."
}
+1
View File
@@ -2,6 +2,7 @@
"settings.language.label": "語言",
"settings.language.option.en": "English",
"settings.language.option.zh-tw": "繁體中文",
"settings.language.option.ru": "Русский",
"settings.extensionEnabled": "啟用 RPG Companion",
"settings.note": "切換開關以啟用/停用 RPG Companion。其他設定可在面板內配置。",
"template.settingsTitle": "RPG Companion 設定",
+26
View File
@@ -35,6 +35,7 @@ import { renderMusicPlayer } from '../rendering/musicPlayer.js';
import { i18n } from '../../core/i18n.js';
import { generateAvatarsForCharacters } from '../features/avatarGenerator.js';
import { setFabLoadingState, updateFabWidgets } from '../ui/mobile.js';
import { updateStripWidgets } from '../ui/desktop.js';
// Store the original preset name to restore after tracker generation
let originalPresetName = null;
@@ -240,8 +241,10 @@ export async function updateRPGData(renderUserStats, renderInfoBox, renderThough
// Update button to show "Updating..." state
const $updateBtn = $('#rpg-manual-update');
const $stripRefreshBtn = $('#rpg-strip-refresh');
const updatingText = i18n.getTranslation('template.mainPanel.updating') || 'Updating...';
$updateBtn.html(`<i class="fa-solid fa-spinner fa-spin"></i> ${updatingText}`).prop('disabled', true);
$stripRefreshBtn.html('<i class="fa-solid fa-spinner fa-spin"></i>').prop('disabled', true);
const prompt = await generateSeparateUpdatePrompt();
@@ -380,11 +383,14 @@ export async function updateRPGData(renderUserStats, renderInfoBox, renderThough
setIsGenerating(false);
setFabLoadingState(false); // Stop spinning FAB on mobile
updateFabWidgets(); // Update FAB widgets with new data
updateStripWidgets(); // Update strip widgets with new data
// Restore button to original state
const $updateBtn = $('#rpg-manual-update');
const $stripRefreshBtn = $('#rpg-strip-refresh');
const refreshText = i18n.getTranslation('template.mainPanel.refreshRpgInfo') || 'Refresh RPG Info';
$updateBtn.html(`<i class="fa-solid fa-sync"></i> ${refreshText}`).prop('disabled', false);
$stripRefreshBtn.html('<i class="fa-solid fa-sync"></i>').prop('disabled', false);
// Reset the flag after tracker generation completes
// This ensures the flag persists through both main generation AND tracker generation
@@ -405,6 +411,26 @@ export async function updateRPGData(renderUserStats, renderInfoBox, renderThough
function parseCharactersFromThoughts(characterThoughtsData) {
if (!characterThoughtsData) return [];
// Try parsing as JSON first (current format)
try {
const parsed = typeof characterThoughtsData === 'string'
? JSON.parse(characterThoughtsData)
: characterThoughtsData;
// Handle both {characters: [...]} and direct array formats
const charactersArray = Array.isArray(parsed) ? parsed : (parsed.characters || []);
if (charactersArray.length > 0) {
// Extract names from JSON character objects
return charactersArray
.map(char => char.name)
.filter(name => name && name.toLowerCase() !== 'unavailable');
}
} catch (e) {
// Not JSON, fall back to text parsing
}
// Fallback: Parse text format (legacy)
const lines = characterThoughtsData.split('\n');
const characters = [];
+70 -14
View File
@@ -121,7 +121,7 @@ export async function buildEncounterInitPrompt() {
// console.log('[RPG Companion] World info result:', { worldInfoString, length: worldInfoString?.length });
if (worldInfoString && worldInfoString.trim()) {
if (worldInfoString && typeof worldInfoString === 'string' && worldInfoString.trim()) {
systemMessage += worldInfoString.trim();
worldInfoAdded = true;
// console.log('[RPG Companion] ✅ Added world info from getWorldInfoPrompt');
@@ -258,6 +258,7 @@ export async function buildEncounterInitPrompt() {
initInstruction += `The combat starts now.\n\n`;
initInstruction += `Based on everything above, generate the initial combat state. Analyze who is in the party fighting alongside ${userName} (if anyone), and who the enemies are. Replace placeholders in [brackets] and X with actual values. Return ONLY a JSON object with the following structure:\n\n`;
initInstruction += `FORMAT:\n`;
initInstruction += `{\n`;
initInstruction += ` "party": [\n`;
initInstruction += ` {\n`;
@@ -268,7 +269,7 @@ export async function buildEncounterInitPrompt() {
initInstruction += ` {"name": "Attack", "type": "single-target|AoE|both"},\n`;
initInstruction += ` {"name": "Skill1", "type": "single-target|AoE|both"}\n`;
initInstruction += ` ],\n`;
initInstruction += ` "items": ["Item1", "Item2"],\n`;
initInstruction += ` "items": ["Item Name x3", "Another Item x1"],\n`;
initInstruction += ` "statuses": [],\n`;
initInstruction += ` "isPlayer": true\n`;
initInstruction += ` }\n`;
@@ -302,11 +303,14 @@ export async function buildEncounterInitPrompt() {
initInstruction += ` - "single-target": Can only target one character (enemy or ally)\n`;
initInstruction += ` - "AoE": Area of Effect - targets all enemies, but some AoE attacks (like storms, explosions) can also harm allies if the attack is indiscriminate\n`;
initInstruction += ` - "both": Player can choose to target a single enemy OR use as AoE\n`;
initInstruction += `- For items array: Include quantities using format "Item Name xN" (e.g., "Health Potion x3", "Bomb x1")\n`;
initInstruction += ` - If only one item exists, you can use "Item Name x1" or just "Item Name"\n`;
initInstruction += ` - Items will be consumed when used - the quantity will decrease in future turns\n`;
initInstruction += `- Statuses array: May start empty, but don't have to if characters applied them before the combat\n`;
initInstruction += ` - Each status has a format: {"name": "Status Name", "emoji": "💀", "duration": X}\n`;
initInstruction += ` - Examples: Poisoned (🧪), Burning (🔥), Blessed (✨), Stunned (💫), Weakened (⬇️), Strengthened (⬆️)\n\n`;
initInstruction += `The styleNotes object will be used to visually style the combat window - choose ONE value from each category that best fits the environment described in the chat history.\n\n`;
initInstruction += `Use the user's current stats, inventory, and skills to populate the party data. For ${userName}'s attacks array, include their available skills. For items, include usable items from their inventory. Set HP based on their current Health stat if available.\n\n`;
initInstruction += `Use the user's current stats, inventory, and skills to populate the party data. For ${userName}'s attacks array, include their available skills. For items, include usable items from their inventory WITH QUANTITIES (e.g., "Health Potion x3"). Set HP based on their current Health stat if available.\n\n`;
initInstruction += `Ensure all party members and enemies have realistic HP values based on the setting and their descriptions. Return ONLY the JSON object, no other text.`;
// Only add the instruction if it has meaningful content
@@ -364,7 +368,7 @@ export async function buildCombatActionPrompt(action, combatStats) {
const result = await getWorldInfoFn(chatForWI, 8000, false);
const worldInfoString = result?.worldInfoString || result;
if (worldInfoString && worldInfoString.trim()) {
if (worldInfoString && typeof worldInfoString === 'string' && worldInfoString.trim()) {
systemMessage += worldInfoString.trim();
worldInfoAdded = true;
}
@@ -483,12 +487,25 @@ export async function buildCombatActionPrompt(action, combatStats) {
stateMessage += `Party Members:\n`;
combatStats.party.forEach(member => {
stateMessage += `- ${member.name}${member.isPlayer ? ' (Player)' : ''}: ${member.hp}/${member.maxHp} HP\n`;
if (member.attacks && member.attacks.length > 0) {
stateMessage += ` Attacks: ${member.attacks.map(a => typeof a === 'string' ? a : a.name).join(', ')}\n`;
}
if (member.items && member.items.length > 0) {
stateMessage += ` Items: ${member.items.join(', ')}\n`;
// For the player, use playerActions if available, otherwise fall back to member data
if (member.isPlayer && currentEncounter.playerActions) {
if (currentEncounter.playerActions.attacks && currentEncounter.playerActions.attacks.length > 0) {
stateMessage += ` Attacks: ${currentEncounter.playerActions.attacks.map(a => typeof a === 'string' ? a : a.name).join(', ')}\n`;
}
if (currentEncounter.playerActions.items && currentEncounter.playerActions.items.length > 0) {
stateMessage += ` Items: ${currentEncounter.playerActions.items.join(', ')}\n`;
}
} else {
// For non-player party members, use their own data
if (member.attacks && member.attacks.length > 0) {
stateMessage += ` Attacks: ${member.attacks.map(a => typeof a === 'string' ? a : a.name).join(', ')}\n`;
}
if (member.items && member.items.length > 0) {
stateMessage += ` Items: ${member.items.join(', ')}\n`;
}
}
if (member.statuses && member.statuses.length > 0) {
const validStatuses = member.statuses.filter(s => s && (s.emoji || s.name));
if (validStatuses.length > 0) {
@@ -515,11 +532,39 @@ export async function buildCombatActionPrompt(action, combatStats) {
});
stateMessage += `\n${userName}'s Action: ${action}\n\n`;
stateMessage += `Respond with the exact JSON object as below, containing ONLY these specified values. Remember to consider the user's party and their moves. DO NOT regenerate character descriptions, sprites, or environment:\n`;
stateMessage += `Respond with the exact JSON object as below, containing ONLY these specified values. Remember to consider the user's party and their moves. DO NOT regenerate character descriptions, sprites, or environment.\n\n`;
stateMessage += `IMPORTANT - Update ${userName}'s attacks and items arrays based on what happens in combat:\n`;
stateMessage += `- ${userName}'s action is already specified above - do NOT regenerate it. Only update ${userName}'s attacks/items arrays if their action consumed resources (used item, lost ability, etc.).\n`;
stateMessage += `- If they use an item, decrement its quantity ("Health Potion x3" becomes "Health Potion x2"). If quantity reaches 0, remove the item entirely.\n`;
stateMessage += `- If they gain or lose an ability due to status effects, add or remove it from their attacks array.\n`;
stateMessage += ` Examples: Disarmed → remove weapon attacks. Bound → remove all attacks or set to []. Freed → restore attacks.\n`;
stateMessage += `- If they pick up a weapon/item during combat, add it to their items or attacks array.\n`;
stateMessage += `- If environmental changes enable new actions (near water → "Splash Attack"), add them. If they disable actions (fire goes out → remove "Ignite"), remove them.\n`;
stateMessage += `- Status effects should persist and decrease duration each turn. Remove statuses when duration reaches 0.\n\n`;
stateMessage += `FORMAT:\n`;
stateMessage += `{\n`;
stateMessage += ` "combatStats": {\n`;
stateMessage += ` "party": [{ "name": "Name", "hp": X, "maxHp": X, "statuses": [...] }],\n`;
stateMessage += ` "enemies": [{ "name": "Name", "hp": X, "maxHp": X, "statuses": [...] }]\n`;
stateMessage += ` "party": [\n`;
stateMessage += ` {\n`;
stateMessage += ` "name": "Name",\n`;
stateMessage += ` "hp": X,\n`;
stateMessage += ` "maxHp": X,\n`;
stateMessage += ` "statuses": [{"name": "Status", "emoji": "💀", "duration": X}],\n`;
stateMessage += ` "isPlayer": true|false\n`;
stateMessage += ` }\n`;
stateMessage += ` ],\n`;
stateMessage += ` "enemies": [\n`;
stateMessage += ` {\n`;
stateMessage += ` "name": "Name",\n`;
stateMessage += ` "hp": X,\n`;
stateMessage += ` "maxHp": X,\n`;
stateMessage += ` "statuses": [{"name": "Status", "emoji": "💀", "duration": X}]\n`;
stateMessage += ` }\n`;
stateMessage += ` ]\n`;
stateMessage += ` },\n`;
stateMessage += ` "playerActions": {\n`;
stateMessage += ` "attacks": [{"name": "Attack", "type": "single-target|AoE|both"}],\n`;
stateMessage += ` "items": ["Item Name x3", "Another Item x1"]\n`;
stateMessage += ` },\n`;
stateMessage += ` "enemyActions": [{ "enemyName": "Name", "action": "what they do", "target": "target" }],\n`;
stateMessage += ` "partyActions": [{ "memberName": "Name", "action": "what they do", "target": "target" }],\n`;
@@ -587,7 +632,7 @@ export async function buildCombatSummaryPrompt(combatLog, result) {
const result = await getWorldInfoFn(chatForWI, 8000, false);
const worldInfoString = result?.worldInfoString || result;
if (worldInfoString && worldInfoString.trim()) {
if (worldInfoString && typeof worldInfoString === 'string' && worldInfoString.trim()) {
systemMessage += worldInfoString.trim();
worldInfoAdded = true;
}
@@ -659,7 +704,9 @@ export async function buildCombatSummaryPrompt(combatLog, result) {
summaryMessage += `\n\nProvide a narrative summary of the entire fight in a way that fits the style from the chat history. Start with [FIGHT CONCLUDED] on the first line, then provide the description.\n\n`;
summaryMessage += `Write with intent in ${tense} tense ${person}-person ${narration} from ${pov}'s point of view.\n`;
summaryMessage += `Build novel prose. Break patterns from your previous responses by varying sentence structures, rhythms, formats, and openings. If you last started with a narration, begin this one with dialogue; if with an action, switch to an internal thought. Track whether a sentence shape, cadence, sensory detail, or a descriptor appeared recently, and replace it with a different one or skip it entirely. If you mentioned a physical feature, mannerism, or expression once, move on. Don't fixate on the same traits every turn. Well-placed humor, unconventional similes, and subverted turns of phrase are encouraged. Avoid GPTisms, purple prose, and anaphoras, especially the negatives with "no/not/wasn't/didn't." Refrain from describing actions or emotions via negation; focus on what does happen, not what doesn't. Minimize asterisks, ellipses, and em-dashes. Explicit content is allowed. Never end on handover cues; finish naturally.\n\n`;
summaryMessage += `Express ${userName}'s actions and dialogue using indirect speech (e.g., "${userName} swung their sword" or "${userName} asked for help"). The summary should be 2-4 paragraphs and capture the essence of the battle.\n\n`;
summaryMessage += `Dialogue Guidelines:\n`;
summaryMessage += `- Include ALL dialogue lines spoken by enemies and NPC party members during the encounter in direct quotes.\n`;
summaryMessage += `- Never quote ${userName} directly. Express their actions and dialogue using ONLY indirect speech (e.g., "${userName} swung their sword" or "${userName} asked for help").\n\n`;
// If in Together mode and trackers are enabled, add tracker update instructions
if (extensionSettings.generationMode === 'together' && (extensionSettings.showUserStats || extensionSettings.showInfoBox || extensionSettings.showCharacterThoughts)) {
@@ -721,6 +768,12 @@ export async function buildCombatSummaryPrompt(combatLog, result) {
*/
export function parseEncounterJSON(response) {
try {
// Ensure response is a string
if (!response || typeof response !== 'string') {
console.error('[RPG Companion] parseEncounterJSON received non-string input:', typeof response);
return null;
}
// Remove code blocks if present
let cleaned = response.trim();
@@ -736,6 +789,9 @@ export function parseEncounterJSON(response) {
if (firstBrace !== -1 && lastBrace !== -1) {
cleaned = cleaned.substring(firstBrace, lastBrace + 1);
} else {
console.error('[RPG Companion] No JSON object found in response');
return null;
}
// Try to parse directly first
+354 -58
View File
@@ -10,9 +10,7 @@ import {
committedTrackerData,
lastGeneratedData,
isGenerating,
lastActionWasSwipe,
setLastActionWasSwipe,
setIsGenerating
lastActionWasSwipe
} from '../../core/state.js';
import { evaluateSuppression } from './suppression.js';
import { parseUserStats } from './parser.js';
@@ -39,9 +37,11 @@ let currentSuppressionState = false;
// Track last chat length we committed at to prevent duplicate commits from streaming
let lastCommittedChatLength = -1;
// Store original message content for restoration after generation
// Map of message index -> original mes content
let originalMessageContent = new Map();
// Store context map for prompt injection (used by event handlers)
let pendingContextMap = new Map();
// Flag to track if injection already happened in BEFORE_COMBINE
let historyInjectionDone = false;
/**
* Builds a map of historical context data from ST chat messages with rpg_companion_swipes data.
@@ -72,7 +72,8 @@ function buildHistoricalContextMap() {
const maxMessages = messageCount === 0 ? chat.length : Math.min(messageCount, chat.length);
// Find the last assistant message - this is the one that gets current context via setExtensionPrompt
// We should NOT add historical context to it
// We should NOT add historical context to it when injecting into assistant messages
// But when injecting into user messages, we DO need to process it to get context for the preceding user message
let lastAssistantIndex = -1;
for (let i = chat.length - 1; i >= 0; i--) {
if (!chat[i].is_user && !chat[i].is_system) {
@@ -82,9 +83,12 @@ function buildHistoricalContextMap() {
}
// Iterate through messages to find those with tracker data
// Start from before the last assistant message
// 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 = lastAssistantIndex > 0 ? lastAssistantIndex - 1 : chat.length - 2;
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--) {
const message = chat[i];
@@ -134,14 +138,15 @@ function buildHistoricalContextMap() {
let targetIndex = i; // Default: the assistant message itself
if (position === 'user_message_end') {
// Find the next user message after this assistant message
for (let j = i + 1; j < chat.length; j++) {
// Find the preceding user message before this assistant message
// This is the user message that prompted this assistant response
for (let j = i - 1; j >= 0; j--) {
if (chat[j].is_user && !chat[j].is_system) {
targetIndex = j;
break;
}
}
// If no user message found after, skip this one
// If no user message found before, skip this one
if (targetIndex === i) {
continue;
}
@@ -164,81 +169,365 @@ function buildHistoricalContextMap() {
}
/**
* Injects historical context into chat messages by modifying them in-place.
* Stores original content for restoration after generation.
* This approach works for ALL API types (text completion and chat completion).
* Prepares historical context for injection into prompts.
* This builds the context map and stores it for use by prompt event handlers.
* Does NOT modify the original chat messages.
*/
function injectHistoricalContextIntoChat() {
function prepareHistoricalContextInjection() {
const historyPersistence = extensionSettings.historyPersistence;
if (!historyPersistence || !historyPersistence.enabled) {
// console.log('[RPG Companion] History persistence not enabled, skipping injection');
pendingContextMap = new Map();
return;
}
if (currentSuppressionState || !extensionSettings.enabled) {
// console.log('[RPG Companion] Skipping history injection: suppressed or disabled');
pendingContextMap = new Map();
return;
}
const context = getContext();
const chat = context.chat;
if (!chat || chat.length < 2) {
// console.log('[RPG Companion] Chat too short, skipping history injection');
pendingContextMap = new Map();
historyInjectionDone = false;
return;
}
// Build the context map
const contextMap = buildHistoricalContextMap();
if (contextMap.size === 0) {
// console.log('[RPG Companion] No historical context to inject');
return;
// Build and store the context map for use by prompt handlers
pendingContextMap = buildHistoricalContextMap();
historyInjectionDone = false; // Reset flag for new generation
}
/**
* 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
*/
function findMessageInPrompt(prompt, messageContent) {
if (!messageContent || !prompt) {
return null;
}
// console.log(`[RPG Companion] Injecting historical context into ${contextMap.size} messages`);
// Try to find the full content first
let searchIndex = prompt.lastIndexOf(messageContent);
// Clear any previous stored content
originalMessageContent.clear();
if (searchIndex !== -1) {
return { start: searchIndex, end: searchIndex + messageContent.length };
}
// 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 };
}
}
return null;
}
/**
* 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
*/
function injectContextIntoTextPrompt(prompt) {
if (pendingContextMap.size === 0) {
return prompt;
}
const context = getContext();
const chat = context.chat;
let modifiedPrompt = prompt;
let injectedCount = 0;
for (const [msgIdx, ctxContent] of contextMap) {
// Sort by message index descending so we inject from end to start
// This prevents position shifts from affecting earlier injections
const sortedEntries = Array.from(pendingContextMap.entries()).sort((a, b) => b[0] - a[0]);
// Process each message that needs context injection
for (const [msgIdx, ctxContent] of sortedEntries) {
const message = chat[msgIdx];
if (!message || typeof message.mes !== 'string') {
continue;
}
// Store original content for restoration
originalMessageContent.set(msgIdx, message.mes);
// Find the message content in the prompt
const position = findMessageInPrompt(modifiedPrompt, message.mes);
// Modify the message in-place
message.mes = message.mes + ctxContent;
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`);
continue;
}
// Insert the context after the message content
modifiedPrompt = modifiedPrompt.slice(0, position.end) + ctxContent + modifiedPrompt.slice(position.end);
injectedCount++;
// console.log(`[RPG Companion] Injected context into message ${msgIdx}`);
}
// console.log(`[RPG Companion] Successfully injected historical context into ${injectedCount} messages`);
if (injectedCount > 0) {
console.log(`[RPG Companion] Injected historical context into ${injectedCount} positions in text prompt`);
}
return modifiedPrompt;
}
/**
* Restores original message content after generation completes.
* This ensures the injected context doesn't persist in the actual chat data.
* 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
*/
function restoreOriginalMessageContent() {
if (originalMessageContent.size === 0) {
return;
function injectContextIntoChatPrompt(chatMessages) {
if (pendingContextMap.size === 0 || !Array.isArray(chatMessages)) {
return chatMessages;
}
const context = getContext();
const chat = context.chat;
let injectedCount = 0;
// console.log(`[RPG Companion] Restoring ${originalMessageContent.size} messages to original content`);
// Process each message that needs context injection
for (const [msgIdx, ctxContent] of pendingContextMap) {
const originalMessage = chat[msgIdx];
if (!originalMessage || typeof originalMessage.mes !== 'string') {
continue;
}
for (const [msgIdx, originalContent] of originalMessageContent) {
if (chat[msgIdx]) {
chat[msgIdx].mes = originalContent;
const messageContent = originalMessage.mes;
// 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;
}
// Try full content match
if (promptMsg.content.includes(messageContent)) {
promptMsg.content = promptMsg.content + ctxContent;
injectedCount++;
found = true;
break;
}
// Try suffix matches for truncated messages
const searchLengths = [500, 300, 200, 100, 50];
for (const len of searchLengths) {
if (messageContent.length <= len) {
continue;
}
const searchContent = messageContent.slice(-len);
if (promptMsg.content.includes(searchContent)) {
promptMsg.content = promptMsg.content + ctxContent;
injectedCount++;
found = true;
break;
}
}
if (found) {
break;
}
}
if (!found) {
console.debug(`[RPG Companion] Could not find message ${msgIdx} in chat prompt for context injection`);
}
}
originalMessageContent.clear();
if (injectedCount > 0) {
console.log(`[RPG Companion] Injected historical context into ${injectedCount} messages in chat prompt`);
}
return 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
*/
function injectContextIntoFinalMesSend(finalMesSend) {
if (pendingContextMap.size === 0 || !Array.isArray(finalMesSend) || finalMesSend.length === 0) {
return 0;
}
const context = getContext();
const chat = context.chat;
if (!chat || chat.length === 0) {
return 0;
}
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) {
const mesSendObj = finalMesSend[mesSendIdx];
if (!mesSendObj || !mesSendObj.message) {
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)
: 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 ${chatIdx} not found in finalMesSend mapping`);
continue;
}
const mesSendObj = finalMesSend[targetMesSendIdx];
if (!mesSendObj || !mesSendObj.message) {
continue;
}
// Append context to this message
mesSendObj.message = mesSendObj.message + ctxContent;
injectedCount++;
console.debug(`[RPG Companion] Injected context for chat[${chatIdx}] into finalMesSend[${targetMesSendIdx}]`);
}
return injectedCount;
}
/**
* 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) {
if (!eventData || !Array.isArray(eventData.finalMesSend)) {
return;
}
// Skip for OpenAI (uses chat completion)
if (eventData.api === 'openai') {
return;
}
// Only inject if we have pending context
if (pendingContextMap.size === 0) {
return;
}
const injectedCount = injectContextIntoFinalMesSend(eventData.finalMesSend);
if (injectedCount > 0) {
console.log(`[RPG Companion] Injected historical context into ${injectedCount} messages in finalMesSend`);
historyInjectionDone = true; // Mark as done to prevent double injection
}
}
/**
* 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) {
if (!eventData || typeof eventData.prompt !== 'string') {
return;
}
if (eventData.dryRun) {
return;
}
// Skip if injection already happened in BEFORE_COMBINE
if (historyInjectionDone) {
return;
}
// Only inject if we have pending context
if (pendingContextMap.size === 0) {
return;
}
// Fallback injection for edge cases where BEFORE_COMBINE didn't work
console.log('[RPG Companion] Using fallback string-based injection (AFTER_COMBINE)');
eventData.prompt = injectContextIntoTextPrompt(eventData.prompt);
}
/**
* 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) {
if (!eventData || !Array.isArray(eventData.chat)) {
return;
}
if (eventData.dryRun) {
return;
}
// Only inject if we have pending context
if (pendingContextMap.size === 0) {
return;
}
eventData.chat = injectContextIntoChatPrompt(eventData.chat);
// DON'T clear pendingContextMap here - let it persist for other generations
// (e.g., prewarm extensions). It will be cleared on GENERATION_ENDED.
}
/**
@@ -307,7 +596,6 @@ export async function onGenerationStarted(type, data, dryRun) {
await restoreCheckpointOnLoad();
const currentChatLength = chat ? chat.length : 0;
const lastMessage = chat && chat.length > 0 ? chat[chat.length - 1] : null;
// For TOGETHER mode: Commit when user sends message (before first generation)
if (extensionSettings.generationMode === 'together') {
@@ -636,22 +924,30 @@ Ensure these details naturally reflect and influence the narrative. Character be
// Set suppression state for the historical context injection
currentSuppressionState = shouldSuppress;
// Inject historical context directly into chat messages
// This temporarily modifies messages and will be restored after generation
injectHistoricalContextIntoChat();
// Register a one-time listener to restore messages after prompt is built
// Using .once() so it auto-removes after firing
eventSource.once(event_types.GENERATE_AFTER_COMBINE_PROMPTS, () => {
restoreOriginalMessageContent();
});
// Prepare historical context for injection into prompts
// This builds the context map but does NOT modify original chat messages
// The persistent event listeners will inject it into all prompts until cleared
prepareHistoricalContextInjection();
}
/**
* Called when generation ends to restore original message content.
* This should be called from the GENERATION_ENDED event handler.
* Initialize the history injection event listeners.
* These are persistent listeners that inject context into ALL generations
* while pendingContextMap has data. Should be called once at extension init.
*/
export function onGenerationEndedCleanup() {
restoreOriginalMessageContent();
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');
}
+26 -4
View File
@@ -28,6 +28,7 @@ export function buildUserStatsJSONInstruction() {
const trackerConfig = extensionSettings.trackerConfig;
const userStatsConfig = trackerConfig?.userStats;
const enabledStats = userStatsConfig?.customStats?.filter(s => s && s.enabled && s.name) || [];
const displayMode = userStatsConfig?.statsDisplayMode || 'percentage';
let instruction = '{\n';
instruction += ' "stats": [\n';
@@ -36,7 +37,12 @@ export function buildUserStatsJSONInstruction() {
for (let i = 0; i < enabledStats.length; i++) {
const stat = enabledStats[i];
const comma = i < enabledStats.length - 1 ? ',' : '';
instruction += ` {"id": "${stat.id}", "name": "${stat.name}", "value": X}${comma}\n`;
if (displayMode === 'number') {
const maxValue = stat.maxValue || 100;
instruction += ` {"id": "${stat.id}", "name": "${stat.name}", "value": X}${comma} // 0 to ${maxValue}\n`;
} else {
instruction += ` {"id": "${stat.id}", "name": "${stat.name}", "value": X}${comma} // 0 to 100 (percentage)\n`;
}
}
instruction += ' ],\n';
@@ -45,9 +51,24 @@ export function buildUserStatsJSONInstruction() {
if (userStatsConfig?.statusSection?.enabled) {
instruction += ' "status": {\n';
if (userStatsConfig.statusSection.showMoodEmoji) {
instruction += ' "mood": "Mood Emoji",\n';
instruction += ' "mood": "Mood Emoji"';
}
// Add all custom status fields
const customFields = userStatsConfig.statusSection.customFields || [];
if (customFields.length > 0) {
for (let i = 0; i < customFields.length; i++) {
const fieldName = customFields[i].toLowerCase();
const fieldKey = toSnakeCase(fieldName);
const comma = (i === customFields.length - 1 && !userStatsConfig.statusSection.showMoodEmoji) ? '' : (userStatsConfig.statusSection.showMoodEmoji || i < customFields.length - 1 ? ',\n' : '\n');
if (i === 0 && userStatsConfig.statusSection.showMoodEmoji) {
instruction += ',\n';
}
instruction += ` "${fieldKey}": "[${fieldName}1, ${fieldName}2]"${comma}`;
}
}
if (!userStatsConfig.statusSection.showMoodEmoji && customFields.length > 0) {
instruction += '\n';
}
instruction += ' "conditions": "[Condition1, Condition2]"\n';
instruction += ' },\n';
}
@@ -105,7 +126,8 @@ export function buildInfoBoxJSONInstruction() {
let hasFields = false;
if (widgets.date?.enabled) {
instruction += ' "date": {"value": "Weekday, Month, Year"}';
const dateFormat = widgets.date.format || 'Weekday, Month, Year';
instruction += ` "date": {"value": "${dateFormat}"}`;
hasFields = true;
}
+44 -10
View File
@@ -198,7 +198,9 @@ export function parseResponse(responseText) {
if (depth === 0) {
// Found complete JSON object
const jsonContent = cleanedResponse.substring(i, j).trim();
extractedObjects.push(jsonContent);
if (jsonContent) {
extractedObjects.push(jsonContent);
}
i = j;
} else {
i++;
@@ -307,6 +309,9 @@ export function parseResponse(responseText) {
for (let idx = 0; idx < jsonMatches.length; idx++) {
const match = jsonMatches[idx];
const jsonContent = match[1].trim();
if (!jsonContent) continue;
// console.log(`[RPG Parser] Parsing JSON block ${idx + 1}:`, jsonContent.substring(0, 100) + '...');
const parsed = repairJSON(jsonContent);
@@ -363,6 +368,9 @@ export function parseResponse(responseText) {
debugLog('[RPG Parser] Found JSON blocks within XML tags');
for (const match of xmlJsonMatches) {
const jsonContent = match[1].trim();
if (!jsonContent) continue;
const parsed = repairJSON(jsonContent);
if (parsed) {
@@ -524,7 +532,7 @@ export function parseUserStats(statsText) {
// Check if this is v3 JSON format - try to parse it first
let statsData = null;
const trimmed = statsText.trim();
if (trimmed.startsWith('{') || trimmed.startsWith('[')) {
if (trimmed && (trimmed.startsWith('{') || trimmed.startsWith('['))) {
statsData = repairJSON(statsText);
if (statsData) {
debugLog('[RPG Parser] ✓ Parsed as v3 JSON format');
@@ -547,9 +555,15 @@ export function parseUserStats(statsText) {
extensionSettings.userStats.mood = statsData.status.mood;
// console.log('[RPG Parser] ✓ Set mood =', statsData.status.mood);
}
if (statsData.status.conditions) {
extensionSettings.userStats.conditions = statsData.status.conditions;
// console.log('[RPG Parser] ✓ Set conditions =', statsData.status.conditions);
// Extract all custom status fields
const trackerConfig = extensionSettings.trackerConfig;
const customFields = trackerConfig?.userStats?.statusSection?.customFields || [];
for (const fieldName of customFields) {
const fieldKey = fieldName.toLowerCase();
if (statsData.status[fieldKey]) {
extensionSettings.userStats[fieldKey] = statsData.status[fieldKey];
// console.log(`[RPG Parser] ✓ Set ${fieldKey} =`, statsData.status[fieldKey]);
}
}
}
@@ -679,6 +693,7 @@ export function parseUserStats(statsText) {
const statusConfig = trackerConfig?.userStats?.statusSection;
if (statusConfig?.enabled) {
let moodMatch = null;
const customFields = statusConfig.customFields || [];
// Try Status: format
const statusMatch = statsText.match(/Status:\s*(.+)/i);
@@ -691,14 +706,30 @@ export function parseUserStats(statsText) {
if (emoji) {
extensionSettings.userStats.mood = emoji;
// Remaining text contains custom status fields
if (text) {
extensionSettings.userStats.conditions = text;
if (text && customFields.length > 0) {
// For first custom field, use the remaining text
const firstFieldKey = customFields[0].toLowerCase();
extensionSettings.userStats[firstFieldKey] = text;
}
moodMatch = true;
}
} else {
// No mood emoji, whole status is conditions
extensionSettings.userStats.conditions = statusContent;
// No mood emoji, whole status goes to first custom field
if (customFields.length > 0) {
const firstFieldKey = customFields[0].toLowerCase();
extensionSettings.userStats[firstFieldKey] = statusContent;
}
moodMatch = true;
}
}
// Try to extract individual custom status fields by name
for (const fieldName of customFields) {
const fieldKey = fieldName.toLowerCase();
const fieldRegex = new RegExp(`${fieldName}:\\s*(.+?)(?:,|$)`, 'i');
const fieldMatch = statsText.match(fieldRegex);
if (fieldMatch) {
extensionSettings.userStats[fieldKey] = fieldMatch[1].trim();
moodMatch = true;
}
}
@@ -706,7 +737,10 @@ export function parseUserStats(statsText) {
debugLog('[RPG Parser] Status match:', {
found: !!moodMatch,
mood: extensionSettings.userStats.mood,
conditions: extensionSettings.userStats.conditions
customFields: customFields.map(f => ({
name: f,
value: extensionSettings.userStats[f.toLowerCase()]
}))
});
}
+167 -59
View File
@@ -31,7 +31,7 @@ export const DEFAULT_DIALOGUE_COLORING_PROMPT = `Wrap all character/NPC "dialogu
/**
* Default Deception System prompt text
*/
export const DEFAULT_DECEPTION_PROMPT = `When a character is lying or deceiving, you should follow up that line with the <lie> tag, containing a brief description of the truth and the lie's reason, using the template below (replace placeholders in brackets). This will be hidden from the user's view, but not to you, making it useful for future consequences: <lie>[Character] is [lying/deceiving/omitting], the truth is [truth]. Reason: [reason].</lie>`;
export const DEFAULT_DECEPTION_PROMPT = `When a character is lying or deceiving, you should follow up that line with the <lie> tag, containing a brief description of the truth and the lie's reason, using the template below (replace placeholders in quotation marks). This will be hidden from the user's view, but not to you, making it useful for future consequences: <lie character="name" type="lying/deceiving/omitting" truth="truth" reason="reason"/>.`;
/**
* Default CYOA prompt text
@@ -392,21 +392,30 @@ export function generateTrackerInstructions(includeHtmlPrompt = true, includeCon
// Include attributes based on settings (only if includeAttributes is true)
if (includeAttributes) {
const alwaysSendAttributes = trackerConfig?.userStats?.alwaysSendAttributes;
const shouldSendAttributes = alwaysSendAttributes || extensionSettings.lastDiceRoll;
const showRPGAttributes = trackerConfig?.userStats?.showRPGAttributes !== false;
const shouldSendAttributes = alwaysSendAttributes && showRPGAttributes;
if (shouldSendAttributes) {
const attributesString = buildAttributesString();
instructions += `${userName}'s attributes: ${attributesString}\n`;
// Add dice roll context if there was one
if (extensionSettings.lastDiceRoll) {
const roll = extensionSettings.lastDiceRoll;
instructions += `${userName} rolled ${roll.total} on the last ${roll.formula} roll. Based on their attributes, decide whether they succeeded or failed the action they attempted.\n\n`;
} else {
instructions += `\n`;
}
}
}
// Add dice roll context if there was one (independent of attributes)
if (extensionSettings.lastDiceRoll) {
const roll = extensionSettings.lastDiceRoll;
const showRPGAttributes = trackerConfig?.userStats?.showRPGAttributes !== false;
const alwaysSendAttributes = trackerConfig?.userStats?.alwaysSendAttributes;
const hasAttributes = includeAttributes && (alwaysSendAttributes && showRPGAttributes);
if (hasAttributes) {
instructions += `${userName} rolled ${roll.total} on the last ${roll.formula} roll. Based on their attributes, decide whether they succeeded or failed the action they attempted.\n\n`;
} else {
instructions += `${userName} rolled ${roll.total} on the last ${roll.formula} roll. Decide whether they succeeded or failed the action they attempted.\n\n`;
}
} else if (includeAttributes && trackerConfig?.userStats?.alwaysSendAttributes && trackerConfig?.userStats?.showRPGAttributes !== false) {
instructions += `\n`;
}
}
// Append HTML prompt if enabled AND includeHtmlPrompt is true
@@ -476,11 +485,22 @@ function formatTrackerDataForContext(jsonData, trackerType, userName) {
// Handle common object formats
if (field && typeof field === 'object') {
// Status object: {mood, conditions}
if ('mood' in field && 'conditions' in field) {
// Status object: {mood, [customFields...]}
if ('mood' in field) {
const statusParts = [];
const mood = getValue(field.mood);
const conditions = getValue(field.conditions);
return `${mood} - ${conditions}`;
if (mood) statusParts.push(mood);
// Add all other status fields (custom fields)
for (const [key, value] of Object.entries(field)) {
if (key !== 'mood') {
const fieldValue = getValue(value);
if (fieldValue && fieldValue !== 'None') {
statusParts.push(fieldValue);
}
}
}
return statusParts.join(' - ');
}
// Skill/item/quest objects: {name}, {title}, {name, quantity}
@@ -526,12 +546,33 @@ function formatTrackerDataForContext(jsonData, trackerType, userName) {
if (trackerType === 'userStats') {
formatted += `${userName}'s Stats:\n`;
// Get display mode and custom stats config for maxValue lookup
const userStatsConfig = extensionSettings.trackerConfig?.userStats;
const displayMode = userStatsConfig?.statsDisplayMode || 'percentage';
const customStats = userStatsConfig?.customStats || [];
// Helper to get maxValue for a stat by id
const getMaxValue = (statId) => {
const statConfig = customStats.find(s => s.id === statId);
return statConfig?.maxValue || 100;
};
// Helper to format stat value based on display mode
const formatStatValue = (value, statId) => {
if (displayMode === 'number') {
const maxValue = getMaxValue(statId);
return `${value}/${maxValue}`;
}
return value;
};
// Handle stats array format: [{id, name, value}, ...]
if (data.stats && Array.isArray(data.stats)) {
for (const stat of data.stats) {
if (stat && stat.value !== undefined) {
const statName = stat.name || (stat.id ? stat.id.charAt(0).toUpperCase() + stat.id.slice(1) : 'Unknown');
formatted += `${statName}: ${stat.value}\n`;
const statId = stat.id || statName.toLowerCase();
formatted += `${statName}: ${formatStatValue(stat.value, statId)}\n`;
}
}
} else {
@@ -544,7 +585,7 @@ function formatTrackerDataForContext(jsonData, trackerType, userName) {
const value = getValue(data[statName]);
if (value) {
const displayName = statName.charAt(0).toUpperCase() + statName.slice(1);
formatted += `${displayName}: ${value}\n`;
formatted += `${displayName}: ${formatStatValue(value, statName)}\n`;
}
}
}
@@ -553,7 +594,7 @@ function formatTrackerDataForContext(jsonData, trackerType, userName) {
for (const [key, value] of Object.entries(data)) {
if (!statFieldOrder.includes(key) && !specialFields.includes(key) && typeof value === 'number') {
const displayName = key.charAt(0).toUpperCase() + key.slice(1);
formatted += `${displayName}: ${getValue(value)}\n`;
formatted += `${displayName}: ${formatStatValue(getValue(value), key)}\n`;
}
}
}
@@ -684,13 +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`;
}
@@ -731,19 +773,37 @@ function formatTrackerDataForContext(jsonData, trackerType, userName) {
/**
* Formats historical tracker data from a message's rpg_companion_swipes data.
* Only includes tracker fields that have persistInHistory enabled in trackerConfig.
* Only includes tracker fields that have persistInHistory enabled in trackerConfig,
* unless useAllEnabled is true, in which case it includes all enabled fields.
* Uses the same formatting as formatTrackerDataForContext but filtered by persistence settings.
*
* @param {Object} trackerData - The tracker data from message.extra.rpg_companion_swipes[swipeId]
* @param {Object} trackerConfig - The tracker configuration from extensionSettings.trackerConfig
* @param {string} userName - The user's name for personalization
* @param {boolean} [useAllEnabled=false] - If true, include all enabled fields instead of only persistInHistory fields
* @returns {string} Formatted historical context or empty string if nothing to include
*/
export function formatHistoricalTrackerData(trackerData, trackerConfig, userName) {
export function formatHistoricalTrackerData(trackerData, trackerConfig, userName, useAllEnabled = false) {
if (!trackerData || !trackerConfig) {
return '';
}
// Helper to check if a field should be included
const shouldInclude = (config) => {
if (useAllEnabled) {
return config?.enabled !== false; // Include if enabled (default true for most fields)
}
return config?.persistInHistory === true;
};
// Helper to check if a stat/attribute should be included
const shouldIncludeStat = (configStat) => {
if (useAllEnabled) {
return configStat?.enabled !== false;
}
return configStat?.persistInHistory === true;
};
let formatted = '';
// Helper to safely get values
@@ -789,11 +849,11 @@ export function formatHistoricalTrackerData(trackerData, trackerConfig, userName
let statsFormatted = '';
// Custom stats with persistInHistory enabled
// Custom stats with persistInHistory enabled (or enabled if useAllEnabled)
if (userStatsData.stats && Array.isArray(userStatsData.stats) && userStatsConfig.customStats) {
for (const stat of userStatsData.stats) {
const configStat = userStatsConfig.customStats.find(s => s.id === stat.id);
if (configStat?.persistInHistory && stat.value !== undefined) {
if (shouldIncludeStat(configStat) && stat.value !== undefined) {
const statName = stat.name || configStat.name || stat.id;
statsFormatted += `${statName}: ${stat.value}, `;
}
@@ -801,15 +861,23 @@ export function formatHistoricalTrackerData(trackerData, trackerConfig, userName
}
// Status section
if (userStatsConfig.statusSection?.persistInHistory && userStatsData.status) {
if (shouldInclude(userStatsConfig.statusSection) && userStatsData.status) {
const mood = getValue(userStatsData.status.mood || userStatsData.status);
const conditions = getValue(userStatsData.status.conditions);
if (mood) statsFormatted += `Mood: ${mood}, `;
if (conditions && conditions !== 'None') statsFormatted += `Conditions: ${conditions}, `;
if (mood && userStatsConfig.statusSection.showMoodEmoji) statsFormatted += `Mood: ${mood}, `;
// Add all custom status fields
const customFields = userStatsConfig.statusSection.customFields || [];
for (const fieldName of customFields) {
const fieldKey = fieldName.toLowerCase();
const fieldValue = getValue(userStatsData.status[fieldKey]);
if (fieldValue && fieldValue !== 'None') {
statsFormatted += `${fieldName}: ${fieldValue}, `;
}
}
}
// Skills section
if (userStatsConfig.skillsSection?.persistInHistory && userStatsData.skills) {
if (shouldInclude(userStatsConfig.skillsSection) && userStatsData.skills) {
const skillsList = Array.isArray(userStatsData.skills)
? userStatsData.skills.map(s => getValue(s)).filter(s => s).join(', ')
: getValue(userStatsData.skills);
@@ -817,7 +885,8 @@ export function formatHistoricalTrackerData(trackerData, trackerConfig, userName
}
// Inventory
if (userStatsConfig.inventoryPersistInHistory && userStatsData.inventory) {
const shouldIncludeInventory = useAllEnabled || userStatsConfig.inventoryPersistInHistory;
if (shouldIncludeInventory && userStatsData.inventory) {
const inv = userStatsData.inventory;
if (inv.onPerson && Array.isArray(inv.onPerson) && inv.onPerson.length > 0) {
const items = inv.onPerson.map(i => getValue(i)).filter(i => i);
@@ -830,7 +899,8 @@ export function formatHistoricalTrackerData(trackerData, trackerConfig, userName
}
// Quests
if (userStatsConfig.questsPersistInHistory && userStatsData.quests) {
const shouldIncludeQuests = useAllEnabled || userStatsConfig.questsPersistInHistory;
if (shouldIncludeQuests && userStatsData.quests) {
const quests = userStatsData.quests;
if (quests.main) {
const mainQuest = getValue(quests.main);
@@ -853,37 +923,37 @@ export function formatHistoricalTrackerData(trackerData, trackerConfig, userName
let infoFormatted = '';
// Date
if (infoBoxConfig.widgets.date?.persistInHistory && infoBoxData.date) {
if (shouldInclude(infoBoxConfig.widgets.date) && infoBoxData.date) {
const date = getValue(infoBoxData.date);
if (date) infoFormatted += `Date: ${date}, `;
}
// Time
if (infoBoxConfig.widgets.time?.persistInHistory && infoBoxData.time) {
if (shouldInclude(infoBoxConfig.widgets.time) && infoBoxData.time) {
const time = getValue(infoBoxData.time);
if (time) infoFormatted += `Time: ${time}, `;
}
// Weather
if (infoBoxConfig.widgets.weather?.persistInHistory && infoBoxData.weather) {
if (shouldInclude(infoBoxConfig.widgets.weather) && infoBoxData.weather) {
const weather = getValue(infoBoxData.weather);
if (weather) infoFormatted += `Weather: ${weather}, `;
}
// Temperature
if (infoBoxConfig.widgets.temperature?.persistInHistory && infoBoxData.temperature) {
if (shouldInclude(infoBoxConfig.widgets.temperature) && infoBoxData.temperature) {
const temp = getValue(infoBoxData.temperature);
if (temp) infoFormatted += `Temp: ${temp}, `;
}
// Location
if (infoBoxConfig.widgets.location?.persistInHistory && infoBoxData.location) {
if (shouldInclude(infoBoxConfig.widgets.location) && infoBoxData.location) {
const location = getValue(infoBoxData.location);
if (location) infoFormatted += `Location: ${location}, `;
}
// Recent Events
if (infoBoxConfig.widgets.recentEvents?.persistInHistory && infoBoxData.recentEvents) {
if (shouldInclude(infoBoxConfig.widgets.recentEvents) && infoBoxData.recentEvents) {
const events = getValue(infoBoxData.recentEvents);
if (events) infoFormatted += `Events: ${events}, `;
}
@@ -911,7 +981,7 @@ export function formatHistoricalTrackerData(trackerData, trackerConfig, userName
// Custom fields (appearance, demeanor, etc.)
if (char.details && typeof char.details === 'object') {
for (const field of charsConfig.customFields) {
if (field.persistInHistory && char.details[field.id]) {
if (shouldIncludeStat(field) && char.details[field.id]) {
const value = getValue(char.details[field.id]);
if (value) charFormatted += `${field.name}: ${value}, `;
}
@@ -919,7 +989,7 @@ export function formatHistoricalTrackerData(trackerData, trackerConfig, userName
}
// Thoughts
if (charsConfig.thoughts?.persistInHistory && char.thoughts) {
if (shouldInclude(charsConfig.thoughts) && char.thoughts) {
const thoughts = typeof char.thoughts === 'object' && char.thoughts.content
? getValue(char.thoughts.content)
: getValue(char.thoughts);
@@ -990,19 +1060,25 @@ export function generateContextualSummary() {
// Include attributes based on settings
const alwaysSendAttributes = trackerConfig?.userStats?.alwaysSendAttributes;
const shouldSendAttributes = alwaysSendAttributes || extensionSettings.lastDiceRoll;
const showRPGAttributes = trackerConfig?.userStats?.showRPGAttributes !== false;
const shouldSendAttributes = alwaysSendAttributes && showRPGAttributes;
if (shouldSendAttributes) {
const attributesString = buildAttributesString();
summary += `${userName}'s attributes: ${attributesString}\n`;
}
// Add dice roll context if there was one
if (extensionSettings.lastDiceRoll) {
const roll = extensionSettings.lastDiceRoll;
// Add dice roll context if there was one (independent of attributes)
if (extensionSettings.lastDiceRoll) {
const roll = extensionSettings.lastDiceRoll;
if (shouldSendAttributes) {
summary += `${userName} rolled ${roll.total} on the last ${roll.formula} roll. Based on their attributes, decide whether they succeeded or failed the action they attempted.\n\n`;
} else {
summary += `\n`;
summary += `${userName} rolled ${roll.total} on the last ${roll.formula} roll. Decide whether they succeeded or failed the action they attempted.\n\n`;
}
} else if (shouldSendAttributes) {
summary += `\n`;
}
return summary.trim();
@@ -1055,16 +1131,34 @@ export function generateRPGPromptText() {
}
}
if (extensionSettings.showCharacterThoughts && committedTrackerData.characterThoughts) {
// Include Present Characters data if it exists, regardless of current showCharacterThoughts setting
// This ensures existing character data is preserved in context even if the setting is toggled off
if (committedTrackerData.characterThoughts) {
try {
// Try to parse as JSON - apply locks before adding to previous
const lockedData = applyLocks(committedTrackerData.characterThoughts, 'characters');
const parsed = JSON.parse(lockedData);
unifiedPrevious.characters = parsed;
} catch {
let parsed;
// Check if it's already a JavaScript object/array (not a JSON string)
if (typeof committedTrackerData.characterThoughts === 'object') {
// Already parsed - apply locks and use directly
parsed = applyLocks(committedTrackerData.characterThoughts, 'characters');
} else {
// It's a JSON string - apply locks and parse
const lockedData = applyLocks(committedTrackerData.characterThoughts, 'characters');
parsed = JSON.parse(lockedData);
}
// Only include if there's actual character data (non-empty array or object with content)
if (parsed && ((Array.isArray(parsed) && parsed.length > 0) ||
(parsed.characters && Array.isArray(parsed.characters) && parsed.characters.length > 0))) {
unifiedPrevious.characters = parsed;
}
} catch (e) {
// console.warn('[RPG Companion] Failed to process characters for previous section:', e);
// Old text format - show it separately for backward compat
if (!unifiedPrevious.userStats && !unifiedPrevious.infoBox) {
promptText += `${committedTrackerData.characterThoughts}\n`;
const charText = typeof committedTrackerData.characterThoughts === 'string'
? committedTrackerData.characterThoughts
: JSON.stringify(committedTrackerData.characterThoughts, null, 2);
promptText += `${charText}\n`;
}
}
}
@@ -1154,18 +1248,31 @@ export async function generateSeparateUpdatePrompt() {
continue;
}
const swipeData = message.extra?.rpg_companion_swipes;
// Get the rpg_companion_swipes data for current swipe
// Data can be in two places:
// 1. message.extra.rpg_companion_swipes (current session, before save)
// 2. message.swipe_info[swipeId].extra.rpg_companion_swipes (loaded from file)
const currentSwipeId = message.swipe_id || 0;
let swipeData = message.extra?.rpg_companion_swipes;
// If not in message.extra, check swipe_info
if (!swipeData && message.swipe_info && message.swipe_info[currentSwipeId]) {
swipeData = message.swipe_info[currentSwipeId].extra?.rpg_companion_swipes;
}
if (!swipeData) {
continue;
}
const currentSwipeId = message.swipe_id || 0;
const trackerData = swipeData[currentSwipeId];
if (!trackerData) {
continue;
}
const formattedContext = formatHistoricalTrackerData(trackerData, trackerConfig, userName);
// For Refresh RPG Info, use sendAllEnabledOnRefresh setting
// When true, include all enabled stats from preset instead of only persistInHistory stats
const useAllEnabled = historyPersistence.sendAllEnabledOnRefresh === true;
const formattedContext = formatHistoricalTrackerData(trackerData, trackerConfig, userName, useAllEnabled);
if (!formattedContext) {
continue;
}
@@ -1177,14 +1284,15 @@ export async function generateSeparateUpdatePrompt() {
let targetIdx = i;
if (position === 'user_message_end') {
// Find next user message after this assistant message
for (let j = i + 1; j < recentMessages.length; j++) {
// Find the preceding user message before this assistant message
// This is the user message that prompted this assistant response
for (let j = i - 1; j >= 0; j--) {
if (recentMessages[j].is_user && !recentMessages[j].is_system) {
targetIdx = j;
break;
}
}
// If no user message found, skip
// If no user message found before, skip
if (targetIdx === i) {
continue;
}
+34 -15
View File
@@ -30,7 +30,7 @@ import { parseResponse, parseUserStats } from '../generation/parser.js';
import { parseAndStoreSpotifyUrl, convertToEmbedUrl } from '../features/musicPlayer.js';
import { updateRPGData } from '../generation/apiClient.js';
import { removeLocks } from '../generation/lockManager.js';
import { onGenerationStarted, onGenerationEndedCleanup } from '../generation/injector.js';
import { onGenerationStarted, initHistoryInjectionListeners } from '../generation/injector.js';
// Rendering
import { renderUserStats } from '../rendering/userStats.js';
@@ -45,6 +45,7 @@ import { getSafeThumbnailUrl } from '../../utils/avatars.js';
// UI
import { setFabLoadingState, updateFabWidgets } from '../ui/mobile.js';
import { updateStripWidgets } from '../ui/desktop.js';
// Chapter checkpoint
import { updateAllCheckpointIndicators } from '../ui/checkpointUI.js';
@@ -114,10 +115,9 @@ export function onMessageSent() {
// This allows auto-update to distinguish between new generations and loading chat history
setIsAwaitingNewMessage(true);
// Show FAB loading state for together mode (starts spinning)
if (extensionSettings.generationMode === 'together') {
setFabLoadingState(true);
}
// Note: FAB spinning is NOT shown for together mode since no extra API request is made
// The RPG data comes embedded in the main response
// FAB spinning is handled by apiClient.js for separate/external modes when updateRPGData() is called
// For separate mode with auto-update disabled, commit displayed tracker
if (extensionSettings.generationMode === 'separate' && !extensionSettings.autoUpdate) {
@@ -233,6 +233,10 @@ export async function onMessageReceived(data) {
renderQuests();
renderMusicPlayer($musicPlayerContainer[0]);
// Update FAB widgets and strip widgets with newly parsed data
updateFabWidgets();
updateStripWidgets();
// Then update the DOM to reflect the cleaned message
// Using updateMessageBlock to perform macro substitutions + regex formatting
const messageId = chat.length - 1;
@@ -264,9 +268,10 @@ export async function onMessageReceived(data) {
if (extensionSettings.autoUpdate && isAwaitingNewMessage) {
setTimeout(async () => {
await updateRPGData(renderUserStats, renderInfoBox, renderThoughts, renderInventory);
// Update FAB widgets after separate/external mode update completes
// Update FAB widgets and strip widgets after separate/external mode update completes
setFabLoadingState(false);
updateFabWidgets();
updateStripWidgets();
}, 500);
}
}
@@ -292,6 +297,7 @@ export async function onMessageReceived(data) {
// Stop FAB loading state and update widgets
setFabLoadingState(false);
updateFabWidgets();
updateStripWidgets();
// Re-apply checkpoint in case SillyTavern unhid messages during generation
await restoreCheckpointOnLoad();
@@ -330,8 +336,9 @@ export function onCharacterChanged() {
renderQuests();
renderMusicPlayer($musicPlayerContainer[0]);
// Update FAB widgets with loaded data
// Update FAB widgets and strip widgets with loaded data
updateFabWidgets();
updateStripWidgets();
// Update chat thought overlays
updateChatThoughts();
@@ -379,7 +386,7 @@ export function onMessageSwiped(messageIndex) {
// console.log('[RPG Companion] Loading data for swipe', currentSwipeId);
// Load RPG data for this swipe
// IMPORTANT: onMessageSwiped is for DISPLAY only!
// lastGeneratedData is for DISPLAY, committedTrackerData is for GENERATION
// It's safe to load swipe data into lastGeneratedData - it won't be committed due to !lastActionWasSwipe check
if (message.extra && message.extra.rpg_companion_swipes && message.extra.rpg_companion_swipes[currentSwipeId]) {
@@ -388,13 +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);
@@ -467,9 +481,6 @@ export function clearExtensionPrompts() {
export async function onGenerationEnded() {
// console.log('[RPG Companion] 🏁 onGenerationEnded called');
// Restore original message content that was modified for historical context injection
onGenerationEndedCleanup();
// Note: isGenerating flag is cleared in onMessageReceived after parsing (together mode)
// or in apiClient.js after separate generation completes (separate mode)
@@ -477,3 +488,11 @@ export async function onGenerationEnded() {
// Re-apply checkpoint if one exists
await restoreCheckpointOnLoad();
}
/**
* Initialize history injection event listeners.
* Should be called once during extension initialization.
*/
export function initHistoryInjection() {
initHistoryInjectionListeners();
}
+10 -8
View File
@@ -436,14 +436,12 @@ export function renderInfoBox() {
// Time widget - show if enabled
if (config?.widgets?.time?.enabled) {
// Determine which time value to display and edit
const hasTimeEnd = Boolean(data.timeEnd);
const hasTimeStart = Boolean(data.timeStart);
const timeDisplay = data.timeEnd || data.timeStart || '12:00';
const timeField = hasTimeEnd ? 'timeEnd' : 'timeStart';
// Get both start and end times
const timeStartDisplay = data.timeStart || '12:00';
const timeEndDisplay = data.timeEnd || data.timeStart || '12:00';
// Parse time for clock hands
const timeMatch = timeDisplay.match(/(\d+):(\d+)/);
// Parse end time for clock hands (use end time for visual display)
const timeMatch = timeEndDisplay.match(/(\d+):(\d+)/);
let hourAngle = 0;
let minuteAngle = 0;
if (timeMatch) {
@@ -465,7 +463,11 @@ export function renderInfoBox() {
<div class="rpg-clock-center"></div>
</div>
</div>
<div class="rpg-time-value rpg-editable" contenteditable="true" data-field="${timeField}" title="Click to edit">${timeDisplay}</div>
<div class="rpg-time-range">
<div class="rpg-time-value rpg-editable" contenteditable="true" data-field="timeStart" title="Click to edit start time">${timeStartDisplay}</div>
<span class="rpg-time-separator">→</span>
<div class="rpg-time-value rpg-editable" contenteditable="true" data-field="timeEnd" title="Click to edit end time">${timeEndDisplay}</div>
</div>
</div>
`);
}
+252 -36
View File
@@ -512,17 +512,20 @@ export function renderThoughts() {
const fieldNameLower = field.name.toLowerCase();
// Skip lock icons for thoughts field
const showLock = !fieldNameLower.includes('thought');
// Add placeholder for empty fields
const placeholder = fieldValue ? '' : `data-placeholder="${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: ${statsParts.join(' | ')}`);
}
lines.splice(dividerIndex + 1, 0, ...newCharacterLines);
+62 -19
View File
@@ -105,7 +105,8 @@ function updateUserStatsData() {
// Then, add any other numeric stats from extensionSettings that aren't in config
// (these could be custom stats the AI added or disabled stats)
const excludeFields = new Set(['mood', 'conditions', 'inventory', 'skills', 'level']);
const customFields = config.statusSection?.customFields || [];
const excludeFields = new Set(['mood', ...customFields.map(f => f.toLowerCase()), 'inventory', 'skills', 'level']);
Object.entries(stats).forEach(([key, value]) => {
if (!processedIds.has(key) && !excludeFields.has(key) && typeof value === 'number') {
statsArray.push({
@@ -118,12 +119,17 @@ function updateUserStatsData() {
jsonData.stats = statsArray;
// Update status
// Update status - include all custom status fields
jsonData.status = {
mood: stats.mood || '😐',
conditions: stats.conditions || 'None'
mood: stats.mood || '😐'
};
// Add all custom status fields
for (const fieldName of customFields) {
const fieldKey = fieldName.toLowerCase();
jsonData.status[fieldKey] = stats[fieldKey] || 'None';
}
// Update inventory (convert to v3 format)
const convertToV3Items = (itemString) => {
if (!itemString) return [];
@@ -276,16 +282,33 @@ export function renderUserStats() {
}
html += '<div class="rpg-stats-grid">';
const enabledStats = config.customStats.filter(stat => stat && stat.enabled && stat.name && stat.id);
const displayMode = config.statsDisplayMode || 'percentage';
for (const stat of enabledStats) {
const value = stats[stat.id] !== undefined ? stats[stat.id] : 100;
const maxValue = stat.maxValue || 100;
// Calculate percentage for bar fill
let percentage;
let displayValue;
if (displayMode === 'number') {
// In number mode, value is already the number (0 to maxValue)
percentage = maxValue > 0 ? (value / maxValue) * 100 : 100;
displayValue = `${value}/${maxValue}`;
} else {
// In percentage mode, value is 0-100
percentage = value;
displayValue = `${value}%`;
}
html += `
<div class="rpg-stat-row">
<span class="rpg-stat-label rpg-editable-stat-name" contenteditable="true" data-field="${stat.id}" title="Click to edit stat name">${stat.name}:</span>
<div class="rpg-stat-bar" style="background: ${gradient}">
<div class="rpg-stat-fill" style="width: ${100 - value}%"></div>
<div class="rpg-stat-fill" style="width: ${100 - percentage}%"></div>
</div>
<span class="rpg-stat-value rpg-editable-stat" contenteditable="true" data-field="${stat.id}" title="Click to edit">${value}%</span>
<span class="rpg-stat-value rpg-editable-stat" contenteditable="true" data-field="${stat.id}" data-max="${maxValue}" data-mode="${displayMode}" title="Click to edit">${displayValue}</span>
</div>
`;
}
@@ -308,13 +331,15 @@ export function renderUserStats() {
// Render custom status fields
if (config.statusSection.customFields && config.statusSection.customFields.length > 0) {
// For now, use first field as "conditions" for backward compatibility
let conditionsValue = stats.conditions || 'None';
// Strip brackets if present (from JSON array format)
if (typeof conditionsValue === 'string') {
conditionsValue = conditionsValue.replace(/^\[|\]$/g, '').trim();
for (const fieldName of config.statusSection.customFields) {
const fieldKey = fieldName.toLowerCase();
let fieldValue = stats[fieldKey] || 'None';
// Strip brackets if present (from JSON array format)
if (typeof fieldValue === 'string') {
fieldValue = fieldValue.replace(/^\[|\]$/g, '').trim();
}
html += `<div class="rpg-mood-conditions rpg-editable" contenteditable="true" data-field="${fieldKey}" title="Click to edit ${fieldName}">${fieldValue}</div>`;
}
html += `<div class="rpg-mood-conditions rpg-editable" contenteditable="true" data-field="conditions" title="Click to edit conditions">${conditionsValue}</div>`;
}
html += '</div>';
@@ -406,14 +431,31 @@ export function renderUserStats() {
// Add event listeners for editable stat values
$('.rpg-editable-stat').on('blur', function() {
const field = $(this).data('field');
const textValue = $(this).text().replace('%', '').trim();
let value = parseInt(textValue);
const mode = $(this).data('mode');
const maxValue = parseInt($(this).data('max')) || 100;
const textValue = $(this).text().trim();
let value;
// Validate and clamp value between 0 and 100
if (isNaN(value)) {
value = 0;
if (mode === 'number') {
// In number mode, parse "X/MAX" or just "X"
const parts = textValue.split('/');
value = parseInt(parts[0]);
// Validate and clamp value between 0 and maxValue
if (isNaN(value)) {
value = 0;
}
value = Math.max(0, Math.min(maxValue, value));
} else {
// In percentage mode, parse "X%" or just "X"
value = parseInt(textValue.replace('%', ''));
// Validate and clamp value between 0 and 100
if (isNaN(value)) {
value = 0;
}
value = Math.max(0, Math.min(100, value));
}
value = Math.max(0, Math.min(100, value));
// Update the setting
extensionSettings.userStats[field] = value;
@@ -445,7 +487,8 @@ export function renderUserStats() {
$('.rpg-mood-conditions.rpg-editable').on('blur', function() {
const value = $(this).text().trim();
extensionSettings.userStats.conditions = value || 'None';
const fieldKey = $(this).data('field');
extensionSettings.userStats[fieldKey] = value || 'None';
// Update userStats data (maintains JSON or text format)
updateUserStatsData();
+265 -2
View File
@@ -1,10 +1,273 @@
/**
* Desktop UI Module
* Handles desktop-specific UI functionality: tab navigation
* Handles desktop-specific UI functionality: tab navigation and strip widgets
*/
import { i18n } from '../../core/i18n.js';
import { extensionSettings } from '../../core/state.js';
import { extensionSettings, lastGeneratedData, committedTrackerData } from '../../core/state.js';
/**
* Helper to parse time string and calculate clock hand angles
*/
function parseTimeForClock(timeStr) {
const timeMatch = timeStr.match(/(\d+):(\d+)/);
if (timeMatch) {
const hours = parseInt(timeMatch[1]);
const minutes = parseInt(timeMatch[2]);
const hourAngle = (hours % 12) * 30 + minutes * 0.5; // 30° per hour + 0.5° per minute
const minuteAngle = minutes * 6; // 6° per minute
return { hourAngle, minuteAngle };
}
return { hourAngle: 0, minuteAngle: 0 };
}
/**
* Updates the desktop strip widgets display based on current tracker data and settings.
* Strip widgets are shown vertically in the collapsed panel strip.
*/
export function updateStripWidgets() {
const $panel = $('#rpg-companion-panel');
const $container = $('#rpg-strip-widget-container');
if ($panel.length === 0 || $container.length === 0) return;
// Check if strip widgets are enabled
const widgetSettings = extensionSettings.desktopStripWidgets;
if (!widgetSettings || !widgetSettings.enabled) {
$panel.removeClass('rpg-strip-widgets-enabled');
$container.find('.rpg-strip-widget').removeClass('rpg-strip-widget-visible');
return;
}
// Add enabled class to panel for CSS styling (wider collapsed width)
$panel.addClass('rpg-strip-widgets-enabled');
// Get tracker data - use imported state directly
const infoBox = lastGeneratedData?.infoBox || committedTrackerData?.infoBox;
// Parse infoBox if it's a string
let infoData = null;
if (infoBox) {
try {
infoData = typeof infoBox === 'string' ? JSON.parse(infoBox) : infoBox;
} catch (e) {
console.warn('[RPG Strip Widgets] Failed to parse infoBox:', e);
}
}
// Weather Icon Widget (with description)
const $weatherWidget = $container.find('.rpg-strip-widget-weather');
if (widgetSettings.weatherIcon?.enabled && infoData?.weather?.emoji) {
$weatherWidget.find('.rpg-strip-widget-icon').text(infoData.weather.emoji);
// Show weather description truncated
const forecast = infoData.weather.forecast || '';
const displayForecast = forecast.length > 12 ? forecast.substring(0, 10) + '…' : forecast;
$weatherWidget.find('.rpg-strip-widget-desc').text(displayForecast);
$weatherWidget.attr('title', forecast || 'Weather');
$weatherWidget.addClass('rpg-strip-widget-visible');
} else {
$weatherWidget.removeClass('rpg-strip-widget-visible');
}
// Clock Widget with animated face
const $clockWidget = $container.find('.rpg-strip-widget-clock');
if (widgetSettings.clock?.enabled && infoData?.time) {
const timeStr = infoData.time.end || infoData.time.value || infoData.time.start || '';
if (timeStr) {
// Update clock hands
const { hourAngle, minuteAngle } = parseTimeForClock(timeStr);
$clockWidget.find('.rpg-strip-clock-hour').css('transform', `rotate(${hourAngle}deg)`);
$clockWidget.find('.rpg-strip-clock-minute').css('transform', `rotate(${minuteAngle}deg)`);
$clockWidget.find('.rpg-strip-widget-value').text(timeStr);
$clockWidget.attr('title', `Time: ${timeStr}`);
$clockWidget.addClass('rpg-strip-widget-visible');
} else {
$clockWidget.removeClass('rpg-strip-widget-visible');
}
} else {
$clockWidget.removeClass('rpg-strip-widget-visible');
}
// Date Widget
const $dateWidget = $container.find('.rpg-strip-widget-date');
if (widgetSettings.date?.enabled && infoData?.date?.value) {
const dateVal = infoData.date.value;
// Truncate long dates for display
const displayDate = dateVal.length > 20 ? dateVal.substring(0, 18) + '…' : dateVal;
$dateWidget.find('.rpg-strip-widget-value').text(displayDate);
$dateWidget.attr('title', dateVal);
$dateWidget.addClass('rpg-strip-widget-visible');
} else {
$dateWidget.removeClass('rpg-strip-widget-visible');
}
// Location Widget
const $locationWidget = $container.find('.rpg-strip-widget-location');
if (widgetSettings.location?.enabled && infoData?.location?.value) {
const loc = infoData.location.value;
// Truncate long locations for display
const displayLoc = loc.length > 15 ? loc.substring(0, 13) + '…' : loc;
$locationWidget.find('.rpg-strip-widget-value').text(displayLoc);
$locationWidget.attr('title', loc);
$locationWidget.addClass('rpg-strip-widget-visible');
} else {
$locationWidget.removeClass('rpg-strip-widget-visible');
}
// Stats Widget - get from lastGeneratedData or committedTrackerData first, fallback to extensionSettings
const $statsWidget = $container.find('.rpg-strip-widget-stats');
if (widgetSettings.stats?.enabled) {
let allStats = [];
// Try to get stats from tracker data first (most current)
const userStatsData = lastGeneratedData?.userStats || committedTrackerData?.userStats;
if (userStatsData) {
try {
const parsedStats = typeof userStatsData === 'string' ? JSON.parse(userStatsData) : userStatsData;
if (parsedStats?.stats) {
allStats = parsedStats.stats;
}
} catch (e) {
console.warn('[RPG Strip Widgets] Failed to parse tracker userStats:', e);
}
}
// Fallback to extensionSettings.userStats
if (allStats.length === 0 && extensionSettings.userStats) {
try {
const userStatsJson = extensionSettings.userStats;
const parsedUserStats = typeof userStatsJson === 'string' ? JSON.parse(userStatsJson) : userStatsJson;
if (parsedUserStats?.stats) {
allStats = parsedUserStats.stats;
}
} catch (e) {
console.warn('[RPG Strip Widgets] Failed to parse extensionSettings.userStats:', e);
}
}
if (allStats.length > 0) {
// Get enabled stats from trackerConfig
const configuredStats = extensionSettings.trackerConfig?.userStats?.customStats || [];
const enabledStatMap = new Map();
configuredStats.forEach(s => {
if (s.enabled !== false) {
enabledStatMap.set(s.id?.toLowerCase(), true);
enabledStatMap.set(s.name?.toLowerCase(), true);
}
});
const $statsList = $statsWidget.find('.rpg-strip-stats-list');
$statsList.empty();
allStats.forEach(stat => {
// Filter by config if available - but if no config, show all
if (configuredStats.length > 0) {
const statId = stat.id?.toLowerCase();
const statName = stat.name?.toLowerCase();
if (!enabledStatMap.has(statId) && !enabledStatMap.has(statName)) return;
}
const value = typeof stat.value === 'number' ? stat.value : parseInt(stat.value) || 0;
const color = getStatColor(value);
const abbr = stat.name.substring(0, 3).toUpperCase();
const $item = $(`<div class="rpg-strip-stat-item" title="${stat.name}: ${value}">
<span class="rpg-strip-stat-name">${abbr}</span>
<span class="rpg-strip-stat-value" style="color: ${color};">${value}</span>
</div>`);
$statsList.append($item);
});
if ($statsList.children().length > 0) {
$statsWidget.addClass('rpg-strip-widget-visible');
} else {
$statsWidget.removeClass('rpg-strip-widget-visible');
}
} else {
$statsWidget.removeClass('rpg-strip-widget-visible');
}
} else {
$statsWidget.removeClass('rpg-strip-widget-visible');
}
// Attributes Widget
const $attrsWidget = $container.find('.rpg-strip-widget-attributes');
if (widgetSettings.attributes?.enabled) {
const showRPGAttributes = extensionSettings.trackerConfig?.userStats?.showRPGAttributes !== false;
if (showRPGAttributes && extensionSettings.classicStats) {
// Get enabled attributes from trackerConfig
const configuredAttrs = extensionSettings.trackerConfig?.userStats?.rpgAttributes || [];
const enabledAttrIds = configuredAttrs.filter(a => a.enabled !== false).map(a => a.id);
const attrs = extensionSettings.classicStats;
const $attrsGrid = $attrsWidget.find('.rpg-strip-attributes-grid');
$attrsGrid.empty();
Object.entries(attrs).forEach(([key, value]) => {
// Filter by config if available
if (enabledAttrIds.length > 0 && !enabledAttrIds.includes(key.toLowerCase())) {
return;
}
const $item = $(`<div class="rpg-strip-attr-item" title="${key.toUpperCase()}: ${value}">
<span class="rpg-strip-attr-name">${key.toUpperCase()}</span>
<span class="rpg-strip-attr-value">${value}</span>
</div>`);
$attrsGrid.append($item);
});
if ($attrsGrid.children().length > 0) {
$attrsWidget.addClass('rpg-strip-widget-visible');
} else {
$attrsWidget.removeClass('rpg-strip-widget-visible');
}
} else {
$attrsWidget.removeClass('rpg-strip-widget-visible');
}
} else {
$attrsWidget.removeClass('rpg-strip-widget-visible');
}
}
/**
* Gets a color interpolated between low and high based on stat value (0-100).
* @param {number} value - The stat value (0-100)
* @returns {string} CSS color value
*/
function getStatColor(value) {
const lowColor = extensionSettings.statBarColorLow || '#cc3333';
const highColor = extensionSettings.statBarColorHigh || '#33cc66';
// Simple linear interpolation between low and high colors
const percent = Math.min(100, Math.max(0, value)) / 100;
// Parse colors
const lowRGB = hexToRgb(lowColor);
const highRGB = hexToRgb(highColor);
if (!lowRGB || !highRGB) return value > 50 ? highColor : lowColor;
const r = Math.round(lowRGB.r + (highRGB.r - lowRGB.r) * percent);
const g = Math.round(lowRGB.g + (highRGB.g - lowRGB.g) * percent);
const b = Math.round(lowRGB.b + (highRGB.b - lowRGB.b) * percent);
return `rgb(${r}, ${g}, ${b})`;
}
/**
* Converts a hex color to RGB object.
* @param {string} hex - Hex color string (e.g., "#cc3333")
* @returns {{r: number, g: number, b: number}|null}
*/
function hexToRgb(hex) {
const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
return result ? {
r: parseInt(result[1], 16),
g: parseInt(result[2], 16),
b: parseInt(result[3], 16)
} : null;
}
/**
* Sets up desktop tab navigation for organizing content.
+117 -41
View File
@@ -397,7 +397,7 @@ export class EncounterModal {
</div>
<!-- Player Controls -->
${this.renderPlayerControls(combatData.party)}
${this.renderPlayerControls(combatData.party, currentEncounter.playerActions)}
</div>
`;
@@ -599,7 +599,7 @@ export class EncounterModal {
if (member.isPlayer && user_avatar) {
avatarIcon = `<img src="${getSafeThumbnailUrl('persona', user_avatar)}" alt="${member.name}" style="width: 40px; height: 40px; border-radius: 50%; object-fit: cover;">`;
} else {
const avatarUrl = this.getPartyMemberAvatar(member.name);
const avatarUrl = this.getCharacterAvatar(member.name);
if (avatarUrl) {
avatarIcon = `<img src="${avatarUrl}" alt="${member.name}" style="width: 40px; height: 40px; border-radius: 50%; object-fit: cover;">`;
}
@@ -657,12 +657,16 @@ export class EncounterModal {
* @param {Array} party - Party data
* @returns {string} HTML for controls
*/
renderPlayerControls(party) {
renderPlayerControls(party, playerActions = null) {
const player = party.find(m => m.isPlayer);
if (!player || player.hp <= 0) {
return '<div class="rpg-encounter-controls"><p class="rpg-encounter-defeated">You have been defeated...</p></div>';
}
// Use playerActions if provided, otherwise fall back to player data
const attacks = playerActions?.attacks || player.attacks || [];
const items = playerActions?.items || player.items || [];
return `
<div class="rpg-encounter-controls">
<h3><i class="fa-solid fa-hand-fist"></i> Your Actions</h3>
@@ -670,7 +674,7 @@ export class EncounterModal {
<div class="rpg-encounter-action-buttons">
<div class="rpg-encounter-button-group">
<h4>Attacks</h4>
${player.attacks.map(attack => {
${attacks.map(attack => {
// Support both old string format and new object format
const attackName = typeof attack === 'string' ? attack : attack.name;
const attackType = typeof attack === 'string' ? 'single-target' : (attack.type || 'single-target');
@@ -688,10 +692,10 @@ export class EncounterModal {
}).join('')}
</div>
${player.items && player.items.length > 0 ? `
${items && items.length > 0 ? `
<div class="rpg-encounter-button-group">
<h4>Items</h4>
${player.items.map(item => `
${items.map(item => `
<button class="rpg-encounter-action-btn rpg-encounter-item-btn" data-action="item" data-value="${item}">
<i class="fa-solid fa-flask"></i> ${item}
</button>
@@ -718,21 +722,27 @@ export class EncounterModal {
* @param {Array} party - Party data for reference
*/
attachControlListeners(party) {
// Attack and item buttons
this.modal.querySelectorAll('.rpg-encounter-action-btn').forEach(btn => {
btn.addEventListener('click', async (e) => {
const actionType = e.currentTarget.dataset.action;
const value = e.currentTarget.dataset.value;
const attackType = e.currentTarget.dataset.attackType;
// Only attach once - event delegation on the modal means listeners persist
if (this._listenersAttached) {
return;
}
// Store handlers as instance properties so we can remove them if needed
this._actionHandler = async (e) => {
// Handle action buttons (attack/item)
const actionBtn = e.target.closest('.rpg-encounter-action-btn');
if (actionBtn && !actionBtn.disabled && !this.isProcessing) {
const actionType = actionBtn.dataset.action;
const value = actionBtn.dataset.value;
const attackType = actionBtn.dataset.attackType;
const context = getContext();
const userName = context.name1;
let actionText = '';
if (actionType === 'attack') {
// Show target selection for attacks
const target = await this.showTargetSelection(attackType, currentEncounter.combatStats);
if (!target) return; // User cancelled
if (!target) return;
if (target === 'all-enemies') {
actionText = `${userName} uses ${value} targeting all enemies!`;
@@ -740,40 +750,46 @@ export class EncounterModal {
actionText = `${userName} uses ${value} on ${target}!`;
}
} else if (actionType === 'item') {
// Show target selection for items (default to single-target)
const target = await this.showTargetSelection('single-target', currentEncounter.combatStats);
if (!target) return; // User cancelled
if (!target) return;
actionText = `${userName} uses ${value} on ${target}!`;
}
await this.processCombatAction(actionText);
});
});
return;
}
// Custom action submit
const customInput = this.modal.querySelector('#rpg-encounter-custom-input');
const customSubmit = this.modal.querySelector('#rpg-encounter-custom-submit');
const submitCustomAction = async () => {
const action = customInput.value.trim();
if (!action) return;
await this.processCombatAction(action);
customInput.value = '';
// Handle custom submit button
const submitBtn = e.target.closest('#rpg-encounter-custom-submit');
if (submitBtn && !submitBtn.disabled && !this.isProcessing) {
const input = this.modal.querySelector('#rpg-encounter-custom-input');
if (input) {
const action = input.value.trim();
if (action) {
await this.processCombatAction(action);
input.value = '';
}
}
}
};
if (customSubmit) {
customSubmit.addEventListener('click', submitCustomAction);
}
if (customInput) {
customInput.addEventListener('keypress', (e) => {
if (e.key === 'Enter') {
submitCustomAction();
this._keypressHandler = async (e) => {
const input = e.target.closest('#rpg-encounter-custom-input');
if (input && e.key === 'Enter' && !this.isProcessing) {
const action = input.value.trim();
if (action) {
await this.processCombatAction(action);
input.value = '';
}
});
}
}
};
// Attach to the modal itself (which never gets replaced)
this.modal.addEventListener('click', this._actionHandler);
this.modal.addEventListener('keypress', this._keypressHandler);
this._listenersAttached = true;
}
/**
@@ -820,7 +836,8 @@ export class EncounterModal {
// Update encounter state
updateCurrentEncounter({
combatStats: result.combatStats
combatStats: result.combatStats,
playerActions: result.playerActions
});
// Collect log entries in order: enemy actions, party actions, then narration
@@ -935,16 +952,75 @@ export class EncounterModal {
}
});
// Re-render controls if player died
// Re-render controls if player died OR if player's actions changed
const player = combatStats.party.find(m => m.isPlayer);
const controlsContainer = this.modal.querySelector('.rpg-encounter-controls');
if (player && player.hp <= 0) {
const controlsContainer = this.modal.querySelector('.rpg-encounter-controls');
if (controlsContainer) {
controlsContainer.innerHTML = '<p class="rpg-encounter-defeated">You have been defeated...</p>';
}
} else if (currentEncounter.playerActions && controlsContainer) {
// Check if actions have changed by comparing with previous state
const actionsChanged = this.haveActionsChanged(currentEncounter.playerActions);
if (actionsChanged) {
// Store the new actions for next comparison
this._previousPlayerActions = {
attacks: currentEncounter.playerActions.attacks ? JSON.parse(JSON.stringify(currentEncounter.playerActions.attacks)) : [],
items: currentEncounter.playerActions.items ? [...currentEncounter.playerActions.items] : []
};
// Re-render the entire controls section with new actions
const newControlsHTML = this.renderPlayerControls(combatStats.party, currentEncounter.playerActions);
const tempDiv = document.createElement('div');
tempDiv.innerHTML = newControlsHTML;
const newControls = tempDiv.firstElementChild;
if (newControls) {
controlsContainer.replaceWith(newControls);
}
}
}
}
/**
* Checks if player's available actions have changed
* @param {Object} playerActions - Current player actions data with attacks and items
* @returns {boolean} True if actions changed
*/
haveActionsChanged(playerActions) {
if (!this._previousPlayerActions) {
// First time - store initial actions
this._previousPlayerActions = {
attacks: playerActions.attacks ? JSON.parse(JSON.stringify(playerActions.attacks)) : [],
items: playerActions.items ? [...playerActions.items] : []
};
return false;
}
const currentAttacks = playerActions.attacks || [];
const currentItems = playerActions.items || [];
const prevAttacks = this._previousPlayerActions.attacks || [];
const prevItems = this._previousPlayerActions.items || [];
// Check if attacks changed
if (currentAttacks.length !== prevAttacks.length) return true;
for (let i = 0; i < currentAttacks.length; i++) {
const curr = typeof currentAttacks[i] === 'string' ? currentAttacks[i] : currentAttacks[i].name;
const prev = typeof prevAttacks[i] === 'string' ? prevAttacks[i] : prevAttacks[i].name;
if (curr !== prev) return true;
}
// Check if items changed
if (currentItems.length !== prevItems.length) return true;
for (let i = 0; i < currentItems.length; i++) {
if (currentItems[i] !== prevItems[i]) return true;
}
return false;
}
/**
* Adds multiple log entries sequentially with animation
* @param {Array} entries - Array of {message, type} objects
+7 -1
View File
@@ -19,7 +19,7 @@ import {
} from '../../core/state.js';
import { i18n } from '../../core/i18n.js';
import { setupMobileTabs, removeMobileTabs } from './mobile.js';
import { setupDesktopTabs, removeDesktopTabs } from './desktop.js';
import { setupDesktopTabs, removeDesktopTabs, updateStripWidgets } from './desktop.js';
/**
* Toggles the visibility of plot buttons based on settings.
@@ -243,6 +243,9 @@ export function setupCollapseToggle() {
} else if ($panel.hasClass('rpg-position-left')) {
$icon.removeClass('fa-chevron-left').addClass('fa-chevron-right');
}
// Update strip widgets when collapsing (they show in collapsed state)
updateStripWidgets();
}
});
@@ -431,6 +434,7 @@ export function updateGenerationModeUI() {
if (extensionSettings.generationMode === 'together') {
// In "together" mode, manual update button is hidden
$('#rpg-manual-update').hide();
$('#rpg-strip-refresh').hide();
$('#rpg-external-api-settings').slideUp(200);
$('#rpg-separate-mode-settings').slideUp(200);
// Hide auto-update toggle (not applicable in together mode)
@@ -438,6 +442,7 @@ export function updateGenerationModeUI() {
} else if (extensionSettings.generationMode === 'separate') {
// In "separate" mode, manual update button is visible
$('#rpg-manual-update').show();
$('#rpg-strip-refresh').show();
$('#rpg-external-api-settings').slideUp(200);
$('#rpg-separate-mode-settings').slideDown(200);
// Show auto-update toggle
@@ -445,6 +450,7 @@ export function updateGenerationModeUI() {
} else if (extensionSettings.generationMode === 'external') {
// In "external" mode, manual update button is visible AND both settings are shown
$('#rpg-manual-update').show();
$('#rpg-strip-refresh').show();
$('#rpg-external-api-settings').slideDown(200);
$('#rpg-separate-mode-settings').slideDown(200);
// Show auto-update toggle for external mode too
+122 -13
View File
@@ -21,6 +21,8 @@ import {
removePresetAssociationForCurrentEntity,
getPresetForCurrentEntity,
hasPresetAssociation,
isAssociatedWithCurrentPreset,
getCurrentEntityKey,
getCurrentEntityName,
exportPresets,
importPresets
@@ -33,6 +35,8 @@ import { updateFabWidgets } from './mobile.js';
let $editorModal = null;
let activeTab = 'userStats';
let tempConfig = null; // Temporary config for cancel functionality
let tempAssociation = null; // Temporary association state: { presetId: string|null, entityKey: string|null }
let originalAssociation = null; // Original association when editor opened
/**
* Initialize the tracker editor modal
@@ -104,6 +108,12 @@ export function initTrackerEditor() {
$(document).on('change', '#rpg-preset-select', function() {
const presetId = $(this).val();
if (presetId && presetId !== getActivePresetId()) {
// Check if the current character had an association (either original or pending)
const entityKey = getCurrentEntityKey();
const wasAssociated = tempAssociation
? tempAssociation.presetId !== null
: hasPresetAssociation();
// Save current changes to the old preset before switching
const currentPresetId = getActivePresetId();
if (currentPresetId) {
@@ -113,8 +123,17 @@ export function initTrackerEditor() {
if (loadPreset(presetId)) {
tempConfig = JSON.parse(JSON.stringify(extensionSettings.trackerConfig));
renderEditorUI();
// If the character was associated with a preset, update temp association to new preset
if (wasAssociated && entityKey) {
tempAssociation = { presetId: presetId, entityKey: entityKey };
const preset = getPreset(presetId);
toastr.info(`"${preset?.name || 'Unknown'}" will be associated with ${getCurrentEntityName()} when saved.`);
} else {
toastr.success(`Switched to preset "${getPreset(presetId)?.name || 'Unknown'}".`);
}
updatePresetUI();
toastr.success(`Switched to preset "${getPreset(presetId)?.name || 'Unknown'}".`);
}
}
});
@@ -162,12 +181,25 @@ export function initTrackerEditor() {
// Associate preset checkbox
$(document).on('change', '#rpg-preset-associate', function() {
const activePresetId = getActivePresetId();
const preset = getPreset(activePresetId);
const entityName = getCurrentEntityName();
const entityKey = getCurrentEntityKey();
if ($(this).is(':checked')) {
associatePresetWithCurrentEntity();
toastr.info(`This preset will be used for ${getCurrentEntityName()}.`);
// Store pending association (don't save yet)
tempAssociation = { presetId: activePresetId, entityKey: entityKey };
toastr.info(`"${preset?.name || 'Unknown'}" will be associated with ${entityName} when saved.`);
} else {
removePresetAssociationForCurrentEntity();
toastr.info(`Preset association removed for ${getCurrentEntityName()}.`);
// Store pending removal (don't save yet)
tempAssociation = { presetId: null, entityKey: entityKey };
const defaultPresetId = getDefaultPresetId();
const defaultPreset = getPreset(defaultPresetId);
if (defaultPreset && defaultPresetId !== activePresetId) {
toastr.info(`Association will be removed when saved. Default preset "${defaultPreset.name}" will apply on next character switch.`);
} else {
toastr.info(`Association will be removed for ${entityName} when saved.`);
}
}
});
}
@@ -203,7 +235,15 @@ function updatePresetUI() {
$('#rpg-preset-entity-name').text(entityName);
// Update the association checkbox
const isAssociated = hasPresetAssociation();
// Use temp state if available, otherwise check actual association with CURRENT preset
let isAssociated;
if (tempAssociation !== null) {
// Use pending state: checked if pending preset matches active preset
isAssociated = tempAssociation.presetId === activePresetId;
} else {
// No pending changes, check actual state
isAssociated = isAssociatedWithCurrentPreset();
}
$('#rpg-preset-associate').prop('checked', isAssociated);
}
@@ -214,6 +254,12 @@ function openTrackerEditor() {
// Create temporary copy for cancel functionality
tempConfig = JSON.parse(JSON.stringify(extensionSettings.trackerConfig));
// Store original association state for cancel functionality
const entityKey = getCurrentEntityKey();
const currentAssociatedPreset = getPresetForCurrentEntity();
originalAssociation = { presetId: currentAssociatedPreset, entityKey: entityKey };
tempAssociation = null; // Reset pending changes
// Set theme to match current extension theme
const theme = extensionSettings.theme || 'modern';
$editorModal.attr('data-theme', theme);
@@ -235,6 +281,10 @@ function closeTrackerEditor() {
tempConfig = null;
}
// Discard pending association changes (cancel = no save)
tempAssociation = null;
originalAssociation = null;
$editorModal.removeClass('is-open').addClass('is-closing');
setTimeout(() => {
$editorModal.removeClass('is-closing').hide();
@@ -247,6 +297,21 @@ function closeTrackerEditor() {
function applyTrackerConfig() {
tempConfig = null; // Clear temp config
// Apply pending association changes
if (tempAssociation) {
if (tempAssociation.presetId !== null) {
// Associate with the pending preset
associatePresetWithCurrentEntity();
const preset = getPreset(tempAssociation.presetId);
toastr.success(`"${preset?.name || 'Unknown'}" is now associated with ${getCurrentEntityName()}.`);
} else {
// Remove association
removePresetAssociationForCurrentEntity();
}
tempAssociation = null;
}
originalAssociation = null;
// Save to the current preset
const currentPresetId = getActivePresetId();
if (currentPresetId) {
@@ -354,7 +419,8 @@ function resetToDefaults() {
enabled: false,
messageCount: 5,
injectionPosition: 'assistant_message_end',
contextPreamble: ''
contextPreamble: '',
sendAllEnabledOnRefresh: false
};
}
@@ -663,13 +729,27 @@ function renderUserStatsTab() {
// Custom Stats section
html += `<h4><i class="fa-solid fa-heart-pulse"></i> ${i18n.getTranslation('template.trackerEditorModal.userStatsTab.customStatsTitle')}</h4>`;
// Stats display mode toggle
const statsDisplayMode = config.statsDisplayMode || 'percentage';
html += '<div class="rpg-editor-toggle-row">';
html += '<label>Display Mode:</label>';
html += '<div class="rpg-radio-group">';
html += `<label><input type="radio" name="stats-display-mode" value="percentage" ${statsDisplayMode === 'percentage' ? 'checked' : ''}> Percentage</label>`;
html += `<label><input type="radio" name="stats-display-mode" value="number" ${statsDisplayMode === 'number' ? 'checked' : ''}> Number</label>`;
html += '</div>';
html += '</div>';
html += '<div class="rpg-editor-stats-list" id="rpg-editor-stats-list">';
config.customStats.forEach((stat, index) => {
const showMaxValue = statsDisplayMode === 'number';
const maxValue = stat.maxValue || 100;
html += `
<div class="rpg-editor-stat-item" data-index="${index}">
<input type="checkbox" ${stat.enabled ? 'checked' : ''} class="rpg-stat-toggle" data-index="${index}">
<input type="text" value="${stat.name}" class="rpg-stat-name" data-index="${index}" placeholder="Stat Name">
<input type="number" value="${maxValue}" class="rpg-stat-max ${showMaxValue ? '' : 'rpg-hidden'}" data-index="${index}" placeholder="Max" min="1" step="1" title="Maximum value">
<button class="rpg-stat-remove" data-index="${index}" title="Remove stat"><i class="fa-solid fa-trash"></i></button>
</div>
`;
@@ -779,7 +859,8 @@ function setupUserStatsListeners() {
extensionSettings.trackerConfig.userStats.customStats.push({
id: newId,
name: 'New Stat',
enabled: true
enabled: true,
maxValue: 100
});
// Initialize value if doesn't exist
if (extensionSettings.userStats[newId] === undefined) {
@@ -807,6 +888,19 @@ function setupUserStatsListeners() {
extensionSettings.trackerConfig.userStats.customStats[index].name = $(this).val();
});
// Change stat max value
$('.rpg-stat-max').off('blur').on('blur', function() {
const index = $(this).data('index');
const value = parseInt($(this).val()) || 100;
extensionSettings.trackerConfig.userStats.customStats[index].maxValue = Math.max(1, value);
});
// Stats display mode toggle
$('input[name="stats-display-mode"]').off('change').on('change', function() {
extensionSettings.trackerConfig.userStats.statsDisplayMode = $(this).val();
renderUserStatsTab(); // Re-render to show/hide max value fields
});
// Add attribute
$('#rpg-add-attr').off('click').on('click', function() {
// Ensure rpgAttributes array exists with defaults if needed
@@ -913,9 +1007,7 @@ function renderInfoBoxTab() {
html += `<label for="rpg-widget-date">${i18n.getTranslation('template.trackerEditorModal.infoBoxTab.dateWidget')}</label>`;
html += '<select id="rpg-date-format" class="rpg-select-mini">';
html += `<option value="Weekday, Month, Year" ${config.widgets.date.format === 'Weekday, Month, Year' ? 'selected' : ''}>Weekday, Month, Year</option>`;
html += `<option value="dd/mm/yyyy" ${config.widgets.date.format === 'dd/mm/yyyy' ? 'selected' : ''}>dd/mm/yyyy</option>`;
html += `<option value="mm/dd/yyyy" ${config.widgets.date.format === 'mm/dd/yyyy' ? 'selected' : ''}>mm/dd/yyyy</option>`;
html += `<option value="yyyy-mm-dd" ${config.widgets.date.format === 'yyyy-mm-dd' ? 'selected' : ''}>yyyy-mm-dd</option>`;
html += `<option value="Day (Numerical), Month, Year" ${config.widgets.date.format === 'Day (Numerical), Month, Year' ? 'selected' : ''}>Day (Numerical), Month, Year</option>`;
html += '</select>';
html += '</div>';
@@ -1364,11 +1456,13 @@ function renderHistoryPersistenceTab() {
enabled: false,
messageCount: 5,
injectionPosition: 'assistant_message_end',
contextPreamble: ''
contextPreamble: '',
sendAllEnabledOnRefresh: false
};
const userStatsConfig = extensionSettings.trackerConfig.userStats;
const infoBoxConfig = extensionSettings.trackerConfig.infoBox;
const presentCharsConfig = extensionSettings.trackerConfig.presentCharacters;
const generationMode = extensionSettings.generationMode || 'together';
let html = '<div class="rpg-editor-section">';
@@ -1382,6 +1476,15 @@ function renderHistoryPersistenceTab() {
html += `<label for="rpg-history-persistence-enabled">Enable History Persistence</label>`;
html += '</div>';
// External API Only toggle - only show for separate/external modes
if (generationMode === 'separate' || generationMode === 'external') {
html += '<div class="rpg-editor-toggle-row" style="margin-top: 8px;">';
html += `<input type="checkbox" id="rpg-history-send-all-enabled" ${historyPersistence.sendAllEnabledOnRefresh ? 'checked' : ''}>`;
html += `<label for="rpg-history-send-all-enabled">Send All Enabled Stats on Refresh</label>`;
html += '</div>';
html += `<p class="rpg-editor-hint" style="margin-top: 4px; margin-left: 24px;">When enabled, Refresh RPG Info will include all enabled stats from the preset in history context, ignoring the individual selections below.</p>`;
}
// Message count
html += '<div class="rpg-editor-input-row" style="margin-top: 12px;">';
html += `<label for="rpg-history-message-count">Number of messages to include (0 = all available):</label>`;
@@ -1528,7 +1631,8 @@ function setupHistoryPersistenceListeners() {
enabled: false,
messageCount: 5,
injectionPosition: 'assistant_message_end',
contextPreamble: ''
contextPreamble: '',
externalApiOnly: false
};
}
@@ -1537,6 +1641,11 @@ function setupHistoryPersistenceListeners() {
extensionSettings.historyPersistence.enabled = $(this).is(':checked');
});
// Send All Enabled on Refresh toggle
$('#rpg-history-send-all-enabled').off('change').on('change', function() {
extensionSettings.historyPersistence.sendAllEnabledOnRefresh = $(this).is(':checked');
});
// Message count
$('#rpg-history-message-count').off('change').on('change', function() {
extensionSettings.historyPersistence.messageCount = parseInt($(this).val()) || 0;
+530 -42
View File
@@ -4,45 +4,149 @@
*/
import { extensionSettings, lastGeneratedData, committedTrackerData } from '../../core/state.js';
import { repairJSON } from '../../utils/jsonRepair.js';
let weatherContainer = null;
let currentWeatherType = null;
let currentTimeOfDay = null;
let currentHour = null;
/**
* Parse time string to extract hour (24-hour format)
* Supports formats like "3:00 PM", "15:00", "3 PM", "Evening", etc.
*/
function parseHourFromTime(timeStr) {
if (!timeStr) return null;
const text = timeStr.toLowerCase().trim();
// Check for descriptive time words first
if (text.includes('dawn') || text.includes('sunrise')) return 6;
if (text.includes('early morning')) return 7;
if (text.includes('morning')) return 9;
if (text.includes('midday') || text.includes('noon') || text.includes('mid-day')) return 12;
if (text.includes('afternoon')) return 14;
if (text.includes('late afternoon')) return 16;
if (text.includes('evening') || text.includes('dusk') || text.includes('sunset')) return 19;
if (text.includes('twilight')) return 20;
if (text.includes('night') || text.includes('nighttime')) return 22;
if (text.includes('midnight')) return 0;
if (text.includes('late night')) return 2;
// Try to parse numeric time formats
// Format: "3:00 PM" or "3:00PM" or "3 PM"
const ampmMatch = text.match(/(\d{1,2})(?::(\d{2}))?\s*(am|pm)/i);
if (ampmMatch) {
let hour = parseInt(ampmMatch[1], 10);
const isPM = ampmMatch[3].toLowerCase() === 'pm';
if (isPM && hour !== 12) hour += 12;
if (!isPM && hour === 12) hour = 0;
return hour;
}
// Format: "15:00" (24-hour)
const militaryMatch = text.match(/(\d{1,2}):(\d{2})/);
if (militaryMatch) {
return parseInt(militaryMatch[1], 10);
}
return null;
}
/**
* Determine time of day based on hour
*/
function getTimeOfDay(hour) {
if (hour === null) return 'unknown';
// Night: 8 PM (20:00) to 5 AM (05:00)
if (hour >= 20 || hour < 5) return 'night';
// Dawn/Dusk: 5 AM - 7 AM and 6 PM - 8 PM
if (hour >= 5 && hour < 7) return 'dawn';
if (hour >= 18 && hour < 20) return 'dusk';
// Day: 7 AM to 6 PM
return 'day';
}
/**
* Extract time from Info Box data
*/
function getCurrentTime() {
const infoBoxData = lastGeneratedData.infoBox || committedTrackerData.infoBox || '';
// Try to parse as JSON first (new format)
try {
const parsed = typeof infoBoxData === 'string' ? repairJSON(infoBoxData) : infoBoxData;
if (parsed && parsed.time) {
// Use the end time if available (current time), otherwise start time
return parsed.time.end || parsed.time.start || null;
}
} catch (e) {
// Not JSON, try old text format
}
// Fallback: Parse the old text format to find Time field
const lines = infoBoxData.split('\n');
for (const line of lines) {
const trimmed = line.trim();
if (trimmed.startsWith('Time:')) {
const timeStr = trimmed.substring('Time:'.length).trim();
// If it contains →, take the end time (after arrow)
if (timeStr.includes('→')) {
const parts = timeStr.split('→');
return parts[1]?.trim() || parts[0]?.trim();
}
return timeStr;
}
}
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";
}
/**
@@ -136,22 +240,299 @@ function createMist() {
}
/**
* Create sunshine rays effect
* Calculate sun position based on hour (arc across sky)
* Returns { left: vw%, top: dvh% }
*/
function createSunshine() {
const container = document.createElement('div');
container.className = 'rpg-weather-particles';
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
// Create 8 sun rays
for (let i = 0; i < 8; i++) {
const ray = document.createElement('div');
ray.className = 'rpg-weather-particle rpg-sunray';
ray.style.left = `${10 + i * 12}%`;
ray.style.animationDelay = `${i * 0.5}s`;
ray.style.animationDuration = `${8 + Math.random() * 4}s`;
container.appendChild(ray);
if (hour === null) hour = 12; // Default to noon if unknown
// Clamp to daytime hours
const clampedHour = Math.max(5, Math.min(20, hour));
// Normalize to 0-1 range (5 AM = 0, 20 PM = 1)
const progress = (clampedHour - 5) / 15;
// Horizontal position: 3% to 92% (left to right, wider range)
const left = 3 + progress * 89;
// Vertical position: parabolic arc (high at noon, low at dawn/dusk)
// At progress 0.5 (noon), top should be ~8% (high)
// At progress 0 or 1, top should be ~40% (low, near horizon)
const normalizedProgress = (progress - 0.5) * 2; // -1 to 1
const top = 8 + 32 * (normalizedProgress * normalizedProgress);
return { left, top };
}
/**
* Create clear/sunny weather effect with floating particles and warm glow
*/
function createSunshine(hour) {
const container = document.createElement('div');
container.className = 'rpg-weather-particles rpg-clear-weather';
// Create the sun based on current hour
const sunPos = calculateSunPosition(hour);
const sun = document.createElement('div');
sun.className = 'rpg-weather-particle rpg-clear-sun';
sun.style.left = `${sunPos.left}vw`;
sun.style.top = `${sunPos.top}dvh`;
container.appendChild(sun);
// Create sun glow
const sunGlow = document.createElement('div');
sunGlow.className = 'rpg-weather-particle rpg-clear-sun-glow';
sunGlow.style.left = `${sunPos.left}vw`;
sunGlow.style.top = `${sunPos.top}dvh`;
container.appendChild(sunGlow);
// Create warm ambient glow overlay
const ambientGlow = document.createElement('div');
ambientGlow.className = 'rpg-weather-particle rpg-clear-ambient-glow';
container.appendChild(ambientGlow);
// Create floating dust motes / pollen particles (golden sparkles)
for (let i = 0; i < 25; i++) {
const particle = document.createElement('div');
particle.className = 'rpg-weather-particle rpg-clear-dust-mote';
particle.style.left = `${Math.random() * 100}vw`;
particle.style.top = `${Math.random() * 100}dvh`;
particle.style.animationDelay = `${Math.random() * 15}s`;
particle.style.animationDuration = `${12 + Math.random() * 8}s`;
// Vary the size slightly
const size = 2 + Math.random() * 4;
particle.style.width = `${size}px`;
particle.style.height = `${size}px`;
container.appendChild(particle);
}
// Create soft light orbs that drift gently
for (let i = 0; i < 6; i++) {
const orb = document.createElement('div');
orb.className = 'rpg-weather-particle rpg-clear-light-orb';
orb.style.left = `${10 + Math.random() * 80}vw`;
orb.style.top = `${10 + Math.random() * 80}dvh`;
orb.style.animationDelay = `${i * 2}s`;
orb.style.animationDuration = `${20 + Math.random() * 10}s`;
// Vary the size
const size = 80 + Math.random() * 120;
orb.style.width = `${size}px`;
orb.style.height = `${size}px`;
container.appendChild(orb);
}
// Create lens flare effect in corner
const lensFlare = document.createElement('div');
lensFlare.className = 'rpg-weather-particle rpg-clear-lens-flare';
container.appendChild(lensFlare);
return container;
}
/**
* Create sunrise effect (dawn - warm orange/pink sky gradient with low sun)
*/
function createSunrise(hour) {
const container = document.createElement('div');
container.className = 'rpg-weather-particles rpg-sunrise-weather';
// Create sunrise gradient overlay
const sunriseOverlay = document.createElement('div');
sunriseOverlay.className = 'rpg-weather-particle rpg-sunrise-overlay';
container.appendChild(sunriseOverlay);
// Calculate sun position (rising from left horizon)
const sunPos = calculateSunPosition(hour);
// Create the rising sun
const sun = document.createElement('div');
sun.className = 'rpg-weather-particle rpg-clear-sun rpg-sunrise-sun';
sun.style.left = `${sunPos.left}vw`;
sun.style.top = `${sunPos.top}dvh`;
container.appendChild(sun);
// Create sun glow (more orange during sunrise)
const sunGlow = document.createElement('div');
sunGlow.className = 'rpg-weather-particle rpg-clear-sun-glow rpg-sunrise-glow';
sunGlow.style.left = `${sunPos.left}vw`;
sunGlow.style.top = `${sunPos.top}dvh`;
container.appendChild(sunGlow);
// Create horizon glow
const horizonGlow = document.createElement('div');
horizonGlow.className = 'rpg-weather-particle rpg-sunrise-horizon-glow';
container.appendChild(horizonGlow);
// Add some fading stars (still visible at dawn)
for (let i = 0; i < 15; i++) {
const star = document.createElement('div');
star.className = 'rpg-weather-particle rpg-night-star rpg-sunrise-fading-star';
star.style.left = `${Math.random() * 100}vw`;
star.style.top = `${Math.random() * 40}dvh`;
star.style.animationDelay = `${Math.random() * 3}s`;
const size = 1 + Math.random() * 1.5;
star.style.width = `${size}px`;
star.style.height = `${size}px`;
container.appendChild(star);
}
// Add some golden dust motes
for (let i = 0; i < 12; i++) {
const particle = document.createElement('div');
particle.className = 'rpg-weather-particle rpg-clear-dust-mote';
particle.style.left = `${Math.random() * 100}vw`;
particle.style.top = `${Math.random() * 100}dvh`;
particle.style.animationDelay = `${Math.random() * 15}s`;
particle.style.animationDuration = `${12 + Math.random() * 8}s`;
const size = 2 + Math.random() * 3;
particle.style.width = `${size}px`;
particle.style.height = `${size}px`;
container.appendChild(particle);
}
return container;
}
/**
* Create sunset effect (dusk - warm red/purple sky gradient with low sun)
*/
function createSunset(hour) {
const container = document.createElement('div');
container.className = 'rpg-weather-particles rpg-sunset-weather';
// Create sunset gradient overlay
const sunsetOverlay = document.createElement('div');
sunsetOverlay.className = 'rpg-weather-particle rpg-sunset-overlay';
container.appendChild(sunsetOverlay);
// Calculate sun position (setting on right horizon)
const sunPos = calculateSunPosition(hour);
// Create the setting sun
const sun = document.createElement('div');
sun.className = 'rpg-weather-particle rpg-clear-sun rpg-sunset-sun';
sun.style.left = `${sunPos.left}vw`;
sun.style.top = `${sunPos.top}dvh`;
container.appendChild(sun);
// Create sun glow (more red during sunset)
const sunGlow = document.createElement('div');
sunGlow.className = 'rpg-weather-particle rpg-clear-sun-glow rpg-sunset-glow';
sunGlow.style.left = `${sunPos.left}vw`;
sunGlow.style.top = `${sunPos.top}dvh`;
container.appendChild(sunGlow);
// Create horizon glow
const horizonGlow = document.createElement('div');
horizonGlow.className = 'rpg-weather-particle rpg-sunset-horizon-glow';
container.appendChild(horizonGlow);
// Add some early stars (appearing at dusk)
for (let i = 0; i < 20; i++) {
const star = document.createElement('div');
star.className = 'rpg-weather-particle rpg-night-star rpg-sunset-emerging-star';
star.style.left = `${Math.random() * 100}vw`;
star.style.top = `${Math.random() * 50}dvh`;
star.style.animationDelay = `${Math.random() * 5}s`;
const size = 1 + Math.random() * 1.5;
star.style.width = `${size}px`;
star.style.height = `${size}px`;
container.appendChild(star);
}
// Add some golden/pink dust motes
for (let i = 0; i < 12; i++) {
const particle = document.createElement('div');
particle.className = 'rpg-weather-particle rpg-clear-dust-mote rpg-sunset-dust';
particle.style.left = `${Math.random() * 100}vw`;
particle.style.top = `${Math.random() * 100}dvh`;
particle.style.animationDelay = `${Math.random() * 15}s`;
particle.style.animationDuration = `${12 + Math.random() * 8}s`;
const size = 2 + Math.random() * 3;
particle.style.width = `${size}px`;
particle.style.height = `${size}px`;
container.appendChild(particle);
}
return container;
}
/**
* Create clear nighttime weather effect with moon, stars, and fireflies
*/
function createNighttime(hour) {
const container = document.createElement('div');
container.className = 'rpg-weather-particles rpg-night-weather';
// Create dark blue ambient overlay
const nightOverlay = document.createElement('div');
nightOverlay.className = 'rpg-weather-particle rpg-night-overlay';
container.appendChild(nightOverlay);
// Calculate moon position based on hour
const moonPos = calculateMoonPosition(hour);
// Create the moon
const moon = document.createElement('div');
moon.className = 'rpg-weather-particle rpg-night-moon';
moon.style.left = `${moonPos.left}vw`;
moon.style.top = `${moonPos.top}dvh`;
container.appendChild(moon);
// Create moon glow
const moonGlow = document.createElement('div');
moonGlow.className = 'rpg-weather-particle rpg-night-moon-glow';
moonGlow.style.left = `${moonPos.left - 3}vw`;
moonGlow.style.top = `${moonPos.top - 3}dvh`;
container.appendChild(moonGlow);
// Create twinkling stars
for (let i = 0; i < 60; i++) {
const star = document.createElement('div');
star.className = 'rpg-weather-particle rpg-night-star';
star.style.left = `${Math.random() * 100}vw`;
star.style.top = `${Math.random() * 60}dvh`; // Stars mostly in upper portion
star.style.animationDelay = `${Math.random() * 5}s`;
star.style.animationDuration = `${2 + Math.random() * 3}s`;
// Vary the size
const size = 1 + Math.random() * 2;
star.style.width = `${size}px`;
star.style.height = `${size}px`;
container.appendChild(star);
}
// Create a few brighter stars
for (let i = 0; i < 8; i++) {
const brightStar = document.createElement('div');
brightStar.className = 'rpg-weather-particle rpg-night-star rpg-night-star-bright';
brightStar.style.left = `${Math.random() * 100}vw`;
brightStar.style.top = `${Math.random() * 50}dvh`;
brightStar.style.animationDelay = `${Math.random() * 4}s`;
brightStar.style.animationDuration = `${3 + Math.random() * 2}s`;
container.appendChild(brightStar);
}
// Create fireflies / floating light particles
for (let i = 0; i < 15; i++) {
const firefly = document.createElement('div');
firefly.className = 'rpg-weather-particle rpg-night-firefly';
firefly.style.left = `${Math.random() * 100}vw`;
firefly.style.top = `${40 + Math.random() * 55}dvh`; // Fireflies in lower portion
firefly.style.animationDelay = `${Math.random() * 10}s`;
firefly.style.animationDuration = `${8 + Math.random() * 7}s`;
container.appendChild(firefly);
}
// Create subtle shooting star occasionally
const shootingStar = document.createElement('div');
shootingStar.className = 'rpg-weather-particle rpg-night-shooting-star';
container.appendChild(shootingStar);
return container;
}
@@ -190,6 +571,75 @@ function createWind() {
return container;
}
/**
* Calculate moon position based on hour (arc across sky at night)
* Returns { left: vw%, top: dvh% }
*/
function calculateMoonPosition(hour) {
// Nighttime is roughly 8 PM to 5 AM (20-5)
// Map hour to position along an arc
// 8 PM = far left, low | midnight = center-left, high | 5 AM = far right, low
if (hour === null) hour = 0; // Default to midnight if unknown
// Normalize night hours to 0-1 range
// 20 (8 PM) = 0, 0 (midnight) = ~0.44, 5 (5 AM) = 1
let progress;
if (hour >= 20) {
// 8 PM to midnight: 20-24 maps to 0-0.44
progress = (hour - 20) / 9;
} else {
// Midnight to 5 AM: 0-5 maps to 0.44-1
progress = (hour + 4) / 9;
}
// Horizontal position: 10% to 80% (left to right)
const left = 10 + progress * 70;
// Vertical position: parabolic arc (high at ~2 AM, low at dusk/dawn)
// Peak should be around progress 0.67 (~2 AM)
const peakProgress = 0.5;
const normalizedProgress = (progress - peakProgress) * 2; // -1 to 1
const top = 8 + 25 * (normalizedProgress * normalizedProgress);
return { left, top };
}
/**
* Update sun/moon position without recreating the whole effect
*/
function updateCelestialPosition(hour) {
if (!weatherContainer) return false;
// Update sun position if it exists
const sun = weatherContainer.querySelector('.rpg-clear-sun');
const sunGlow = weatherContainer.querySelector('.rpg-clear-sun-glow');
if (sun && sunGlow) {
const sunPos = calculateSunPosition(hour);
sun.style.left = `${sunPos.left}vw`;
sun.style.top = `${sunPos.top}dvh`;
sunGlow.style.left = `${sunPos.left}vw`;
sunGlow.style.top = `${sunPos.top}dvh`;
return true;
}
// Update moon position if it exists
const moon = weatherContainer.querySelector('.rpg-night-moon');
const moonGlow = weatherContainer.querySelector('.rpg-night-moon-glow');
if (moon && moonGlow) {
const moonPos = calculateMoonPosition(hour);
moon.style.left = `${moonPos.left}vw`;
moon.style.top = `${moonPos.top}dvh`;
moonGlow.style.left = `${moonPos.left - 3}vw`;
moonGlow.style.top = `${moonPos.top - 3}dvh`;
return true;
}
return false;
}
/**
* Remove current weather effect
*/
@@ -198,11 +648,13 @@ function removeWeatherEffect() {
weatherContainer.remove();
weatherContainer = null;
currentWeatherType = null;
currentTimeOfDay = null;
currentHour = null;
}
}
/**
* Update weather effect based on current weather
* Update weather effect based on current weather and time
*/
export function updateWeatherEffect() {
// Check if dynamic weather is enabled
@@ -214,8 +666,21 @@ export function updateWeatherEffect() {
const weather = getCurrentWeather();
const weatherType = parseWeatherType(weather);
// Don't recreate if weather hasn't changed
if (weatherType === currentWeatherType) {
// Get current time of day
const timeStr = getCurrentTime();
const hour = parseHourFromTime(timeStr);
const timeOfDay = getTimeOfDay(hour);
// If only the hour changed (same weather and time of day), just update celestial position
if (weatherType === currentWeatherType && timeOfDay === currentTimeOfDay && hour !== currentHour) {
if (updateCelestialPosition(hour)) {
currentHour = hour;
return; // Successfully updated position without recreating
}
}
// Don't recreate if nothing has changed
if (weatherType === currentWeatherType && timeOfDay === currentTimeOfDay && hour === currentHour) {
return;
}
@@ -228,6 +693,8 @@ export function updateWeatherEffect() {
}
currentWeatherType = weatherType;
currentTimeOfDay = timeOfDay;
currentHour = hour;
switch (weatherType) {
case 'snow':
@@ -240,7 +707,16 @@ export function updateWeatherEffect() {
weatherContainer = createMist();
break;
case 'sunny':
weatherContainer = createSunshine();
// Use appropriate effect based on time of day
if (timeOfDay === 'night') {
weatherContainer = createNighttime(hour);
} else if (timeOfDay === 'dawn') {
weatherContainer = createSunrise(hour);
} else if (timeOfDay === 'dusk') {
weatherContainer = createSunset(hour);
} else {
weatherContainer = createSunshine(hour);
}
break;
case 'wind':
weatherContainer = createWind();
@@ -270,6 +746,18 @@ export function updateWeatherEffect() {
}
if (weatherContainer) {
// Apply z-index based on background/foreground settings
if (extensionSettings.weatherForeground) {
weatherContainer.style.zIndex = '9998'; // In front of chat
weatherContainer.classList.add('rpg-weather-foreground');
} else if (extensionSettings.weatherBackground) {
weatherContainer.style.zIndex = '1'; // Behind chat (default)
weatherContainer.classList.remove('rpg-weather-foreground');
} else {
// Both disabled - don't show weather
return;
}
document.body.appendChild(weatherContainer);
}
}
+11 -6
View File
@@ -11,13 +11,17 @@
* @returns {object|null} Repaired JSON object or null if repair fails
*/
export function repairJSON(jsonString) {
if (!jsonString || typeof jsonString !== 'string') {
console.warn('[RPG JSON Repair] Invalid input:', typeof jsonString);
if (typeof jsonString !== 'string') {
console.warn('[RPG JSON Repair] Invalid input type:', typeof jsonString);
return null;
}
let cleaned = jsonString.trim();
if (!cleaned) {
return null;
}
// Remove markdown code fences
cleaned = cleaned.replace(/```json\s*/gi, '');
cleaned = cleaned.replace(/```\s*/g, '');
@@ -147,7 +151,8 @@ export function extractJSONFromText(text) {
// Try to extract from ```json code fence
const fenceMatch = text.match(/```json\s*([\s\S]*?)```/i);
if (fenceMatch && fenceMatch[1]) {
return fenceMatch[1].trim();
const trimmed = fenceMatch[1].trim();
if (trimmed) return trimmed;
}
// Try to extract from ``` code fence (without json label)
@@ -155,20 +160,20 @@ export function extractJSONFromText(text) {
if (genericFenceMatch && genericFenceMatch[1]) {
const content = genericFenceMatch[1].trim();
// Check if it looks like JSON (starts with { or [)
if (content.startsWith('{') || content.startsWith('[')) {
if (content && (content.startsWith('{') || content.startsWith('['))) {
return content;
}
}
// Try to find standalone JSON object
const objectMatch = text.match(/\{[\s\S]*\}/);
if (objectMatch) {
if (objectMatch && objectMatch[0].trim()) {
return objectMatch[0];
}
// Try to find standalone JSON array
const arrayMatch = text.match(/\[[\s\S]*\]/);
if (arrayMatch) {
if (arrayMatch && arrayMatch[0].trim()) {
return arrayMatch[0];
}
+1420 -36
View File
File diff suppressed because it is too large Load Diff
+109
View File
@@ -4,6 +4,46 @@
<i class="fa-solid fa-chevron-right"></i>
</button>
<!-- Strip Widget Container (shown when collapsed with strip widgets enabled) -->
<div id="rpg-strip-widget-container" class="rpg-strip-widget-container">
<!-- Weather Icon Widget -->
<div class="rpg-strip-widget rpg-strip-widget-weather" data-widget="weatherIcon">
<span class="rpg-strip-widget-icon"></span>
<span class="rpg-strip-widget-desc"></span>
</div>
<!-- Clock Widget with animated face -->
<div class="rpg-strip-widget rpg-strip-widget-clock" data-widget="clock">
<div class="rpg-strip-clock-face">
<div class="rpg-strip-clock-hour"></div>
<div class="rpg-strip-clock-minute"></div>
<div class="rpg-strip-clock-center"></div>
</div>
<span class="rpg-strip-widget-value"></span>
</div>
<!-- Date Widget -->
<div class="rpg-strip-widget rpg-strip-widget-date" data-widget="date">
<i class="fa-solid fa-calendar"></i>
<span class="rpg-strip-widget-value"></span>
</div>
<!-- Location Widget -->
<div class="rpg-strip-widget rpg-strip-widget-location" data-widget="location">
<i class="fa-solid fa-location-dot"></i>
<span class="rpg-strip-widget-value"></span>
</div>
<!-- Stats Widget -->
<div class="rpg-strip-widget rpg-strip-widget-stats" data-widget="stats">
<div class="rpg-strip-stats-list"></div>
</div>
<!-- Attributes Widget -->
<div class="rpg-strip-widget rpg-strip-widget-attributes" data-widget="attributes">
<div class="rpg-strip-attributes-grid"></div>
</div>
<!-- Refresh Button (bottom) -->
<button id="rpg-strip-refresh" class="rpg-strip-refresh-btn" title="Refresh RPG Info">
<i class="fa-solid fa-sync"></i>
</button>
</div>
<!-- Main Game Panel -->
<div class="rpg-game-container">
<!-- Header with Controls -->
@@ -375,6 +415,25 @@
Display a toggle button to enable/disable animated weather effects.
</small>
<!-- Weather sub-options (shown when dynamic weather is enabled) -->
<div id="rpg-weather-suboptions" style="margin-left: 24px; margin-top: 8px;">
<label class="checkbox_label">
<input type="radio" name="rpg-weather-position" id="rpg-toggle-weather-background" />
<span>Show in Background</span>
</label>
<small style="display: block; margin-left: 24px; margin-top: -8px; color: #888; font-size: 11px;">
Display weather effects behind the chat (standard behavior).
</small>
<label class="checkbox_label">
<input type="radio" name="rpg-weather-position" id="rpg-toggle-weather-foreground" />
<span>Show in Foreground</span>
</label>
<small style="display: block; margin-left: 24px; margin-top: -8px; color: #888; font-size: 11px;">
Display weather effects in front of the chat (experimental).
</small>
</div>
<label class="checkbox_label">
<input type="checkbox" id="rpg-toggle-show-narrator-mode" />
<span data-i18n-key="template.settingsModal.display.showNarratorMode">Show Narrator Mode</span>
@@ -486,6 +545,56 @@
</div>
</div>
<!-- Desktop Strip Widgets Section -->
<div class="rpg-settings-group">
<h4 data-i18n-key="template.settingsModal.desktopStripTitle">Desktop Collapsed Strip Widgets</h4>
<small class="notes" style="display: block; margin-bottom: 10px;"
data-i18n-key="template.settingsModal.desktopStripNote">
Show compact info widgets in the collapsed panel strip on desktop. Displays stats vertically without needing to expand the panel.
</small>
<label class="checkbox_label">
<input type="checkbox" id="rpg-toggle-strip-widgets-enabled" />
<span data-i18n-key="template.settingsModal.desktopStrip.enabled">Enable Strip Widgets</span>
</label>
<small style="display: block; margin-left: 24px; margin-top: -8px; color: #888; font-size: 11px;"
data-i18n-key="template.settingsModal.desktopStrip.enabledNote">
Shows widgets in the collapsed panel strip for quick access to stats.
</small>
<div id="rpg-strip-widget-options" style="margin-left: 10px; border-left: 2px solid var(--SmartThemeBorderColor); padding-left: 10px; margin-top: 8px; display: none;">
<label class="checkbox_label">
<input type="checkbox" id="rpg-toggle-strip-weather-icon" />
<span data-i18n-key="template.settingsModal.desktopStrip.weatherIcon">Weather Icon</span>
</label>
<label class="checkbox_label">
<input type="checkbox" id="rpg-toggle-strip-clock" />
<span data-i18n-key="template.settingsModal.desktopStrip.clock">Time/Clock</span>
</label>
<label class="checkbox_label">
<input type="checkbox" id="rpg-toggle-strip-date" />
<span data-i18n-key="template.settingsModal.desktopStrip.date">Date</span>
</label>
<label class="checkbox_label">
<input type="checkbox" id="rpg-toggle-strip-location" />
<span data-i18n-key="template.settingsModal.desktopStrip.location">Location</span>
</label>
<label class="checkbox_label">
<input type="checkbox" id="rpg-toggle-strip-stats" />
<span data-i18n-key="template.settingsModal.desktopStrip.stats">Stats (Health, Energy, etc.)</span>
</label>
<label class="checkbox_label">
<input type="checkbox" id="rpg-toggle-strip-attributes" />
<span data-i18n-key="template.settingsModal.desktopStrip.attributes">RPG Attributes (STR, DEX, etc.)</span>
</label>
</div>
</div>
<div class="rpg-settings-group">
<h4 data-i18n-key="template.settingsModal.advancedTitle"><i class="fa-solid fa-sliders"
aria-hidden="true"></i> Advanced</h4>