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46 Commits

Author SHA1 Message Date
Spicy_Marinara 105e20e97a v3.7.2: Fix status field key generation for parenthetical names & scroll preservation
- Fix: Status fields with parenthetical descriptions (e.g., 'Conditions (up to 5 traits)') now use the base name for the JSON key ('conditions' instead of 'conditions_up_to_5_traits')
- Fix: Status field value templates no longer repeat the field name with numbered suffixes
- Fix: Editing fields in Present Characters no longer scrolls the panel to the top
- Updated jsonPromptHelpers.js, parser.js, and userStats.js to use new toFieldKey() helper
- Added scroll position preservation to renderThoughts() when re-rendering after field edits
2026-02-13 18:34:44 +01:00
Spicy_Marinara 5498c64f5d Opussy bug fix 2026-02-06 16:53:24 +01:00
Spicy_Marinara 5fa369e3d7 Update userStats.js 2026-02-04 10:28:49 +01:00
Spicy_Marinara 52be8dca1f Update README.md 2026-02-03 17:32:32 +01:00
Spicy_Marinara 32c4f67822 v3.7.1: Weather keywords, character stat editing fix, scroll bug fix, avatar layout
- Improved weather generation: Added hard templates for weather keywords to ensure LLM generates valid weather patterns that match dynamic effects
- Fixed character stat editing bug: Now properly handles array format stats from LLM (values no longer revert on blur)
- Fixed scroll/viewport bug: Mobile-only scrollIntoView prevents page jumping on desktop when editing fields
- Changed Present Characters avatar display: Avatar now aligned with name in header row, fields take full width below
- Updated descriptions and labels
2026-02-01 14:42:00 +01:00
Spicy_Marinara b61a426efe Update injector.js 2026-02-01 13:57:37 +01:00
Spicy_Marinara 2a77c091dd Add Jakstein to contributors list
Updated README.md and settings.html to include Jakstein as a contributor in the project acknowledgments.
2026-01-27 19:46:50 +01:00
Spicy_Marinara c0431a6117 Update contributors list 2026-01-27 14:38:48 +01:00
Spicy_Marinara 43610bf8b6 Merge branch 'main' of https://github.com/SpicyMarinara/rpg-companion-sillytavern 2026-01-27 14:36:21 +01:00
Spicy_Marinara 2a5b57087b Merge pr-109 into main: v3.7.0 2026-01-27 14:34:44 +01:00
Spicy_Marinara 653d23ef9a Merge main into pr-109 2026-01-27 14:34:39 +01:00
Spicy_Marinara ea81dd0634 v3.7.0: Merge PR #109 + opacity sliders + custom attributes fix + context instructions prompt + newline fixes 2026-01-27 14:33:36 +01:00
Spicy Marinara 7a3487c741 Merge pull request #109 from jakstein/omniscience-filter
Implementation of omniscience filter, ability to only reveal what player character can see without confusing the LLM.
2026-01-27 13:01:37 +01:00
Spicy_Marinara 6fc35e50a1 Refactor inventory lock logic to use item names
Updated inventory lock management and rendering to match items by name instead of index, improving reliability and consistency. Also adjusted quest rendering and parsing to handle locked quest objects with a value property.
2026-01-23 09:17:40 +01:00
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
jakstein 08474bd910 make the tags close with a slash for proper self termination 2026-01-14 22:40:58 +01:00
jakstein 0bb2085305 remove regex workaround and fix tag format 2026-01-14 22:08:51 +01:00
jakstein c6f13d18ff attempted slight improvement of the default prompt 2026-01-14 19:27:07 +01:00
jakstein 334f5fa5a3 roll back the default prompt, the new one was too cringy and aggresive 2026-01-14 19:16:40 +01:00
jakstein 5f9d67ebe8 attempt to fix trimming logic and improve prompt 2026-01-14 19:06:43 +01:00
jakstein 93c37c25d7 initial omniscience filter 2026-01-14 18:44:54 +01:00
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
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
34 changed files with 2023 additions and 553 deletions
+4 -10
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@@ -7,18 +7,12 @@ An immersive RPG extension for browsers that tracks character stats, scene infor
## 🆕 What's New
### v3.6.0
### v3.7.2
- You can now choose whether stats are displayed as percentages or numbers.
- Added collapsed strip widgets for desktop.
- Added new effects for the dynamic weather.
- Changed the displayed clock format in the Info Box.
- Fixed customized status field to work.
- Fixed date format toggles.
- Minor CSS and bug fixes.
- Minor bug fixes
**Special thanks to all the other contributors for this project:**
Paperboygold, Munimunigamer, Subarashimo, Lilminzyu, Claude, IDeathByte, Chungchandev, Joenunezb, Amauragis, and Tomt610.
Paperboygold, Munimunigamer, Subarashimo, Lilminzyu, Claude, IDeathByte, Chungchandev, Joenunezb, Amauragis, Tomt610, and Jakstein!
## 📥 Installation
@@ -271,7 +265,7 @@ If you enjoy this extension, consider supporting development:
## 🙏 Credits
**Contributors:**
SpicyMarinara, Paperboygold, Munimunigamer, Subarashimo, Lilminzyu, Claude, IDeathByte, Chungchandev, Joenunezb, Amauragis, and Tomt610.
SpicyMarinara, Paperboygold, Munimunigamer, Subarashimo, Lilminzyu, Claude, IDeathByte, Chungchandev, Joenunezb, Amauragis, Tomt610, and Jakstein.
## 🚀 Planned Features
+101 -3
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@@ -1,5 +1,5 @@
import { getContext, renderExtensionTemplateAsync, extension_settings as st_extension_settings } from '../../../extensions.js';
import { eventSource, event_types, substituteParams, chat, generateRaw, saveSettingsDebounced, chat_metadata, saveChatDebounced, user_avatar, getThumbnailUrl, characters, this_chid, extension_prompt_types, extension_prompt_roles, setExtensionPrompt, reloadCurrentChat, Generate, getRequestHeaders } from '../../../../script.js';
import { eventSource, event_types, substituteParams, chat, saveSettingsDebounced, chat_metadata, saveChatDebounced, user_avatar, getThumbnailUrl, characters, this_chid, extension_prompt_types, extension_prompt_roles, setExtensionPrompt, reloadCurrentChat, Generate, getRequestHeaders } from '../../../../script.js';
import { selected_group, getGroupMembers } from '../../../group-chats.js';
import { power_user } from '../../../power-user.js';
@@ -151,7 +151,6 @@ import {
onMessageReceived,
onCharacterChanged,
onMessageSwiped,
onMessageDeleted,
updatePersonaAvatar,
clearExtensionPrompts,
onGenerationEnded,
@@ -385,6 +384,11 @@ async function initUI() {
saveSettings();
});
$('#rpg-toggle-omniscience').on('change', function() {
extensionSettings.enableOmniscienceFilter = $(this).prop('checked');
saveSettings();
});
$('#rpg-toggle-cyoa').on('change', function() {
extensionSettings.enableCYOA = $(this).prop('checked');
saveSettings();
@@ -573,6 +577,12 @@ async function initUI() {
updateFeatureTogglesVisibility();
});
$('#rpg-toggle-show-omniscience-toggle').on('change', function() {
extensionSettings.showOmniscienceToggle = $(this).prop('checked');
saveSettings();
updateFeatureTogglesVisibility();
});
$('#rpg-toggle-show-cyoa-toggle').on('change', function() {
extensionSettings.showCYOAToggle = $(this).prop('checked');
saveSettings();
@@ -806,12 +816,30 @@ async function initUI() {
renderUserStats(); // Re-render with new colors
});
$('#rpg-stat-bar-color-low-opacity').on('input', function() {
const opacity = Number($(this).val());
extensionSettings.statBarColorLowOpacity = opacity;
$('#rpg-stat-bar-color-low-opacity-value').text(opacity + '%');
renderUserStats();
}).on('change', function() {
saveSettings();
});
$('#rpg-stat-bar-color-high').on('change', function() {
extensionSettings.statBarColorHigh = String($(this).val());
saveSettings();
renderUserStats(); // Re-render with new colors
});
$('#rpg-stat-bar-color-high-opacity').on('input', function() {
const opacity = Number($(this).val());
extensionSettings.statBarColorHighOpacity = opacity;
$('#rpg-stat-bar-color-high-opacity-value').text(opacity + '%');
renderUserStats();
}).on('change', function() {
saveSettings();
});
// Theme selection
$('#rpg-theme-select').on('change', function() {
extensionSettings.theme = String($(this).val());
@@ -833,6 +861,19 @@ async function initUI() {
}
});
$('#rpg-custom-bg-opacity').on('input', function() {
const opacity = Number($(this).val());
extensionSettings.customColors.bgOpacity = opacity;
$('#rpg-custom-bg-opacity-value').text(opacity + '%');
if (extensionSettings.theme === 'custom') {
applyCustomTheme();
updateSettingsPopupTheme(getSettingsModal());
updateChatThoughts();
}
}).on('change', function() {
saveSettings();
});
$('#rpg-custom-accent').on('change', function() {
extensionSettings.customColors.accent = String($(this).val());
saveSettings();
@@ -843,6 +884,19 @@ async function initUI() {
}
});
$('#rpg-custom-accent-opacity').on('input', function() {
const opacity = Number($(this).val());
extensionSettings.customColors.accentOpacity = opacity;
$('#rpg-custom-accent-opacity-value').text(opacity + '%');
if (extensionSettings.theme === 'custom') {
applyCustomTheme();
updateSettingsPopupTheme(getSettingsModal());
updateChatThoughts();
}
}).on('change', function() {
saveSettings();
});
$('#rpg-custom-text').on('change', function() {
extensionSettings.customColors.text = String($(this).val());
saveSettings();
@@ -853,6 +907,19 @@ async function initUI() {
}
});
$('#rpg-custom-text-opacity').on('input', function() {
const opacity = Number($(this).val());
extensionSettings.customColors.textOpacity = opacity;
$('#rpg-custom-text-opacity-value').text(opacity + '%');
if (extensionSettings.theme === 'custom') {
applyCustomTheme();
updateSettingsPopupTheme(getSettingsModal());
updateChatThoughts();
}
}).on('change', function() {
saveSettings();
});
$('#rpg-custom-highlight').on('change', function() {
extensionSettings.customColors.highlight = String($(this).val());
saveSettings();
@@ -863,6 +930,19 @@ async function initUI() {
}
});
$('#rpg-custom-highlight-opacity').on('input', function() {
const opacity = Number($(this).val());
extensionSettings.customColors.highlightOpacity = opacity;
$('#rpg-custom-highlight-opacity-value').text(opacity + '%');
if (extensionSettings.theme === 'custom') {
applyCustomTheme();
updateSettingsPopupTheme(getSettingsModal());
updateChatThoughts();
}
}).on('change', function() {
saveSettings();
});
// External API settings event handlers
$('#rpg-external-base-url').on('change', function() {
if (!extensionSettings.externalApiSettings) {
@@ -970,6 +1050,7 @@ async function initUI() {
$('#rpg-toggle-html-prompt').prop('checked', extensionSettings.enableHtmlPrompt);
$('#rpg-toggle-dialogue-coloring').prop('checked', extensionSettings.enableDialogueColoring);
$('#rpg-toggle-deception').prop('checked', extensionSettings.enableDeceptionSystem ?? false);
$('#rpg-toggle-omniscience').prop('checked', extensionSettings.enableOmniscienceFilter ?? false);
$('#rpg-toggle-cyoa').prop('checked', extensionSettings.enableCYOA ?? false);
$('#rpg-toggle-spotify-music').prop('checked', extensionSettings.enableSpotifyMusic);
@@ -980,6 +1061,7 @@ async function initUI() {
$('#rpg-toggle-show-html-toggle').prop('checked', extensionSettings.showHtmlToggle ?? true);
$('#rpg-toggle-show-dialogue-coloring-toggle').prop('checked', extensionSettings.showDialogueColoringToggle ?? true);
$('#rpg-toggle-show-deception-toggle').prop('checked', extensionSettings.showDeceptionToggle ?? true);
$('#rpg-toggle-show-omniscience-toggle').prop('checked', extensionSettings.showOmniscienceToggle ?? true);
$('#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);
@@ -1042,12 +1124,29 @@ async function initUI() {
$('#rpg-strip-widget-options').toggle(stripWidgets.enabled || false);
$('#rpg-stat-bar-color-low').val(extensionSettings.statBarColorLow);
$('#rpg-stat-bar-color-low-opacity').val(extensionSettings.statBarColorLowOpacity ?? 100);
$('#rpg-stat-bar-color-low-opacity-value').text((extensionSettings.statBarColorLowOpacity ?? 100) + '%');
$('#rpg-stat-bar-color-high').val(extensionSettings.statBarColorHigh);
$('#rpg-stat-bar-color-high-opacity').val(extensionSettings.statBarColorHighOpacity ?? 100);
$('#rpg-stat-bar-color-high-opacity-value').text((extensionSettings.statBarColorHighOpacity ?? 100) + '%');
$('#rpg-theme-select').val(extensionSettings.theme);
$('#rpg-custom-bg').val(extensionSettings.customColors.bg);
$('#rpg-custom-bg-opacity').val(extensionSettings.customColors.bgOpacity ?? 100);
$('#rpg-custom-bg-opacity-value').text((extensionSettings.customColors.bgOpacity ?? 100) + '%');
$('#rpg-custom-accent').val(extensionSettings.customColors.accent);
$('#rpg-custom-accent-opacity').val(extensionSettings.customColors.accentOpacity ?? 100);
$('#rpg-custom-accent-opacity-value').text((extensionSettings.customColors.accentOpacity ?? 100) + '%');
$('#rpg-custom-text').val(extensionSettings.customColors.text);
$('#rpg-custom-text-opacity').val(extensionSettings.customColors.textOpacity ?? 100);
$('#rpg-custom-text-opacity-value').text((extensionSettings.customColors.textOpacity ?? 100) + '%');
$('#rpg-custom-highlight').val(extensionSettings.customColors.highlight);
$('#rpg-custom-highlight-opacity').val(extensionSettings.customColors.highlightOpacity ?? 100);
$('#rpg-custom-highlight-opacity-value').text((extensionSettings.customColors.highlightOpacity ?? 100) + '%');
// Initialize External API settings values
if (extensionSettings.externalApiSettings) {
@@ -1255,7 +1354,6 @@ jQuery(async () => {
[event_types.GENERATION_ENDED]: onGenerationEnded,
[event_types.CHAT_CHANGED]: [onCharacterChanged, updatePersonaAvatar, restoreCheckpointOnLoad, clearSessionAvatarPrompts],
[event_types.MESSAGE_SWIPED]: onMessageSwiped,
[event_types.MESSAGE_DELETED]: onMessageDeleted,
[event_types.USER_MESSAGE_RENDERED]: updatePersonaAvatar,
[event_types.SETTINGS_UPDATED]: updatePersonaAvatar
});
+1 -1
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@@ -6,6 +6,6 @@
"js": "index.js",
"css": "style.css",
"author": "Marinara",
"version": "3.6.0",
"version": "3.7.2",
"homePage": "https://github.com/SpicyMarinara/rpg-companion-sillytavern"
}
+3 -2
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@@ -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>
@@ -43,12 +44,12 @@
<i class="fa-solid fa-users"></i> <strong>Contributors:</strong>
</div>
<div style="opacity: 0.8; font-size: 0.9em;">
SpicyMarinara, Paperboygold, Munimunigamer, Subarashimo, Lilminzyu, Claude, IDeathByte, Chungchandev, Joenunezb, Amauragis, and Tomt610.
SpicyMarinara, Paperboygold, Munimunigamer, Subarashimo, Lilminzyu, Claude, IDeathByte, Chungchandev, Joenunezb, Amauragis, Tomt610, and Jakstein.
</div>
</div>
<div style="margin-top: 10px; text-align: center; opacity: 0.6; font-size: 0.85em;">
v3.6.0
v3.7.2
</div>
</div>
</div>
+16
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@@ -118,6 +118,22 @@ export function loadSettings() {
settingsChanged = true;
}
// Migration to version 5: Add opacity properties for all colors
if (currentVersion < 5) {
// console.log('[RPG Companion] Migrating settings to version 5 (adding color opacity)');
if (!extensionSettings.customColors) {
extensionSettings.customColors = {};
}
if (extensionSettings.customColors.bgOpacity === undefined) extensionSettings.customColors.bgOpacity = 100;
if (extensionSettings.customColors.accentOpacity === undefined) extensionSettings.customColors.accentOpacity = 100;
if (extensionSettings.customColors.textOpacity === undefined) extensionSettings.customColors.textOpacity = 100;
if (extensionSettings.customColors.highlightOpacity === undefined) extensionSettings.customColors.highlightOpacity = 100;
if (extensionSettings.statBarColorLowOpacity === undefined) extensionSettings.statBarColorLowOpacity = 100;
if (extensionSettings.statBarColorHighOpacity === undefined) extensionSettings.statBarColorHighOpacity = 100;
extensionSettings.settingsVersion = 5;
settingsChanged = true;
}
// Save migrated settings
if (settingsChanged) {
saveSettings();
+11 -1
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@@ -23,12 +23,15 @@ export let extensionSettings = {
showThoughtsInChat: true, // Show thoughts overlay in chat
narratorMode: false, // Use character card as narrator instead of fixed character references
customNarratorPrompt: '', // Custom narrator mode prompt text (empty = use default)
customContextInstructionsPrompt: '', // Custom context instructions prompt text (empty = use default)
enableHtmlPrompt: false, // Enable immersive HTML prompt injection
customHtmlPrompt: '', // Custom HTML prompt text (empty = use default)
enableDialogueColoring: false, // Enable dialogue coloring prompt injection
customDialogueColoringPrompt: '', // Custom dialogue coloring prompt text (empty = use default)
enableDeceptionSystem: false, // Enable deception tracking with <lie> tags
customDeceptionPrompt: '', // Custom deception prompt text (empty = use default)
enableOmniscienceFilter: false, // Enable omniscience filter with <filter> tags
customOmnisciencePrompt: '', // Custom omniscience filter prompt text (empty = use default)
enableCYOA: false, // Enable "Choose Your Own Adventure" formatting with action choices
customCYOAPrompt: '', // Custom CYOA prompt text (empty = use default)
enableSpotifyMusic: false, // Enable Spotify music integration (asks AI for Spotify URLs)
@@ -41,6 +44,7 @@ export let extensionSettings = {
showHtmlToggle: true, // Show Immersive HTML toggle in main panel
showDialogueColoringToggle: true, // Show Dialogue Coloring toggle in main panel (enabled by default)
showDeceptionToggle: true, // Show Deception System toggle in main panel
showOmniscienceToggle: true, // Show Omniscience Filter toggle in main panel
showCYOAToggle: true, // Show CYOA toggle in main panel
showSpotifyToggle: true, // Show Spotify Music toggle in main panel
@@ -62,12 +66,18 @@ export let extensionSettings = {
theme: 'default', // Theme: default, sci-fi, fantasy, cyberpunk, custom
customColors: {
bg: '#1a1a2e',
bgOpacity: 100,
accent: '#16213e',
accentOpacity: 100,
text: '#eaeaea',
highlight: '#e94560'
textOpacity: 100,
highlight: '#e94560',
highlightOpacity: 100
},
statBarColorLow: '#cc3333', // Color for low stat values (red)
statBarColorLowOpacity: 100,
statBarColorHigh: '#33cc66', // Color for high stat values (green)
statBarColorHighOpacity: 100,
enableAnimations: true, // Enable smooth animations for stats and content updates
mobileFabPosition: {
top: 'calc(var(--topBarBlockSize) + 60px)',
+8 -1
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@@ -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",
@@ -51,6 +52,10 @@
"template.settingsModal.display.showImmersiveHtmlToggleNote": "Display a toggle button to enable/disable HTML formatting in messages.",
"template.settingsModal.display.showDialogueColoringToggle": "Show Colored Dialogues",
"template.settingsModal.display.showDialogueColoringToggleNote": "Display a toggle button to enable/disable colored dialogue formatting.",
"template.settingsModal.display.showDeceptionToggle": "Show Deception System",
"template.settingsModal.display.showDeceptionToggleNote": "Display a toggle button to enable/disable the Deception System for marking lies and deceptions.",
"template.settingsModal.display.showOmniscienceToggle": "Show Omniscience Filter",
"template.settingsModal.display.showOmniscienceToggleNote": "Display a toggle button to enable/disable the Omniscience Filter for filtering hidden events.",
"template.settingsModal.display.showSpotifyMusicToggle": "Show Spotify Music",
"template.settingsModal.display.showSpotifyMusicToggleNote": "Display Spotify music player with AI-suggested scene-appropriate tracks.",
"template.settingsModal.display.showSnowflakesToggle": "Show Snowflakes Effect",
@@ -154,13 +159,15 @@
"template.trackerEditorModal.presentCharactersTab.aiInstructionLabel": "AI Instruction:",
"template.trackerEditorModal.presentCharactersTab.characterStatsTitle": "Character Stats",
"template.trackerEditorModal.presentCharactersTab.trackCharacterStats": "Track Character Stats",
"template.trackerEditorModal.presentCharactersTab.characterStatsHint": "Create stats to track for each character (displayed as colored bars).",
"template.trackerEditorModal.presentCharactersTab.characterStatsHint": "Create stats to track for each character (displayed as colored numbers).",
"template.trackerEditorModal.presentCharactersTab.addCharacterStatButton": "Add Character Stat",
"template.mainPanel.title": "RPG Companion",
"template.mainPanel.lastRoll": "Last Roll:",
"template.mainPanel.clearLastRoll": "Clear last roll",
"template.mainPanel.immersiveHtml": "Immersive HTML",
"template.mainPanel.coloredDialogues": "Colored Dialogues",
"template.mainPanel.deceptionSystem": "Deception System",
"template.mainPanel.omniscienceFilter": "Omniscience Filter",
"template.mainPanel.spotifyMusic": "Spotify Music",
"template.mainPanel.snowflakesEffect": "Snowflakes Effect",
"template.mainPanel.dynamicWeatherEffects": "Dynamic Weather",
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{
"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",
+3 -2
View File
@@ -9,7 +9,8 @@
* - Manual regeneration support
*/
import { generateRaw, characters, this_chid } from '../../../../../../../script.js';
import { characters, this_chid } from '../../../../../../../script.js';
import { safeGenerateRaw } from '../../utils/responseExtractor.js';
import { executeSlashCommandsOnChatInput } from '../../../../../../../scripts/slash-commands.js';
import { selected_group, getGroupMembers } from '../../../../../../group-chats.js';
import { extensionSettings, sessionAvatarPrompts, setSessionAvatarPrompt } from '../../core/state.js';
@@ -254,7 +255,7 @@ async function generateAvatarPrompt(characterName) {
// console.log('[RPG Avatar] Using external API for avatar prompt generation');
response = await generateWithExternalAPI(promptMessages);
} else {
response = await generateRaw({
response = await safeGenerateRaw({
prompt: promptMessages,
quietToLoud: false
});
+8
View File
@@ -20,6 +20,10 @@ export function setupClassicStatsButtons() {
// Delegated event listener for increase buttons
$userStatsContainer.on('click', '.rpg-stat-increase', function() {
const stat = $(this).data('stat');
// Initialize custom attributes if they don't exist
if (extensionSettings.classicStats[stat] === undefined) {
extensionSettings.classicStats[stat] = 10;
}
if (extensionSettings.classicStats[stat] < 999) {
extensionSettings.classicStats[stat]++;
saveSettings();
@@ -33,6 +37,10 @@ export function setupClassicStatsButtons() {
// Delegated event listener for decrease buttons
$userStatsContainer.on('click', '.rpg-stat-decrease', function() {
const stat = $(this).data('stat');
// Initialize custom attributes if they don't exist
if (extensionSettings.classicStats[stat] === undefined) {
extensionSettings.classicStats[stat] = 10;
}
if (extensionSettings.classicStats[stat] > 1) {
extensionSettings.classicStats[stat]--;
saveSettings();
+1 -1
View File
@@ -76,7 +76,7 @@ export async function ensureJsonCleaningRegex(st_extension_settings, saveSetting
}
// Small delay to ensure save completes
await new Promise(resolve => setTimeout(resolve, 100));
console.log('[RPG Companion] ✅ Updated JSON cleaning regex to v3.2.6 settings.');
console.log('[RPG Companion] ✅ Updated JSON cleaning regex to v3.2.3 settings.');
} else {
console.log('[RPG Companion] JSON Cleaning Regex is up to date.');
}
+7 -7
View File
@@ -3,8 +3,9 @@
* Handles API calls for RPG tracker generation
*/
import { generateRaw, chat, eventSource } from '../../../../../../../script.js';
import { chat, eventSource } from '../../../../../../../script.js';
import { executeSlashCommandsOnChatInput } from '../../../../../../../scripts/slash-commands.js';
import { safeGenerateRaw, extractTextFromResponse } from '../../utils/responseExtractor.js';
// Custom event name for when RPG Companion finishes updating tracker data
// Other extensions can listen for this event to know when RPG Companion is done
@@ -107,11 +108,10 @@ export async function generateWithExternalAPI(messages) {
const data = await response.json();
if (!data.choices || !data.choices[0] || !data.choices[0].message) {
throw new Error('Invalid response format from external API');
const content = extractTextFromResponse(data);
if (!content || !content.trim()) {
throw new Error('Invalid response format from external API — no text content found');
}
const content = data.choices[0].message.content;
// console.log('[RPG Companion] External API response received successfully');
return content;
@@ -255,8 +255,8 @@ export async function updateRPGData(renderUserStats, renderInfoBox, renderThough
// console.log('[RPG Companion] Using external API for tracker generation');
response = await generateWithExternalAPI(prompt);
} else {
// Separate mode: Use SillyTavern's generateRaw
response = await generateRaw({
// Separate mode: Use SillyTavern's generateRaw (with extended thinking fallback)
response = await safeGenerateRaw({
prompt: prompt,
quietToLoud: false
});
+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
+97 -57
View File
@@ -4,7 +4,7 @@
*/
import { getContext } from '../../../../../../extensions.js';
import { setExtensionPrompt, extension_prompt_types, extension_prompt_roles, eventSource, event_types } from '../../../../../../../script.js';
import { extension_prompt_types, extension_prompt_roles, setExtensionPrompt, eventSource, event_types } from '../../../../../../../script.js';
import {
extensionSettings,
committedTrackerData,
@@ -22,8 +22,11 @@ import {
DEFAULT_HTML_PROMPT,
DEFAULT_DIALOGUE_COLORING_PROMPT,
DEFAULT_DECEPTION_PROMPT,
DEFAULT_OMNISCIENCE_FILTER_PROMPT,
DEFAULT_CYOA_PROMPT,
DEFAULT_SPOTIFY_PROMPT,
DEFAULT_NARRATOR_PROMPT,
DEFAULT_CONTEXT_INSTRUCTIONS_PROMPT,
SPOTIFY_FORMAT_INSTRUCTION
} from './promptBuilder.js';
import { restoreCheckpointOnLoad } from '../features/chapterCheckpoint.js';
@@ -86,8 +89,8 @@ function buildHistoricalContextMap() {
// For user_message_end: start from the last assistant message (we need its context for the preceding user message)
// For assistant_message_end: start from before the last assistant message (it gets current context via setExtensionPrompt)
let processedCount = 0;
const startIndex = position === 'user_message_end'
? lastAssistantIndex
const startIndex = position === 'user_message_end'
? lastAssistantIndex
: (lastAssistantIndex > 0 ? lastAssistantIndex - 1 : chat.length - 2);
for (let i = startIndex; i >= 0 && (messageCount === 0 || processedCount < maxMessages); i--) {
@@ -201,7 +204,7 @@ function prepareHistoricalContextInjection() {
/**
* Finds the best match position for message content in the prompt.
* Tries full content first, then progressively smaller suffixes.
*
*
* @param {string} prompt - The prompt to search in
* @param {string} messageContent - The message content to find
* @returns {{start: number, end: number}|null} - Position info or null if not found
@@ -213,7 +216,7 @@ function findMessageInPrompt(prompt, messageContent) {
// Try to find the full content first
let searchIndex = prompt.lastIndexOf(messageContent);
if (searchIndex !== -1) {
return { start: searchIndex, end: searchIndex + messageContent.length };
}
@@ -221,15 +224,15 @@ function findMessageInPrompt(prompt, messageContent) {
// If full content not found, try last N characters with progressively smaller chunks
// This handles cases where messages are truncated in the prompt
const searchLengths = [500, 300, 200, 100, 50];
for (const len of searchLengths) {
if (messageContent.length <= len) {
continue;
}
const searchContent = messageContent.slice(-len);
searchIndex = prompt.lastIndexOf(searchContent);
if (searchIndex !== -1) {
return { start: searchIndex, end: searchIndex + searchContent.length };
}
@@ -241,7 +244,7 @@ function findMessageInPrompt(prompt, messageContent) {
/**
* Injects historical context into a text completion prompt string.
* Searches for message content in the prompt and appends context after matches.
*
*
* @param {string} prompt - The text completion prompt
* @returns {string} - The modified prompt with injected context
*/
@@ -268,7 +271,7 @@ function injectContextIntoTextPrompt(prompt) {
// Find the message content in the prompt
const position = findMessageInPrompt(modifiedPrompt, message.mes);
if (!position) {
// Message not found in prompt (might be truncated or not included)
console.debug(`[RPG Companion] Could not find message ${msgIdx} in prompt for context injection`);
@@ -290,7 +293,7 @@ function injectContextIntoTextPrompt(prompt) {
/**
* Injects historical context into a chat completion message array.
* Modifies the content of messages in the array directly.
*
*
* @param {Array} chatMessages - The chat completion message array
* @returns {Array} - The modified message array with injected context
*/
@@ -315,7 +318,7 @@ function injectContextIntoChatPrompt(chatMessages) {
// Find this message in the chat completion array by matching content
// Try full content first, then progressively smaller suffixes
let found = false;
for (const promptMsg of chatMessages) {
if (!promptMsg.content || typeof promptMsg.content !== 'string') {
continue;
@@ -335,7 +338,7 @@ function injectContextIntoChatPrompt(chatMessages) {
if (messageContent.length <= len) {
continue;
}
const searchContent = messageContent.slice(-len);
if (promptMsg.content.includes(searchContent)) {
promptMsg.content = promptMsg.content + ctxContent;
@@ -344,12 +347,12 @@ function injectContextIntoChatPrompt(chatMessages) {
break;
}
}
if (found) {
break;
}
}
if (!found) {
console.debug(`[RPG Companion] Could not find message ${msgIdx} in chat prompt for context injection`);
}
@@ -365,7 +368,7 @@ function injectContextIntoChatPrompt(chatMessages) {
/**
* Injects historical context into finalMesSend message array (text completion).
* Iterates through chat and finalMesSend in order, matching by content to skip injected messages.
*
*
* @param {Array} finalMesSend - The array of message objects {message: string, extensionPrompts: []}
* @returns {number} - Number of injections made
*/
@@ -381,20 +384,20 @@ function injectContextIntoFinalMesSend(finalMesSend) {
}
let injectedCount = 0;
// Build a map from chat index to finalMesSend index by matching content in order
// This handles injected messages (author's note, OOC, etc.) that exist in finalMesSend but not in chat
const chatToMesSendMap = new Map();
let mesSendIdx = 0;
for (let chatIdx = 0; chatIdx < chat.length && mesSendIdx < finalMesSend.length; chatIdx++) {
const chatMsg = chat[chatIdx];
if (!chatMsg || chatMsg.is_system) {
continue;
}
const chatContent = chatMsg.mes || '';
// Look for this chat message in finalMesSend starting from current position
// Skip any finalMesSend entries that don't match (they're injected content)
while (mesSendIdx < finalMesSend.length) {
@@ -403,40 +406,40 @@ function injectContextIntoFinalMesSend(finalMesSend) {
mesSendIdx++;
continue;
}
// Check if this finalMesSend message contains the chat content
// Use a substring match since instruct formatting adds prefixes/suffixes
// Match with sufficient content (first 50 chars or full message if shorter)
const matchContent = chatContent.length > 50
? chatContent.substring(0, 50)
const matchContent = chatContent.length > 50
? chatContent.substring(0, 50)
: chatContent;
if (matchContent && mesSendObj.message.includes(matchContent)) {
// Found a match - record the mapping
chatToMesSendMap.set(chatIdx, mesSendIdx);
mesSendIdx++;
break;
}
// This finalMesSend entry doesn't match - it's injected content, skip it
mesSendIdx++;
}
}
// Now inject context using the map
for (const [chatIdx, ctxContent] of pendingContextMap) {
const targetMesSendIdx = chatToMesSendMap.get(chatIdx);
if (targetMesSendIdx === undefined) {
console.debug(`[RPG Companion] Chat message ${chatIdx} not found in finalMesSend mapping`);
continue;
}
const mesSendObj = finalMesSend[targetMesSendIdx];
if (!mesSendObj || !mesSendObj.message) {
continue;
}
// Append context to this message
mesSendObj.message = mesSendObj.message + ctxContent;
injectedCount++;
@@ -450,7 +453,7 @@ function injectContextIntoFinalMesSend(finalMesSend) {
* Event handler for GENERATE_BEFORE_COMBINE_PROMPTS (text completion).
* Injects historical context into the finalMesSend array before prompt combination.
* This is more reliable than post-combine string searching.
*
*
* @param {Object} eventData - Event data with finalMesSend and other properties
*/
function onGenerateBeforeCombinePrompts(eventData) {
@@ -478,7 +481,8 @@ function onGenerateBeforeCombinePrompts(eventData) {
/**
* Event handler for GENERATE_AFTER_COMBINE_PROMPTS (text completion).
* This is now a backup/fallback - primary injection happens in BEFORE_COMBINE.
*
* Also fixes newline spacing after </context> tag.
*
* @param {Object} eventData - Event data with prompt property
*/
function onGenerateAfterCombinePrompts(eventData) {
@@ -490,25 +494,26 @@ function onGenerateAfterCombinePrompts(eventData) {
return;
}
// Skip if injection already happened in BEFORE_COMBINE
if (historyInjectionDone) {
return;
let didInjectHistory = false;
// Inject historical context if available and not already done
if (!historyInjectionDone && pendingContextMap.size > 0) {
// 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);
didInjectHistory = true;
}
// 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);
// Always fix newlines around context tags (whether we just injected or not)
eventData.prompt = eventData.prompt.replace(/<context>/g, '\n<context>');
eventData.prompt = eventData.prompt.replace(/<\/context>/g, '</context>\n');
}
/**
* Event handler for CHAT_COMPLETION_PROMPT_READY.
* Injects historical context into the chat message array.
*
* Also fixes newline spacing around <context> tags.
*
* @param {Object} eventData - Event data with chat property
*/
function onChatCompletionPromptReady(eventData) {
@@ -520,14 +525,20 @@ function onChatCompletionPromptReady(eventData) {
return;
}
// Only inject if we have pending context
if (pendingContextMap.size === 0) {
return;
// Inject historical context if we have pending context
if (pendingContextMap.size > 0) {
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.
}
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.
// Fix newlines around context tags for all messages
for (const message of eventData.chat) {
if (message.content && typeof message.content === 'string') {
message.content = message.content.replace(/<context>/g, '\n<context>');
message.content = message.content.replace(/<\/context>/g, '</context>\n');
}
}
}
/**
@@ -792,6 +803,19 @@ export async function onGenerationStarted(type, data, dryRun) {
setExtensionPrompt('rpg-companion-deception', '', extension_prompt_types.IN_CHAT, 0, false);
}
// Inject Omniscience Filter prompt separately at depth 0 if enabled
if (extensionSettings.enableOmniscienceFilter && !shouldSuppress) {
// Use custom Omniscience Filter prompt if set, otherwise use default
const omnisciencePromptText = extensionSettings.customOmnisciencePrompt || DEFAULT_OMNISCIENCE_FILTER_PROMPT;
const omnisciencePrompt = `\n${omnisciencePromptText}\n`;
setExtensionPrompt('rpg-companion-omniscience', omnisciencePrompt, extension_prompt_types.IN_CHAT, 0, false);
// console.log('[RPG Companion] Injected Omniscience Filter prompt at depth 0 for together mode');
} else {
// Clear Omniscience Filter prompt if disabled
setExtensionPrompt('rpg-companion-omniscience', '', extension_prompt_types.IN_CHAT, 0, false);
}
// Inject Spotify prompt separately at depth 0 if enabled
if (extensionSettings.enableSpotifyMusic && !shouldSuppress) {
// Use custom Spotify prompt if set, otherwise use default
@@ -823,12 +847,14 @@ export async function onGenerationStarted(type, data, dryRun) {
const contextSummary = generateContextualSummary();
if (contextSummary) {
const wrappedContext = `\nHere is context information about the current scene, and what follows is the last message in the chat history:
// Use custom context instructions prompt if set, otherwise use default
const contextInstructionsText = extensionSettings.customContextInstructionsPrompt || DEFAULT_CONTEXT_INSTRUCTIONS_PROMPT;
const wrappedContext = `
<context>
${contextSummary}
Ensure these details naturally reflect and influence the narrative. Character behavior, dialogue, and story events should acknowledge these conditions when relevant, such as fatigue affecting performance, low hygiene influencing social interactions, environmental factors shaping the scene, or a character's emotional state coloring their responses.
</context>\n\n`;
${contextInstructionsText}
</context>`;
// Inject context at depth 1 (before last user message) as SYSTEM
// Skip when a guided generation injection is present to avoid conflicting instructions
@@ -880,6 +906,19 @@ Ensure these details naturally reflect and influence the narrative. Character be
setExtensionPrompt('rpg-companion-deception', '', extension_prompt_types.IN_CHAT, 0, false);
}
// Inject Omniscience Filter prompt separately at depth 0 if enabled
if (extensionSettings.enableOmniscienceFilter && !shouldSuppress) {
// Use custom Omniscience Filter prompt if set, otherwise use default
const omnisciencePromptText = extensionSettings.customOmnisciencePrompt || DEFAULT_OMNISCIENCE_FILTER_PROMPT;
const omnisciencePrompt = `\n${omnisciencePromptText}\n`;
setExtensionPrompt('rpg-companion-omniscience', omnisciencePrompt, extension_prompt_types.IN_CHAT, 0, false);
// console.log('[RPG Companion] Injected Omniscience Filter prompt at depth 0 for separate/external mode');
} else {
// Clear Omniscience Filter prompt if disabled
setExtensionPrompt('rpg-companion-omniscience', '', extension_prompt_types.IN_CHAT, 0, false);
}
// Inject Spotify prompt separately at depth 0 if enabled
if (extensionSettings.enableSpotifyMusic && !shouldSuppress) {
// Use custom Spotify prompt if set, otherwise use default
@@ -917,6 +956,7 @@ Ensure these details naturally reflect and influence the narrative. Character be
setExtensionPrompt('rpg-companion-html', '', extension_prompt_types.IN_CHAT, 0, false);
setExtensionPrompt('rpg-companion-dialogue-coloring', '', extension_prompt_types.IN_CHAT, 0, false);
setExtensionPrompt('rpg-companion-deception', '', extension_prompt_types.IN_CHAT, 0, false);
setExtensionPrompt('rpg-companion-omniscience', '', extension_prompt_types.IN_CHAT, 0, false);
setExtensionPrompt('rpg-companion-zzz-cyoa', '', extension_prompt_types.IN_CHAT, 0, false);
setExtensionPrompt('rpg-companion-spotify', '', extension_prompt_types.IN_CHAT, 0, false);
}
@@ -938,16 +978,16 @@ Ensure these details naturally reflect and influence the narrative. Character be
export function initHistoryInjectionListeners() {
// Register persistent listeners for prompt injection
// These check pendingContextMap and only inject if there's data
// Primary: BEFORE_COMBINE for text completion (more reliable - modifies message objects)
eventSource.on(event_types.GENERATE_BEFORE_COMBINE_PROMPTS, onGenerateBeforeCombinePrompts);
// Fallback: AFTER_COMBINE for text completion (string-based injection)
eventSource.on(event_types.GENERATE_AFTER_COMBINE_PROMPTS, onGenerateAfterCombinePrompts);
// Chat completion (OpenAI, etc.)
eventSource.on(event_types.CHAT_COMPLETION_PROMPT_READY, onChatCompletionPromptReady);
console.log('[RPG Companion] History injection listeners initialized');
}
+21 -3
View File
@@ -5,6 +5,8 @@
import { extensionSettings, committedTrackerData } from '../../core/state.js';
import { getContext } from '../../../../../../extensions.js';
import { getWeatherKeywordsAsPromptString } from '../ui/weatherEffects.js';
import { i18n } from '../../core/i18n.js';
/**
* Converts a field name to snake_case for use as JSON key
@@ -19,6 +21,19 @@ function toSnakeCase(name) {
.replace(/^_+|_+$/g, '');
}
/**
* Extracts the base name (before parentheses) and converts to snake_case for use as JSON key.
* Parenthetical content is treated as a description/hint, not part of the key.
* Example: "Conditions (up to 5 traits)" -> "conditions"
* Example: "Status Effects" -> "status_effects"
* @param {string} name - Field name, possibly with parenthetical description
* @returns {string} snake_case key from the base name only
*/
function toFieldKey(name) {
const baseName = name.replace(/\s*\(.*\)\s*$/, '').trim();
return toSnakeCase(baseName);
}
/**
* Builds User Stats JSON format instruction
* @returns {string} JSON format instruction for user stats
@@ -58,12 +73,12 @@ export function buildUserStatsJSONInstruction() {
if (customFields.length > 0) {
for (let i = 0; i < customFields.length; i++) {
const fieldName = customFields[i].toLowerCase();
const fieldKey = toSnakeCase(fieldName);
const fieldKey = toFieldKey(fieldName);
const comma = (i === customFields.length - 1 && !userStatsConfig.statusSection.showMoodEmoji) ? '' : (userStatsConfig.statusSection.showMoodEmoji || i < customFields.length - 1 ? ',\n' : '\n');
if (i === 0 && userStatsConfig.statusSection.showMoodEmoji) {
instruction += ',\n';
}
instruction += ` "${fieldKey}": "[${fieldName}1, ${fieldName}2]"${comma}`;
instruction += ` "${fieldKey}": "[${fieldName}]"${comma}`;
}
}
if (!userStatsConfig.statusSection.showMoodEmoji && customFields.length > 0) {
@@ -132,7 +147,10 @@ export function buildInfoBoxJSONInstruction() {
}
if (widgets.weather?.enabled) {
instruction += (hasFields ? ',\n' : '') + ' "weather": {"emoji": "Weather Emoji", "forecast": "Forecast"}';
// Get valid weather keywords for the current language to guide LLM generation
const currentLang = i18n.currentLanguage || 'en';
const weatherHint = getWeatherKeywordsAsPromptString(currentLang);
instruction += (hasFields ? ',\n' : '') + ` "weather": {"emoji": "Weather Emoji", "forecast": "Forecast"} // ${weatherHint}`;
hasFields = true;
}
+14 -11
View File
@@ -98,16 +98,19 @@ function applyUserStatsLocks(data, lockedItems) {
}
}
// Lock inventory items - handle bracket notation paths like "inventory.onPerson[0]"
// Lock inventory items - match by item name instead of index
if (data.inventory && lockedItems.inventory) {
// Helper function to parse bracket notation and apply lock
// Helper function to apply locks based on item name
const applyInventoryLocks = (items, category) => {
if (!Array.isArray(items)) return items;
if (!lockedItems.inventory[category]) return items;
return items.map((item, index) => {
// Check if this specific item is locked using bracket notation with inventory prefix
const bracketPath = `${category}[${index}]`;
if (lockedItems.inventory[bracketPath]) {
return items.map((item) => {
// Get item name (handle both string and object formats)
const itemName = typeof item === 'string' ? item : (item.item || item.name || '');
// Check if this specific item name is locked
if (lockedItems.inventory[category][itemName]) {
return typeof item === 'string'
? { item, locked: true }
: { ...item, locked: true };
@@ -131,13 +134,13 @@ function applyUserStatsLocks(data, lockedItems) {
data.inventory.assets = applyInventoryLocks(data.inventory.assets, 'assets');
}
// Apply locks to stored items (nested structure with inventory.stored.location[index])
// Apply locks to stored items - match by item name
if (data.inventory.stored && lockedItems.inventory.stored) {
for (const location in data.inventory.stored) {
if (Array.isArray(data.inventory.stored[location])) {
data.inventory.stored[location] = data.inventory.stored[location].map((item, index) => {
const bracketPath = `${location}[${index}]`;
if (lockedItems.inventory.stored[bracketPath]) {
if (Array.isArray(data.inventory.stored[location]) && lockedItems.inventory.stored[location]) {
data.inventory.stored[location] = data.inventory.stored[location].map((item) => {
const itemName = typeof item === 'string' ? item : (item.item || item.name || '');
if (lockedItems.inventory.stored[location][itemName]) {
return typeof item === 'string'
? { item, locked: true }
: { ...item, locked: true };
+37 -6
View File
@@ -9,6 +9,20 @@ import { saveSettings } from '../../core/persistence.js';
import { extractInventory } from './inventoryParser.js';
import { repairJSON } from '../../utils/jsonRepair.js';
/**
* Extracts the base name (before parentheses) and converts to snake_case for use as JSON key.
* Example: "Conditions (up to 5 traits)" -> "conditions"
* @param {string} name - Field name, possibly with parenthetical description
* @returns {string} snake_case key from the base name only
*/
function toFieldKey(name) {
const baseName = name.replace(/\s*\(.*\)\s*$/, '').trim();
return baseName
.toLowerCase()
.replace(/[^a-z0-9]+/g, '_')
.replace(/^_+|_+$/g, '');
}
/**
* Helper to separate emoji from text in a string
* Handles cases where there's no comma or space after emoji
@@ -198,7 +212,9 @@ 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 +323,9 @@ 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 +382,9 @@ 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 +546,7 @@ 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');
@@ -551,10 +573,12 @@ export function parseUserStats(statsText) {
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]);
const fieldKey = toFieldKey(fieldName);
// Try the base key first (e.g., "conditions"), then fall back to full lowercase name
const value = statsData.status[fieldKey] || statsData.status[fieldName.toLowerCase()];
if (value) {
extensionSettings.userStats[fieldKey] = value;
// console.log(`[RPG Parser] ✓ Set ${fieldKey} =`, value);
}
}
}
@@ -609,6 +633,13 @@ export function parseUserStats(statsText) {
if (!quest) return '';
if (typeof quest === 'string') return quest;
if (typeof quest === 'object') {
// Check for locked format: {value, locked}
// Recursively extract value if it's nested
let extracted = quest;
while (typeof extracted === 'object' && extracted.value !== undefined) {
extracted = extracted.value;
}
if (typeof extracted === 'string') return extracted;
// v3 format: {title, description, status}
return quest.title || quest.description || JSON.stringify(quest);
}
+44 -8
View File
@@ -33,6 +33,15 @@ export const DEFAULT_DIALOGUE_COLORING_PROMPT = `Wrap all character/NPC "dialogu
*/
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 Omniscience Filter prompt text
* This instructs the AI to separate information the player character cannot perceive
*/
export const DEFAULT_OMNISCIENCE_FILTER_PROMPT = `You must strictly separate what the player can directly perceive from what they cannot. They should only read limited narrative content that their persona can actually see, hear, smell, touch, or otherwise directly sense. Before writing any narrative content that involves events, actions, or details the player directly cannot perceive (because they're not looking, too far away, behind them, in another room, happening silently, include NPCs' internal thoughts, etc.), you absolutely must output that hidden information inside a <filter> tag using this exact format:
<filter event="[Brief description of what is happening that the player cannot perceive]" reason="[Why the player character cannot perceive this - e.g., 'behind them', 'in another room', 'too quiet to hear', 'focused elsewhere']"/>
Example: <filter event="Zandik quietly takes the key from the table and slips out the back door" reason="Zandik is behind Mari, who is absorbed in reading, and he moves silently"/> You hear a faint click from somewhere behind you, but when you glance up from your newspaper, the room seems unchanged.`;
/**
* Default CYOA prompt text
*/
@@ -53,6 +62,11 @@ export const SPOTIFY_FORMAT_INSTRUCTION = `Include it in this exact format: <spo
*/
export const DEFAULT_NARRATOR_PROMPT = `Infer the identity and details of characters present in each scene from the story context below. Do not use fixed character references; instead, identify characters naturally based on their actions, dialogue, and descriptions in the narrative.`;
/**
* Default Context Instructions prompt text (customizable by users)
*/
export const DEFAULT_CONTEXT_INSTRUCTIONS_PROMPT = `The context above is information about the current scene, and what follows is the last message in the chat history. Ensure these details naturally reflect and influence the narrative. Character behavior, dialogue, and story events should acknowledge these conditions when relevant, such as fatigue affecting performance, low hygiene influencing social interactions, environmental factors shaping the scene, or a character's emotional state coloring their responses.`;
/**
* Gets character card information for current chat (handles both single and group chats)
* @returns {string} Formatted character information
@@ -546,12 +560,33 @@ 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}: ${formatStatValue(stat.value, statId)}\n`;
}
}
} else {
@@ -564,7 +599,7 @@ function formatTrackerDataForContext(jsonData, trackerType, userName) {
const value = getValue(data[statName]);
if (value) {
const displayName = statName.charAt(0).toUpperCase() + statName.slice(1);
formatted += `${displayName}: ${value}\n`;
formatted += `${displayName}: ${formatStatValue(value, statName)}\n`;
}
}
}
@@ -573,7 +608,7 @@ function formatTrackerDataForContext(jsonData, trackerType, userName) {
for (const [key, value] of Object.entries(data)) {
if (!statFieldOrder.includes(key) && !specialFields.includes(key) && typeof value === 'number') {
const displayName = key.charAt(0).toUpperCase() + key.slice(1);
formatted += `${displayName}: ${getValue(value)}\n`;
formatted += `${displayName}: ${formatStatValue(getValue(value), key)}\n`;
}
}
}
@@ -704,13 +739,14 @@ 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`;
}
+25 -208
View File
@@ -359,8 +359,7 @@ export function onMessageSwiped(messageIndex) {
// console.log('[RPG Companion] 🔵 EVENT: onMessageSwiped at index:', messageIndex);
// Get the message that was swiped
const currentChat = getContext().chat;
const message = currentChat[messageIndex];
const message = chat[messageIndex];
if (!message || message.is_user) {
// console.log('[RPG Companion] 🔵 Ignoring swipe - message is user or undefined');
return;
@@ -380,79 +379,39 @@ export function onMessageSwiped(messageIndex) {
setLastActionWasSwipe(true);
setIsAwaitingNewMessage(true);
// console.log('[RPG Companion] 🔵 NEW swipe detected - Set lastActionWasSwipe = true');
// CRITICAL: For new swipes, commit data from the PREVIOUS assistant message
// This ensures the LLM gets context from BEFORE the message being regenerated,
// not the message itself (which would cause time/story to advance incorrectly)
for (let i = messageIndex - 1; i >= 0; i--) {
const prevMessage = currentChat[i];
if (!prevMessage.is_user && prevMessage.extra?.rpg_companion_swipes) {
const prevSwipeId = prevMessage.swipe_id || 0;
const prevSwipeData = prevMessage.extra.rpg_companion_swipes[prevSwipeId];
if (prevSwipeData) {
// console.log('[RPG Companion] 🔵 Committing tracker data from PREVIOUS message at index', i);
committedTrackerData.userStats = prevSwipeData.userStats || null;
committedTrackerData.infoBox = prevSwipeData.infoBox || null;
committedTrackerData.characterThoughts = prevSwipeData.characterThoughts || null;
} else {
// Previous message has no swipe data - clear committed data
committedTrackerData.userStats = null;
committedTrackerData.infoBox = null;
committedTrackerData.characterThoughts = null;
}
break;
}
// If we hit index 0 without finding a previous assistant message, clear committed data
if (i === 0) {
// console.log('[RPG Companion] 🔵 No previous assistant message found - clearing committed data');
committedTrackerData.userStats = null;
committedTrackerData.infoBox = null;
committedTrackerData.characterThoughts = null;
}
}
// Edge case: if messageIndex is 0 (first message being swiped), clear committed data
if (messageIndex === 0) {
// console.log('[RPG Companion] 🔵 Swiping first message - clearing committed data');
committedTrackerData.userStats = null;
committedTrackerData.infoBox = null;
committedTrackerData.characterThoughts = null;
}
// For new swipes, also update lastGeneratedData to match committed data
// This ensures the UI shows the "before" state while waiting for the new response
lastGeneratedData.userStats = committedTrackerData.userStats;
lastGeneratedData.infoBox = committedTrackerData.infoBox;
lastGeneratedData.characterThoughts = committedTrackerData.characterThoughts;
// Parse user stats for display if available
if (committedTrackerData.userStats) {
parseUserStats(committedTrackerData.userStats);
}
} else {
// This is navigating to an EXISTING swipe - don't change the flag
// console.log('[RPG Companion] 🔵 EXISTING swipe navigation - lastActionWasSwipe unchanged =', lastActionWasSwipe);
}
// Load RPG data for this existing swipe for DISPLAY purposes
if (message.extra && message.extra.rpg_companion_swipes && message.extra.rpg_companion_swipes[currentSwipeId]) {
const swipeData = message.extra.rpg_companion_swipes[currentSwipeId];
// console.log('[RPG Companion] Loading data for swipe', currentSwipeId);
// Load swipe data into lastGeneratedData for display
lastGeneratedData.userStats = swipeData.userStats || null;
lastGeneratedData.infoBox = swipeData.infoBox || null;
lastGeneratedData.characterThoughts = swipeData.characterThoughts || null;
// 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]) {
const swipeData = message.extra.rpg_companion_swipes[currentSwipeId];
// Parse user stats if available
if (swipeData.userStats) {
parseUserStats(swipeData.userStats);
}
// Load swipe data into lastGeneratedData for display (both modes)
lastGeneratedData.userStats = swipeData.userStats || null;
lastGeneratedData.infoBox = swipeData.infoBox || null;
// console.log('[RPG Companion] 🔄 Loaded swipe data into lastGeneratedData for display:', currentSwipeId);
// 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 {
// console.log('[RPG Companion] ️ No stored data for swipe:', currentSwipeId);
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);
}
// Re-render the panels
@@ -467,148 +426,6 @@ export function onMessageSwiped(messageIndex) {
updateChatThoughts();
}
/**
* Event handler for when a message is deleted.
* Restores RPG state from the last assistant message with RPG data,
* or clears state if no messages remain.
*/
export function onMessageDeleted(messageIndex) {
if (!extensionSettings.enabled) {
return;
}
// console.log('[RPG Companion] 🗑️ EVENT: onMessageDeleted at index:', messageIndex);
const context = getContext();
const currentChat = context.chat;
// If chat is empty, clear all RPG state
if (!currentChat || currentChat.length === 0) {
// console.log('[RPG Companion] 🗑️ Chat is empty - clearing RPG state');
lastGeneratedData.userStats = null;
lastGeneratedData.infoBox = null;
lastGeneratedData.characterThoughts = null;
committedTrackerData.userStats = null;
committedTrackerData.infoBox = null;
committedTrackerData.characterThoughts = null;
// Clear parsed stats from extensionSettings
if (extensionSettings.userStats) {
extensionSettings.userStats = null;
}
// Re-render empty panels
renderUserStats();
renderInfoBox();
renderThoughts();
renderInventory();
renderQuests();
renderMusicPlayer($musicPlayerContainer[0]);
// Update FAB widgets and strip widgets
updateFabWidgets();
updateStripWidgets();
// Update chat thought overlays (removes any remaining)
updateChatThoughts();
// Save the cleared state
saveChatData();
return;
}
// Find the last assistant message with RPG data
for (let i = currentChat.length - 1; i >= 0; i--) {
const message = currentChat[i];
if (!message.is_user && message.extra?.rpg_companion_swipes) {
const swipeId = message.swipe_id || 0;
const swipeData = message.extra.rpg_companion_swipes[swipeId];
if (swipeData) {
// Check if this is the same data we already have displayed
const sameUserStats = lastGeneratedData.userStats === swipeData.userStats;
const sameInfoBox = lastGeneratedData.infoBox === swipeData.infoBox;
const sameThoughts = lastGeneratedData.characterThoughts === swipeData.characterThoughts;
if (sameUserStats && sameInfoBox && sameThoughts) {
// console.log('[RPG Companion] 🗑️ RPG state already matches last message - no restore needed');
return;
}
// console.log('[RPG Companion] 🗑️ Restoring RPG state from message index', i, 'swipe', swipeId);
// Restore state from this message
lastGeneratedData.userStats = swipeData.userStats || null;
lastGeneratedData.infoBox = swipeData.infoBox || null;
lastGeneratedData.characterThoughts = swipeData.characterThoughts || null;
// Also update committed data so next generation uses correct context
committedTrackerData.userStats = swipeData.userStats || null;
committedTrackerData.infoBox = swipeData.infoBox || null;
committedTrackerData.characterThoughts = swipeData.characterThoughts || null;
// Parse user stats if available
if (swipeData.userStats) {
parseUserStats(swipeData.userStats);
}
// Re-render panels with restored data
renderUserStats();
renderInfoBox();
renderThoughts();
renderInventory();
renderQuests();
renderMusicPlayer($musicPlayerContainer[0]);
// Update FAB widgets and strip widgets
updateFabWidgets();
updateStripWidgets();
// Update chat thought overlays
updateChatThoughts();
// Save the restored state
saveChatData();
return;
}
}
}
// No assistant message with RPG data found - clear state
// console.log('[RPG Companion] 🗑️ No assistant message with RPG data found - clearing state');
lastGeneratedData.userStats = null;
lastGeneratedData.infoBox = null;
lastGeneratedData.characterThoughts = null;
committedTrackerData.userStats = null;
committedTrackerData.infoBox = null;
committedTrackerData.characterThoughts = null;
// Clear parsed stats
if (extensionSettings.userStats) {
extensionSettings.userStats = null;
}
// Re-render empty panels
renderUserStats();
renderInfoBox();
renderThoughts();
renderInventory();
renderQuests();
renderMusicPlayer($musicPlayerContainer[0]);
// Update FAB widgets and strip widgets
updateFabWidgets();
updateStripWidgets();
// Update chat thought overlays
updateChatThoughts();
// Save the cleared state
saveChatData();
}
/**
* Update the persona avatar image when user switches personas
*/
+8 -8
View File
@@ -81,7 +81,7 @@ export function renderOnPersonView(onPersonItems, viewMode = 'list') {
if (viewMode === 'grid') {
// Grid view: card-style items
itemsHtml = items.map((item, index) => {
const lockIconHtml = getLockIconHtml('userStats', `inventory.onPerson[${index}]`);
const lockIconHtml = getLockIconHtml('userStats', `inventory.onPerson.${item}`);
return `
<div class="rpg-item-card" data-field="onPerson" data-index="${index}">
${lockIconHtml}
@@ -94,7 +94,7 @@ export function renderOnPersonView(onPersonItems, viewMode = 'list') {
} else {
// List view: full-width rows
itemsHtml = items.map((item, index) => {
const lockIconHtml = getLockIconHtml('userStats', `inventory.onPerson[${index}]`);
const lockIconHtml = getLockIconHtml('userStats', `inventory.onPerson.${item}`);
return `
<div class="rpg-item-row" data-field="onPerson" data-index="${index}">
${lockIconHtml}
@@ -163,7 +163,7 @@ export function renderClothingView(clothingItems, viewMode = 'list') {
if (viewMode === 'grid') {
// Grid view: card-style items
itemsHtml = items.map((item, index) => {
const lockIconHtml = getLockIconHtml('userStats', `inventory.clothing[${index}]`);
const lockIconHtml = getLockIconHtml('userStats', `inventory.clothing.${item}`);
return `
<div class="rpg-item-card" data-field="clothing" data-index="${index}">
${lockIconHtml}
@@ -176,7 +176,7 @@ export function renderClothingView(clothingItems, viewMode = 'list') {
} else {
// List view: full-width rows
itemsHtml = items.map((item, index) => {
const lockIconHtml = getLockIconHtml('userStats', `inventory.clothing[${index}]`);
const lockIconHtml = getLockIconHtml('userStats', `inventory.clothing.${item}`);
return `
<div class="rpg-item-row" data-field="clothing" data-index="${index}">
${lockIconHtml}
@@ -291,7 +291,7 @@ export function renderStoredView(stored, collapsedLocations = [], viewMode = 'li
if (viewMode === 'grid') {
// Grid view: card-style items
itemsHtml = items.map((item, index) => {
const lockIconHtml = getLockIconHtml('userStats', `inventory.stored.${location}[${index}]`);
const lockIconHtml = getLockIconHtml('userStats', `inventory.stored.${location}.${item}`);
return `
<div class="rpg-item-card" data-field="stored" data-location="${escapeHtml(location)}" data-index="${index}">
${lockIconHtml}
@@ -304,7 +304,7 @@ export function renderStoredView(stored, collapsedLocations = [], viewMode = 'li
} else {
// List view: full-width rows
itemsHtml = items.map((item, index) => {
const lockIconHtml = getLockIconHtml('userStats', `inventory.stored.${location}[${index}]`);
const lockIconHtml = getLockIconHtml('userStats', `inventory.stored.${location}.${item}`);
return `
<div class="rpg-item-row" data-field="stored" data-location="${escapeHtml(location)}" data-index="${index}">
${lockIconHtml}
@@ -393,7 +393,7 @@ export function renderAssetsView(assets, viewMode = 'list') {
if (viewMode === 'grid') {
// Grid view: card-style items
itemsHtml = items.map((item, index) => {
const lockIconHtml = getLockIconHtml('userStats', `inventory.assets[${index}]`);
const lockIconHtml = getLockIconHtml('userStats', `inventory.assets.${item}`);
return `
<div class="rpg-item-card" data-field="assets" data-index="${index}">
${lockIconHtml}
@@ -406,7 +406,7 @@ export function renderAssetsView(assets, viewMode = 'list') {
} else {
// List view: full-width rows
itemsHtml = items.map((item, index) => {
const lockIconHtml = getLockIconHtml('userStats', `inventory.assets[${index}]`);
const lockIconHtml = getLockIconHtml('userStats', `inventory.assets.${item}`);
return `
<div class="rpg-item-row" data-field="assets" data-index="${index}">
${lockIconHtml}
+6 -2
View File
@@ -212,8 +212,12 @@ export function renderQuests() {
// Get current sub-tab from container or default to 'main'
const activeSubTab = $questsContainer.data('active-subtab') || 'main';
// Get quests data
const mainQuest = extensionSettings.quests.main || 'None';
// Get quests data - extract value if it's a locked object
let mainQuest = extensionSettings.quests.main || 'None';
// Recursively extract value if it's nested objects
while (typeof mainQuest === 'object' && mainQuest.value !== undefined) {
mainQuest = mainQuest.value;
}
const optionalQuests = extensionSettings.quests.optional || [];
// Build HTML
+311 -55
View File
@@ -50,9 +50,11 @@ function debugLog(message, data = null) {
* @param {number} percentage - Value from 0-100
* @param {string} lowColor - Hex color for low values (e.g., '#ff0000')
* @param {string} highColor - Hex color for high values (e.g., '#00ff00')
* @returns {string} Interpolated hex color
* @param {number} lowOpacity - Opacity for low values (0-100)
* @param {number} highOpacity - Opacity for high values (0-100)
* @returns {string} Interpolated rgba color
*/
function getStatColor(percentage, lowColor, highColor) {
function getStatColor(percentage, lowColor, highColor, lowOpacity = 100, highOpacity = 100) {
// Clamp percentage to 0-100
const percent = Math.max(0, Math.min(100, percentage)) / 100;
@@ -73,10 +75,9 @@ function getStatColor(percentage, lowColor, highColor) {
const r = Math.round(low.r + (high.r - low.r) * percent);
const g = Math.round(low.g + (high.g - low.g) * percent);
const b = Math.round(low.b + (high.b - low.b) * percent);
const a = (lowOpacity + (highOpacity - lowOpacity) * percent) / 100;
// Convert back to hex
const toHex = (n) => n.toString(16).padStart(2, '0');
return `#${toHex(r)}${toHex(g)}${toHex(b)}`;
return `rgba(${r}, ${g}, ${b}, ${a})`;
}
/**
@@ -152,11 +153,20 @@ function namesMatch(cardName, aiName) {
* Displays character cards with avatars, relationship badges, and traits.
* Includes event listeners for editable character fields.
*/
export function renderThoughts() {
export function renderThoughts({ preserveScroll = false } = {}) {
if (!extensionSettings.showCharacterThoughts || !$thoughtsContainer) {
return;
}
// Save scroll position before re-render if requested
let savedContentScroll = 0;
if (preserveScroll) {
const $content = $thoughtsContainer.find('.rpg-thoughts-content');
if ($content.length) {
savedContentScroll = $content[0].scrollTop;
}
}
// Don't render if no data exists (e.g., after cache clear)
const thoughtsData = lastGeneratedData.characterThoughts || committedTrackerData.characterThoughts;
if (!thoughtsData) {
@@ -491,17 +501,19 @@ export function renderThoughts() {
html += `
<div class="rpg-character-card" data-character-name="${char.name}">
<div class="rpg-character-avatar rpg-avatar-upload" data-character="${char.name}" title="Click to upload avatar">
<img src="${characterPortrait}" alt="${char.name}" onerror="this.style.opacity='0.5';this.onerror=null;" />
${hasRelationshipEnabled ? `<div class="rpg-relationship-badge rpg-editable" contenteditable="true" data-character="${char.name}" data-field="${relationshipFieldName}" title="Click to edit (use emoji: ⚔️ ⚖️ ⭐ ❤️)">${relationshipBadge}</div>` : ''}
<div class="rpg-character-header-row">
<div class="rpg-character-avatar rpg-avatar-upload" data-character="${char.name}" title="Click to upload avatar">
<img src="${characterPortrait}" alt="${char.name}" onerror="this.style.opacity='0.5';this.onerror=null;" />
${hasRelationshipEnabled ? `<div class="rpg-relationship-badge rpg-editable" contenteditable="true" data-character="${char.name}" data-field="${relationshipFieldName}" title="Click to edit (use emoji: ⚔️ ⚖️ ⭐ ❤️)">${relationshipBadge}</div>` : ''}
</div>
<div class="rpg-character-header">
<span class="rpg-character-emoji rpg-editable" contenteditable="true" data-character="${char.name}" data-field="emoji" title="Click to edit emoji">${char.emoji}</span>
<span class="rpg-character-name rpg-editable" contenteditable="true" data-character="${char.name}" data-field="name" title="Click to edit name">${char.name}</span>
<button class="rpg-character-remove" data-character="${char.name}" title="Remove character">×</button>
</div>
</div>
<div class="rpg-character-content">
<div class="rpg-character-info">
<div class="rpg-character-header">
<span class="rpg-character-emoji rpg-editable" contenteditable="true" data-character="${char.name}" data-field="emoji" title="Click to edit emoji">${char.emoji}</span>
<span class="rpg-character-name rpg-editable" contenteditable="true" data-character="${char.name}" data-field="name" title="Click to edit name">${char.name}</span>
<button class="rpg-character-remove" data-character="${char.name}" title="Remove character">×</button>
</div>
`;
// Render custom fields dynamically
@@ -512,17 +524,20 @@ 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>
`;
}
}
@@ -539,7 +554,13 @@ export function renderThoughts() {
<div class="rpg-character-stats-inner">`;
for (const stat of enabledCharStats) {
const statValue = char[stat.name] || 0;
const statColor = getStatColor(statValue, extensionSettings.statBarColorLow, extensionSettings.statBarColorHigh);
const statColor = getStatColor(
statValue,
extensionSettings.statBarColorLow,
extensionSettings.statBarColorHigh,
extensionSettings.statBarColorLowOpacity ?? 100,
extensionSettings.statBarColorHighOpacity ?? 100
);
html += `
<div class="rpg-character-stat">
<span class="rpg-stat-name">${stat.name}: </span><span class="rpg-editable" contenteditable="true" data-character="${char.name}" data-field="${stat.name}" style="color: ${statColor}" title="Click to edit ${stat.name}">${statValue}%</span>
@@ -564,6 +585,16 @@ 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>';
}
@@ -662,11 +693,44 @@ 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);
}
// Restore scroll position after re-render
if (preserveScroll) {
const $content = $thoughtsContainer.find('.rpg-thoughts-content');
if ($content.length) {
$content[0].scrollTop = savedContentScroll;
}
}
// Update chat overlay if enabled
if (extensionSettings.showThoughtsInChat) {
updateChatThoughts();
@@ -788,6 +852,136 @@ 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 +1049,27 @@ 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')) {
@@ -876,21 +1079,64 @@ export function updateCharacterField(characterName, field, value) {
// Check if it's a character stat
const isStatField = enabledCharStats.findIndex(s => s.name === field) !== -1;
if (isStatField) {
if (!char.stats) char.stats = {};
let numValue = parseInt(value.replace('%', '').trim());
if (isNaN(numValue)) numValue = 0;
numValue = Math.max(0, Math.min(100, numValue));
char.stats[field] = numValue;
// Handle both array format (from LLM) and object format
if (Array.isArray(char.stats)) {
// Array format: [{name: "Health", value: 80}]
const statIndex = char.stats.findIndex(s => s.name === field);
if (statIndex !== -1) {
char.stats[statIndex].value = numValue;
} else {
// Stat not found in array - add it
char.stats.push({ name: field, value: numValue });
}
} else {
// Object format: {Health: 80} or undefined
if (!char.stats) char.stats = {};
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));
@@ -918,8 +1164,8 @@ export function updateCharacterField(characterName, field, value) {
// console.log('[RPG Companion] JSON format updated successfully');
// console.log('[RPG Companion] Updated data:', lastGeneratedData.characterThoughts);
// Re-render the thoughts panel to show updated value
renderThoughts();
// Re-render the thoughts panel to show updated value (preserve scroll position)
renderThoughts({ preserveScroll: true });
// Update chat thought overlays if editing thoughts
const thoughtsFieldName = presentCharsConfig?.thoughts?.name || 'Thoughts';
@@ -971,6 +1217,9 @@ 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 +1227,37 @@ 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 +1324,28 @@ 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: ${relationshipValue}`);
}
// Add Stats if enabled
if (enabledCharStats.length > 0) {
const statsParts = enabledCharStats.map(s => {
if (field === s.name) {
@@ -1104,7 +1360,7 @@ export function updateCharacterField(characterName, field, value) {
}
return `${s.name}: 0%`;
});
newCharacterLines.push(`Stats: ${statsParts.join(' | ')}`);
newCharacterLines.push(` Stats: ${statsParts.join(' | ')}`);
}
lines.splice(dividerIndex + 1, 0, ...newCharacterLines);
+26 -7
View File
@@ -21,6 +21,21 @@ import { getSafeThumbnailUrl } from '../../utils/avatars.js';
import { buildInventorySummary } from '../generation/promptBuilder.js';
import { isItemLocked, setItemLock } from '../generation/lockManager.js';
import { updateFabWidgets } from '../ui/mobile.js';
import { getStatBarColors } from '../ui/theme.js';
/**
* Extracts the base name (before parentheses) and converts to snake_case for use as JSON key.
* Example: "Conditions (up to 5 traits)" -> "conditions"
* @param {string} name - Field name, possibly with parenthetical description
* @returns {string} snake_case key from the base name only
*/
function toFieldKey(name) {
const baseName = name.replace(/\s*\(.*\)\s*$/, '').trim();
return baseName
.toLowerCase()
.replace(/[^a-z0-9]+/g, '_')
.replace(/^_+|_+$/g, '');
}
/**
* Builds the user stats text string using custom stat names
@@ -106,7 +121,7 @@ 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 customFields = config.statusSection?.customFields || [];
const excludeFields = new Set(['mood', ...customFields.map(f => f.toLowerCase()), 'inventory', 'skills', 'level']);
const excludeFields = new Set(['mood', ...customFields.map(f => toFieldKey(f)), 'inventory', 'skills', 'level']);
Object.entries(stats).forEach(([key, value]) => {
if (!processedIds.has(key) && !excludeFields.has(key) && typeof value === 'number') {
statsArray.push({
@@ -126,7 +141,7 @@ function updateUserStatsData() {
// Add all custom status fields
for (const fieldName of customFields) {
const fieldKey = fieldName.toLowerCase();
const fieldKey = toFieldKey(fieldName);
jsonData.status[fieldKey] = stats[fieldKey] || 'None';
}
@@ -251,8 +266,9 @@ export function renderUserStats() {
}
}
// Create gradient from low to high color
const gradient = `linear-gradient(to right, ${extensionSettings.statBarColorLow}, ${extensionSettings.statBarColorHigh})`;
// Create gradient from low to high color with opacity
const colors = getStatBarColors();
const gradient = `linear-gradient(to right, ${colors.low}, ${colors.high})`;
// Check if stats bars section is locked
const isStatsLocked = isItemLocked('userStats', 'stats');
@@ -332,10 +348,13 @@ export function renderUserStats() {
// Render custom status fields
if (config.statusSection.customFields && config.statusSection.customFields.length > 0) {
for (const fieldName of config.statusSection.customFields) {
const fieldKey = fieldName.toLowerCase();
const fieldKey = toFieldKey(fieldName);
let fieldValue = stats[fieldKey] || 'None';
// Strip brackets if present (from JSON array format)
if (typeof fieldValue === 'string') {
// Handle array format (from JSON)
if (Array.isArray(fieldValue)) {
fieldValue = fieldValue.join(', ') || 'None';
} else if (typeof fieldValue === 'string') {
// Strip brackets if present (from JSON array format)
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>`;
+9 -5
View File
@@ -5,6 +5,7 @@
import { i18n } from '../../core/i18n.js';
import { extensionSettings, lastGeneratedData, committedTrackerData } from '../../core/state.js';
import { hexToRgba } from './theme.js';
/**
* Helper to parse time string and calculate clock hand angles
@@ -28,7 +29,7 @@ function parseTimeForClock(timeStr) {
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
@@ -118,7 +119,7 @@ export function updateStripWidgets() {
const $statsWidget = $container.find('.rpg-strip-widget-stats');
if (widgetSettings.stats?.enabled) {
let allStats = [];
// Try to get stats from tracker data first (most current)
const userStatsData = lastGeneratedData?.userStats || committedTrackerData?.userStats;
if (userStatsData) {
@@ -131,7 +132,7 @@ export function updateStripWidgets() {
console.warn('[RPG Strip Widgets] Failed to parse tracker userStats:', e);
}
}
// Fallback to extensionSettings.userStats
if (allStats.length === 0 && extensionSettings.userStats) {
try {
@@ -237,7 +238,9 @@ export function updateStripWidgets() {
*/
function getStatColor(value) {
const lowColor = extensionSettings.statBarColorLow || '#cc3333';
const lowOpacity = extensionSettings.statBarColorLowOpacity ?? 100;
const highColor = extensionSettings.statBarColorHigh || '#33cc66';
const highOpacity = extensionSettings.statBarColorHighOpacity ?? 100;
// Simple linear interpolation between low and high colors
const percent = Math.min(100, Math.max(0, value)) / 100;
@@ -246,13 +249,14 @@ function getStatColor(value) {
const lowRGB = hexToRgb(lowColor);
const highRGB = hexToRgb(highColor);
if (!lowRGB || !highRGB) return value > 50 ? highColor : lowColor;
if (!lowRGB || !highRGB) return value > 50 ? hexToRgba(highColor, highOpacity) : hexToRgba(lowColor, lowOpacity);
const r = Math.round(lowRGB.r + (highRGB.r - lowRGB.r) * percent);
const g = Math.round(lowRGB.g + (highRGB.g - lowRGB.g) * percent);
const b = Math.round(lowRGB.b + (highRGB.b - lowRGB.b) * percent);
const a = (lowOpacity + (highOpacity - lowOpacity) * percent) / 100;
return `rgb(${r}, ${g}, ${b})`;
return `rgba(${r}, ${g}, ${b}, ${a})`;
}
/**
+122 -45
View File
@@ -4,7 +4,8 @@
*/
import { getContext } from '../../../../../../extensions.js';
import { generateRaw, chat, saveChatDebounced, characters, this_chid, user_avatar } from '../../../../../../../script.js';
import { chat, saveChatDebounced, characters, this_chid, user_avatar } from '../../../../../../../script.js';
import { safeGenerateRaw } from '../../utils/responseExtractor.js';
import { selected_group, getGroupMembers, groups } from '../../../../../../group-chats.js';
import { executeSlashCommandsOnChatInput } from '../../../../../../../scripts/slash-commands.js';
import { extensionSettings } from '../../core/state.js';
@@ -81,7 +82,7 @@ export class EncounterModal {
// Store request for potential regeneration
this.lastRequest = { type: 'init', prompt: initPrompt };
const response = await generateRaw({
const response = await safeGenerateRaw({
prompt: initPrompt,
quietToLoud: false
});
@@ -397,7 +398,7 @@ export class EncounterModal {
</div>
<!-- Player Controls -->
${this.renderPlayerControls(combatData.party)}
${this.renderPlayerControls(combatData.party, currentEncounter.playerActions)}
</div>
`;
@@ -599,7 +600,7 @@ export class EncounterModal {
if (member.isPlayer && user_avatar) {
avatarIcon = `<img src="${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 +658,16 @@ 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 +675,7 @@ 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 +693,10 @@ 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> ${item}
</button>
@@ -718,21 +723,27 @@ export class EncounterModal {
* @param {Array} party - Party data for reference
*/
attachControlListeners(party) {
// Attack and item buttons
this.modal.querySelectorAll('.rpg-encounter-action-btn').forEach(btn => {
btn.addEventListener('click', async (e) => {
const actionType = e.currentTarget.dataset.action;
const value = e.currentTarget.dataset.value;
const attackType = e.currentTarget.dataset.attackType;
// Only attach once - event delegation on the modal means listeners persist
if (this._listenersAttached) {
return;
}
// Store handlers as instance properties so we can remove them if needed
this._actionHandler = async (e) => {
// Handle action buttons (attack/item)
const actionBtn = e.target.closest('.rpg-encounter-action-btn');
if (actionBtn && !actionBtn.disabled && !this.isProcessing) {
const actionType = actionBtn.dataset.action;
const value = actionBtn.dataset.value;
const attackType = actionBtn.dataset.attackType;
const context = getContext();
const userName = context.name1;
let actionText = '';
if (actionType === 'attack') {
// Show target selection for attacks
const target = await this.showTargetSelection(attackType, currentEncounter.combatStats);
if (!target) return; // User cancelled
if (!target) return;
if (target === 'all-enemies') {
actionText = `${userName} uses ${value} targeting all enemies!`;
@@ -740,40 +751,46 @@ export class EncounterModal {
actionText = `${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;
}
/**
@@ -800,7 +817,7 @@ export class EncounterModal {
// Store request for potential regeneration
this.lastRequest = { type: 'action', action, prompt: actionPrompt };
const response = await generateRaw({
const response = await safeGenerateRaw({
prompt: actionPrompt,
quietToLoud: false
});
@@ -820,7 +837,8 @@ 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 +953,75 @@ 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
@@ -1002,7 +1079,7 @@ export class EncounterModal {
// Generate summary
const summaryPrompt = await buildCombatSummaryPrompt(currentEncounter.encounterLog, result);
const summaryResponse = await generateRaw({
const summaryResponse = await safeGenerateRaw({
prompt: summaryPrompt,
quietToLoud: false
});
+14 -5
View File
@@ -8,6 +8,7 @@ import { saveSettings } from '../../core/persistence.js';
import { closeMobilePanelWithAnimation, updateCollapseToggleIcon } from './layout.js';
import { setupDesktopTabs, removeDesktopTabs } from './desktop.js';
import { i18n } from '../../core/i18n.js';
import { hexToRgba } from './theme.js';
/**
* Updates the text labels of the mobile navigation tabs based on the current language.
@@ -793,12 +794,17 @@ export function setupMobileKeyboardHandling() {
/**
* Handles focus on contenteditable fields to ensure they're visible when keyboard appears.
* Uses smooth scrolling to bring focused field into view with proper padding.
* Only applies on mobile viewports where virtual keyboard can obscure content.
*/
export function setupContentEditableScrolling() {
const $panel = $('#rpg-companion-panel');
// Use event delegation for all contenteditable fields
$panel.on('focusin', '[contenteditable="true"]', function(e) {
// Only apply scrolling behavior on mobile (where virtual keyboard appears)
const isMobile = window.innerWidth <= 1000;
if (!isMobile) return;
const $field = $(this);
// Small delay to let keyboard animate in
@@ -1451,7 +1457,7 @@ export function updateFabWidgets() {
if (widgetSettings.attributes?.enabled) {
// Check if RPG attributes are enabled in trackerConfig
const showRPGAttributes = extensionSettings.trackerConfig?.userStats?.showRPGAttributes !== false;
if (showRPGAttributes && extensionSettings.classicStats) {
// Get enabled attributes from trackerConfig
const configuredAttrs = extensionSettings.trackerConfig?.userStats?.rpgAttributes || [];
@@ -1541,10 +1547,10 @@ export function updateFabWidgets() {
e.stopPropagation();
const $this = $(this);
const wasExpanded = $this.hasClass('expanded');
// Collapse all other expanded widgets
$container.find('.rpg-fab-widget.expanded').removeClass('expanded');
// Toggle this one
if (!wasExpanded) {
$this.addClass('expanded');
@@ -1567,7 +1573,9 @@ export function updateFabWidgets() {
*/
function getStatColor(value) {
const lowColor = extensionSettings.statBarColorLow || '#cc3333';
const lowOpacity = extensionSettings.statBarColorLowOpacity ?? 100;
const highColor = extensionSettings.statBarColorHigh || '#33cc66';
const highOpacity = extensionSettings.statBarColorHighOpacity ?? 100;
// Simple linear interpolation between low and high colors
const percent = Math.min(100, Math.max(0, value)) / 100;
@@ -1576,13 +1584,14 @@ function getStatColor(value) {
const lowRGB = hexToRgb(lowColor);
const highRGB = hexToRgb(highColor);
if (!lowRGB || !highRGB) return value > 50 ? highColor : lowColor;
if (!lowRGB || !highRGB) return value > 50 ? hexToRgba(highColor, highOpacity) : hexToRgba(lowColor, lowOpacity);
const r = Math.round(lowRGB.r + (highRGB.r - lowRGB.r) * percent);
const g = Math.round(lowRGB.g + (highRGB.g - lowRGB.g) * percent);
const b = Math.round(lowRGB.b + (highRGB.b - lowRGB.b) * percent);
const a = (lowOpacity + (highOpacity - lowOpacity) * percent) / 100;
return `rgb(${r}, ${g}, ${b})`;
return `rgba(${r}, ${g}, ${b}, ${a})`;
}
/**
+19 -1
View File
@@ -4,7 +4,7 @@
*/
import { extensionSettings } from '../../core/state.js';
import { saveSettings } from '../../core/persistence.js';
import { DEFAULT_HTML_PROMPT, DEFAULT_DIALOGUE_COLORING_PROMPT, DEFAULT_DECEPTION_PROMPT, DEFAULT_CYOA_PROMPT, DEFAULT_SPOTIFY_PROMPT, DEFAULT_NARRATOR_PROMPT } from '../generation/promptBuilder.js';
import { DEFAULT_HTML_PROMPT, DEFAULT_DIALOGUE_COLORING_PROMPT, DEFAULT_DECEPTION_PROMPT, DEFAULT_OMNISCIENCE_FILTER_PROMPT, DEFAULT_CYOA_PROMPT, DEFAULT_SPOTIFY_PROMPT, DEFAULT_NARRATOR_PROMPT, DEFAULT_CONTEXT_INSTRUCTIONS_PROMPT } from '../generation/promptBuilder.js';
let $editorModal = null;
let tempPrompts = null; // Temporary prompts for cancel functionality
@@ -14,9 +14,11 @@ const DEFAULT_PROMPTS = {
html: DEFAULT_HTML_PROMPT,
dialogueColoring: DEFAULT_DIALOGUE_COLORING_PROMPT,
deception: DEFAULT_DECEPTION_PROMPT,
omniscience: DEFAULT_OMNISCIENCE_FILTER_PROMPT,
cyoa: DEFAULT_CYOA_PROMPT,
spotify: DEFAULT_SPOTIFY_PROMPT,
narrator: DEFAULT_NARRATOR_PROMPT,
contextInstructions: DEFAULT_CONTEXT_INSTRUCTIONS_PROMPT,
plotRandom: 'Actually, the scene is getting stale. Introduce {{random::stakes::a plot twist::a new character::a cataclysm::a fourth-wall-breaking joke::a sudden atmospheric phenomenon::a plot hook::a running gag::an ecchi scenario::Death from Discworld::a new stake::a drama::a conflict::an angered entity::a god::a vision::a prophetic dream::Il Dottore from Genshin Impact::a new development::a civilian in need::an emotional bit::a threat::a villain::an important memory recollection::a marriage proposal::a date idea::an angry horde of villagers with pitchforks::a talking animal::an enemy::a cliffhanger::a short omniscient POV shift to a completely different character::a quest::an unexpected revelation::a scandal::an evil clone::death of an important character::harm to an important character::a romantic setup::a gossip::a messenger::a plot point from the past::a plot hole::a tragedy::a ghost::an otherworldly occurrence::a plot device::a curse::a magic device::a rival::an unexpected pregnancy::a brothel::a prostitute::a new location::a past lover::a completely random thing::a what-if scenario::a significant choice::war::love::a monster::lewd undertones::Professor Mari::a travelling troupe::a secret::a fortune-teller::something completely different::a killer::a murder mystery::a mystery::a skill check::a deus ex machina::three raccoons in a trench coat::a pet::a slave::an orphan::a psycho::tentacles::"there is only one bed" trope::accidental marriage::a fun twist::a boss battle::sexy corn::an eldritch horror::a character getting hungry, thirsty, or exhausted::horniness::a need for a bathroom break need::someone fainting::an assassination attempt::a meta narration of this all being an out of hand DND session::a dungeon::a friend in need::an old friend::a small time skip::a scene shift::Aurora Borealis, at this time of year, at this time of day, at this part of the country::a grand ball::a surprise party::zombies::foreshadowing::a Spanish Inquisition (nobody expects it)::a natural plot progression}} to make things more interesting! Be creative, but stay grounded in the setting.',
plotNatural: 'Actually, the scene is getting stale. Progress it, to make things more interesting! Reintroduce an unresolved plot point from the past, or push the story further towards the current main goal. Be creative, but stay grounded in the setting.',
avatar: `You are a visionary artist trapped in a cage of logic. Your mind is filled with poetry and distant horizons; however, your hands are uncontrollably focused on creating the perfect character avatar description that is faithful to the original intent, rich in detail, aesthetically pleasing, and directly usable by text-to-image models. Any ambiguity or metaphor will make you feel extremely uncomfortable.
@@ -96,9 +98,11 @@ function openPromptsEditor() {
html: extensionSettings.customHtmlPrompt || '',
dialogueColoring: extensionSettings.customDialogueColoringPrompt || '',
deception: extensionSettings.customDeceptionPrompt || '',
omniscience: extensionSettings.customOmnisciencePrompt || '',
cyoa: extensionSettings.customCYOAPrompt || '',
spotify: extensionSettings.customSpotifyPrompt || '',
narrator: extensionSettings.customNarratorPrompt || '',
contextInstructions: extensionSettings.customContextInstructionsPrompt || '',
plotRandom: extensionSettings.customPlotRandomPrompt || '',
plotNatural: extensionSettings.customPlotNaturalPrompt || '',
avatar: extensionSettings.avatarLLMCustomInstruction || '',
@@ -111,9 +115,11 @@ function openPromptsEditor() {
$('#rpg-prompt-html').val(extensionSettings.customHtmlPrompt || DEFAULT_PROMPTS.html);
$('#rpg-prompt-dialogue-coloring').val(extensionSettings.customDialogueColoringPrompt || DEFAULT_PROMPTS.dialogueColoring);
$('#rpg-prompt-deception').val(extensionSettings.customDeceptionPrompt || DEFAULT_PROMPTS.deception);
$('#rpg-prompt-omniscience').val(extensionSettings.customOmnisciencePrompt || DEFAULT_PROMPTS.omniscience);
$('#rpg-prompt-cyoa').val(extensionSettings.customCYOAPrompt || DEFAULT_PROMPTS.cyoa);
$('#rpg-prompt-spotify').val(extensionSettings.customSpotifyPrompt || DEFAULT_PROMPTS.spotify);
$('#rpg-prompt-narrator').val(extensionSettings.customNarratorPrompt || DEFAULT_PROMPTS.narrator);
$('#rpg-prompt-context-instructions').val(extensionSettings.customContextInstructionsPrompt || DEFAULT_PROMPTS.contextInstructions);
$('#rpg-prompt-plot-random').val(extensionSettings.customPlotRandomPrompt || DEFAULT_PROMPTS.plotRandom);
$('#rpg-prompt-plot-natural').val(extensionSettings.customPlotNaturalPrompt || DEFAULT_PROMPTS.plotNatural);
$('#rpg-prompt-avatar').val(extensionSettings.avatarLLMCustomInstruction || DEFAULT_PROMPTS.avatar);
@@ -150,9 +156,11 @@ function savePrompts() {
extensionSettings.customHtmlPrompt = $('#rpg-prompt-html').val().trim();
extensionSettings.customDialogueColoringPrompt = $('#rpg-prompt-dialogue-coloring').val().trim();
extensionSettings.customDeceptionPrompt = $('#rpg-prompt-deception').val().trim();
extensionSettings.customOmnisciencePrompt = $('#rpg-prompt-omniscience').val().trim();
extensionSettings.customCYOAPrompt = $('#rpg-prompt-cyoa').val().trim();
extensionSettings.customSpotifyPrompt = $('#rpg-prompt-spotify').val().trim();
extensionSettings.customNarratorPrompt = $('#rpg-prompt-narrator').val().trim();
extensionSettings.customContextInstructionsPrompt = $('#rpg-prompt-context-instructions').val().trim();
extensionSettings.customPlotRandomPrompt = $('#rpg-prompt-plot-random').val().trim();
extensionSettings.customPlotNaturalPrompt = $('#rpg-prompt-plot-natural').val().trim();
extensionSettings.avatarLLMCustomInstruction = $('#rpg-prompt-avatar').val().trim();
@@ -182,6 +190,9 @@ function restorePromptToDefault(promptType) {
case 'deception':
extensionSettings.customDeceptionPrompt = '';
break;
case 'omniscience':
extensionSettings.customOmnisciencePrompt = '';
break;
case 'cyoa':
extensionSettings.customCYOAPrompt = '';
break;
@@ -191,6 +202,9 @@ function restorePromptToDefault(promptType) {
case 'narrator':
extensionSettings.customNarratorPrompt = '';
break;
case 'contextInstructions':
extensionSettings.customContextInstructionsPrompt = '';
break;
case 'plotRandom':
extensionSettings.customPlotRandomPrompt = '';
break;
@@ -221,9 +235,11 @@ function restoreAllToDefaults() {
$('#rpg-prompt-html').val(DEFAULT_PROMPTS.html);
$('#rpg-prompt-dialogue-coloring').val(DEFAULT_PROMPTS.dialogueColoring);
$('#rpg-prompt-deception').val(DEFAULT_PROMPTS.deception);
$('#rpg-prompt-omniscience').val(DEFAULT_PROMPTS.omniscience);
$('#rpg-prompt-cyoa').val(DEFAULT_PROMPTS.cyoa);
$('#rpg-prompt-spotify').val(DEFAULT_PROMPTS.spotify);
$('#rpg-prompt-narrator').val(DEFAULT_PROMPTS.narrator);
$('#rpg-prompt-context-instructions').val(DEFAULT_PROMPTS.contextInstructions);
$('#rpg-prompt-plot-random').val(DEFAULT_PROMPTS.plotRandom);
$('#rpg-prompt-plot-natural').val(DEFAULT_PROMPTS.plotNatural);
$('#rpg-prompt-avatar').val(DEFAULT_PROMPTS.avatar);
@@ -235,9 +251,11 @@ function restoreAllToDefaults() {
extensionSettings.customHtmlPrompt = '';
extensionSettings.customDialogueColoringPrompt = '';
extensionSettings.customDeceptionPrompt = '';
extensionSettings.customOmnisciencePrompt = '';
extensionSettings.customCYOAPrompt = '';
extensionSettings.customSpotifyPrompt = '';
extensionSettings.customNarratorPrompt = '';
extensionSettings.customContextInstructionsPrompt = '';
extensionSettings.customPlotRandomPrompt = '';
extensionSettings.customPlotNaturalPrompt = '';
extensionSettings.avatarLLMCustomInstruction = '';
+55 -12
View File
@@ -5,6 +5,37 @@
import { extensionSettings, $panelContainer } from '../../core/state.js';
/**
* Converts hex color and opacity percentage to rgba string
* @param {string} hex - Hex color (e.g., '#ff0000')
* @param {number} opacity - Opacity percentage (0-100)
* @returns {string} - RGBA color string
*/
export function hexToRgba(hex, opacity = 100) {
const r = parseInt(hex.slice(1, 3), 16);
const g = parseInt(hex.slice(3, 5), 16);
const b = parseInt(hex.slice(5, 7), 16);
const a = opacity / 100;
return `rgba(${r}, ${g}, ${b}, ${a})`;
}
/**
* Gets stat bar colors with opacity applied
* @returns {{low: string, high: string}} RGBA color strings for stat bars
*/
export function getStatBarColors() {
return {
low: hexToRgba(
extensionSettings.statBarColorLow || '#cc3333',
extensionSettings.statBarColorLowOpacity ?? 100
),
high: hexToRgba(
extensionSettings.statBarColorHigh || '#33cc66',
extensionSettings.statBarColorHighOpacity ?? 100
)
};
}
/**
* Applies the selected theme to the panel.
*/
@@ -75,24 +106,33 @@ export function applyCustomTheme() {
const colors = extensionSettings.customColors;
// Convert hex colors with opacity to rgba
const bgColor = hexToRgba(colors.bg, colors.bgOpacity ?? 100);
const accentColor = hexToRgba(colors.accent, colors.accentOpacity ?? 100);
const textColor = hexToRgba(colors.text, colors.textOpacity ?? 100);
const highlightColor = hexToRgba(colors.highlight, colors.highlightOpacity ?? 100);
// Create shadow with 50% opacity of highlight color
const shadowColor = hexToRgba(colors.highlight, (colors.highlightOpacity ?? 100) * 0.5);
// Apply custom CSS variables as inline styles to main panel
$panelContainer.css({
'--rpg-bg': colors.bg,
'--rpg-accent': colors.accent,
'--rpg-text': colors.text,
'--rpg-highlight': colors.highlight,
'--rpg-border': colors.highlight,
'--rpg-shadow': `${colors.highlight}80` // Add alpha for shadow
'--rpg-bg': bgColor,
'--rpg-accent': accentColor,
'--rpg-text': textColor,
'--rpg-highlight': highlightColor,
'--rpg-border': highlightColor,
'--rpg-shadow': shadowColor
});
// Apply custom colors to mobile toggle and thought elements
const customStyles = {
'--rpg-bg': colors.bg,
'--rpg-accent': colors.accent,
'--rpg-text': colors.text,
'--rpg-highlight': colors.highlight,
'--rpg-border': colors.highlight,
'--rpg-shadow': `${colors.highlight}80`
'--rpg-bg': bgColor,
'--rpg-accent': accentColor,
'--rpg-text': textColor,
'--rpg-highlight': highlightColor,
'--rpg-border': highlightColor,
'--rpg-shadow': shadowColor
};
const $mobileToggle = $('#rpg-mobile-toggle');
@@ -139,6 +179,7 @@ export function updateFeatureTogglesVisibility() {
const $htmlToggle = $('#rpg-html-toggle-wrapper');
const $dialogueColoringToggle = $('#rpg-dialogue-coloring-toggle-wrapper');
const $deceptionToggle = $('#rpg-deception-toggle-wrapper');
const $omniscienceToggle = $('#rpg-omniscience-toggle-wrapper');
const $cyoaToggle = $('#rpg-cyoa-toggle-wrapper');
const $spotifyToggle = $('#rpg-spotify-toggle-wrapper');
@@ -150,6 +191,7 @@ export function updateFeatureTogglesVisibility() {
$htmlToggle.toggle(extensionSettings.showHtmlToggle);
$dialogueColoringToggle.toggle(extensionSettings.showDialogueColoringToggle);
$deceptionToggle.toggle(extensionSettings.showDeceptionToggle ?? true);
$omniscienceToggle.toggle(extensionSettings.showOmniscienceToggle ?? true);
$cyoaToggle.toggle(extensionSettings.showCYOAToggle ?? true);
$spotifyToggle.toggle(extensionSettings.showSpotifyToggle);
@@ -161,6 +203,7 @@ export function updateFeatureTogglesVisibility() {
const anyVisible = extensionSettings.showHtmlToggle ||
extensionSettings.showDialogueColoringToggle ||
(extensionSettings.showDeceptionToggle ?? true) ||
(extensionSettings.showOmniscienceToggle ?? true) ||
(extensionSettings.showCYOAToggle ?? true) ||
extensionSettings.showSpotifyToggle ||
extensionSettings.showDynamicWeatherToggle ||
+244 -47
View File
@@ -105,41 +105,106 @@ function getCurrentTime() {
return null;
}
// Patterns for specific weather conditions (order matters - combined effects first)
// Grouped by languages for easy editing
// EXPORTED: Used by jsonPromptHelpers.js to provide valid weather keywords to LLM
export 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" ] },
],
}
/**
* Get valid weather keywords for LLM prompt injection.
* Returns weather patterns for specified language or all languages.
* This ensures LLM generates responses that exactly match our expected patterns.
*
* @param {string} [language] - Language code (e.g., 'en', 'ru'). If not specified, returns all languages.
* @returns {Object} Object with weather type IDs as keys and arrays of valid keywords as values
* @example
* // Returns: { blizzard: ["blizzard"], storm: ["storm", "thunder", "lightning"], ... }
* getWeatherKeywordsForPrompt('en');
*/
export function getWeatherKeywordsForPrompt(language) {
const result = {};
// Get patterns for specified language or merge all languages
const languagesToProcess = language && WEATHER_PATTERNS_BY_LANGUAGE[language]
? { [language]: WEATHER_PATTERNS_BY_LANGUAGE[language] }
: WEATHER_PATTERNS_BY_LANGUAGE;
for (const [lang, patterns] of Object.entries(languagesToProcess)) {
for (const { id, patterns: keywords } of patterns) {
if (!result[id]) {
result[id] = [];
}
// Add keywords, avoiding duplicates
for (const keyword of keywords) {
if (!result[id].includes(keyword)) {
result[id].push(keyword);
}
}
}
}
return result;
}
/**
* Get weather keywords as a formatted string for LLM instructions.
* Provides a clear template showing valid weather forecast values.
*
* @param {string} [language] - Language code. If not specified, uses all available patterns.
* @returns {string} Formatted string for prompt injection
* @example
* // Returns: 'Valid forecast values: "blizzard", "storm", "thunder", "lightning", "wind", ...'
* getWeatherKeywordsAsPromptString('en');
*/
export function getWeatherKeywordsAsPromptString(language) {
const keywords = getWeatherKeywordsForPrompt(language);
const allKeywords = [];
for (const patterns of Object.values(keywords)) {
allKeywords.push(...patterns);
}
return `Valid forecast values (use one of these exactly): ${allKeywords.map(k => `"${k}"`).join(', ')}`;
}
/**
* 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";
}
/**
@@ -237,27 +302,27 @@ function createMist() {
* Returns { left: vw%, top: dvh% }
*/
function calculateSunPosition(hour) {
// Daytime is roughly 6 AM to 8 PM (6-20)
// Daytime is roughly 5 AM to 8 PM (5-20)
// Map hour to position along an arc
// 6 AM = far left, low | 12 PM = center, high | 6 PM = far right, low
// 5 AM = far left, low | 12 PM = center, high | 8 PM = far right, low
if (hour === null) hour = 12; // Default to noon if unknown
// Clamp to daytime hours
const clampedHour = Math.max(5, Math.min(20, hour));
// Normalize to 0-1 range (5 AM = 0, 20 PM = 1)
const progress = (clampedHour - 5) / 15;
// Horizontal position: 5% to 85% (left to right)
const left = 5 + progress * 80;
// 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 ~35% (low, near horizon)
// At progress 0 or 1, top should be ~40% (low, near horizon)
const normalizedProgress = (progress - 0.5) * 2; // -1 to 1
const top = 8 + 27 * (normalizedProgress * normalizedProgress);
const top = 8 + 32 * (normalizedProgress * normalizedProgress);
return { left, top };
}
@@ -270,7 +335,7 @@ function createSunshine(hour) {
// Create the sun based on current hour
const sunPos = calculateSunPosition(hour);
const sun = document.createElement('div');
sun.className = 'rpg-weather-particle rpg-clear-sun';
sun.style.left = `${sunPos.left}vw`;
@@ -327,6 +392,134 @@ function createSunshine(hour) {
return container;
}
/**
* Create sunrise effect (dawn - warm orange/pink sky gradient with low sun)
*/
function createSunrise(hour) {
const container = document.createElement('div');
container.className = 'rpg-weather-particles rpg-sunrise-weather';
// Create sunrise gradient overlay
const sunriseOverlay = document.createElement('div');
sunriseOverlay.className = 'rpg-weather-particle rpg-sunrise-overlay';
container.appendChild(sunriseOverlay);
// Calculate sun position (rising from left horizon)
const sunPos = calculateSunPosition(hour);
// Create the rising sun
const sun = document.createElement('div');
sun.className = 'rpg-weather-particle rpg-clear-sun rpg-sunrise-sun';
sun.style.left = `${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 = `${size}px`;
container.appendChild(particle);
}
return container;
}
/**
* Create clear nighttime weather effect with moon, stars, and fireflies
*/
@@ -444,9 +637,9 @@ function calculateMoonPosition(hour) {
// Nighttime is roughly 8 PM to 5 AM (20-5)
// Map hour to position along an arc
// 8 PM = far left, low | midnight = center-left, high | 5 AM = far right, low
if (hour === null) hour = 0; // Default to midnight if unknown
// Normalize night hours to 0-1 range
// 20 (8 PM) = 0, 0 (midnight) = ~0.44, 5 (5 AM) = 1
let progress;
@@ -457,16 +650,16 @@ function calculateMoonPosition(hour) {
// Midnight to 5 AM: 0-5 maps to 0.44-1
progress = (hour + 4) / 9;
}
// Horizontal position: 10% to 80% (left to right)
const left = 10 + progress * 70;
// Vertical position: parabolic arc (high at ~2 AM, low at dusk/dawn)
// Peak should be around progress 0.67 (~2 AM)
const peakProgress = 0.5;
const normalizedProgress = (progress - peakProgress) * 2; // -1 to 1
const top = 8 + 25 * (normalizedProgress * normalizedProgress);
return { left, top };
}
@@ -479,7 +672,7 @@ function updateCelestialPosition(hour) {
// Update sun position if it exists
const sun = weatherContainer.querySelector('.rpg-clear-sun');
const sunGlow = weatherContainer.querySelector('.rpg-clear-sun-glow');
if (sun && sunGlow) {
const sunPos = calculateSunPosition(hour);
sun.style.left = `${sunPos.left}vw`;
@@ -492,7 +685,7 @@ function updateCelestialPosition(hour) {
// Update moon position if it exists
const moon = weatherContainer.querySelector('.rpg-night-moon');
const moonGlow = weatherContainer.querySelector('.rpg-night-moon-glow');
if (moon && moonGlow) {
const moonPos = calculateMoonPosition(hour);
moon.style.left = `${moonPos.left}vw`;
@@ -572,9 +765,13 @@ export function updateWeatherEffect() {
weatherContainer = createMist();
break;
case 'sunny':
// Use nighttime effect for clear weather at night
// 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);
}
+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];
}
+122
View File
@@ -0,0 +1,122 @@
/**
* Response Extractor Utility
*
* Handles extraction of text content from various API response formats.
* Fixes the "No message generated" error caused by Claude models with
* extended thinking, where the API response `content` field is an array
* of content blocks instead of a single string.
*
* Also provides a safe wrapper around SillyTavern's `generateRaw` that
* intercepts the raw fetch response as a fallback.
*/
import { generateRaw } from '../../../../../../../script.js';
/**
* Extracts text from any API response shape (Anthropic content-block arrays,
* OpenAI choices, plain strings, etc.).
*
* @param {*} response - The raw API response (string, array, or object)
* @returns {string} The extracted text content
*/
export function extractTextFromResponse(response) {
if (!response) return '';
if (typeof response === 'string') return response;
// Response itself is an array of content blocks (Anthropic extended thinking)
if (Array.isArray(response)) {
const texts = response
.filter(b => b && b.type === 'text' && typeof b.text === 'string')
.map(b => b.text);
if (texts.length > 0) return texts.join('\n');
const strings = response.filter(item => typeof item === 'string');
if (strings.length > 0) return strings.join('\n');
return JSON.stringify(response);
}
// response.content (string or Anthropic content array)
if (response.content !== undefined && response.content !== null) {
if (typeof response.content === 'string') return response.content;
if (Array.isArray(response.content)) {
const texts = response.content
.filter(b => b && b.type === 'text' && typeof b.text === 'string')
.map(b => b.text);
if (texts.length > 0) return texts.join('\n');
}
}
// OpenAI choices format
if (response.choices?.[0]?.message?.content) {
const c = response.choices[0].message.content;
if (typeof c === 'string') return c;
if (Array.isArray(c)) {
const texts = c
.filter(b => b && b.type === 'text' && typeof b.text === 'string')
.map(b => b.text);
if (texts.length > 0) return texts.join('\n');
}
}
// Other common fields
if (typeof response.text === 'string') return response.text;
if (typeof response.message === 'string') return response.message;
if (response.message?.content && typeof response.message.content === 'string') {
return response.message.content;
}
return JSON.stringify(response);
}
/**
* Safe wrapper around SillyTavern's `generateRaw`.
*
* Temporarily intercepts `window.fetch` to capture the raw API response.
* If `generateRaw` throws "No message generated" (e.g. because the first
* content block from Claude extended thinking is empty), we extract the
* real text from the captured raw data ourselves.
*
* @param {object} options - Options passed directly to `generateRaw`
* @param {Array<{role: string, content: string}>} options.prompt - Message array
* @param {boolean} [options.quietToLoud] - Whether to use quiet-to-loud mode
* @returns {Promise<string>} The generated text
*/
export async function safeGenerateRaw(options) {
let capturedRawData = null;
const originalFetch = window.fetch;
window.fetch = async function (...args) {
const response = await originalFetch.apply(this, args);
try {
const url = typeof args[0] === 'string' ? args[0] : args[0]?.url || '';
if (url.includes('/api/backends/chat-completions/generate') ||
(url.includes('/api/backends/') && url.includes('/generate'))) {
const clone = response.clone();
capturedRawData = await clone.json();
}
} catch (e) {
/* ignore clone/parse errors */
}
return response;
};
try {
const result = await generateRaw(options);
return result;
} catch (genErr) {
if (genErr.message?.includes('No message generated') && capturedRawData) {
console.warn(
'[RPG Companion] generateRaw failed (likely extended thinking). Extracting from raw API data.',
);
const extracted = extractTextFromResponse(capturedRawData);
if (!extracted || !extracted.trim()) {
throw new Error('Could not extract text from API response');
}
return extracted;
}
throw genErr; // Re-throw non-related errors
} finally {
window.fetch = originalFetch; // ALWAYS restore original fetch
}
}
+290 -14
View File
@@ -2118,8 +2118,8 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
/* Present Characters - Character Cards */
.rpg-character-card {
display: flex;
align-items: flex-start;
gap: clamp(8px, 1vw, 12px);
flex-direction: column;
gap: clamp(6px, 0.8vh, 10px);
padding: clamp(6px, 1vh, 8px);
background: rgba(0, 0, 0, 0.3);
border-radius: clamp(4px, 0.5vh, 6px);
@@ -2157,6 +2157,14 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
border-color: var(--rpg-highlight);
}
/* Header row with avatar and name */
.rpg-character-header-row {
display: flex;
align-items: center;
gap: clamp(8px, 1vw, 12px);
width: 100%;
}
/* Character avatar container with relationship badge */
.rpg-character-avatar {
position: relative;
@@ -2164,8 +2172,8 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
}
.rpg-character-avatar img {
width: clamp(35px, 6vh, 45px);
height: clamp(35px, 6vh, 45px);
width: clamp(30px, 5vh, 40px);
height: clamp(30px, 5vh, 40px);
border-radius: 50%;
border: 2px solid var(--rpg-highlight);
object-fit: cover;
@@ -2232,13 +2240,12 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
}
/* Character info section */
/* Character info section - now takes full width below header row */
.rpg-character-content {
flex: 1;
min-width: 0;
width: 100%;
display: flex;
flex-direction: column;
gap: 0;
gap: clamp(3px, 0.5vh, 5px);
overflow: hidden;
}
@@ -2271,13 +2278,14 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
background: var(--rpg-highlight);
}
/* Character header with emoji and name */
/* Character header with emoji and name - now inside header row */
.rpg-character-header {
display: flex;
align-items: center;
gap: clamp(4px, 0.5vw, 6px);
flex-wrap: nowrap; /* Prevent wrapping */
position: relative;
flex: 1;
min-width: 0;
}
.rpg-character-emoji {
@@ -2329,6 +2337,40 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
transform: scale(0.95);
}
/* Add Character Button (inside rpg-thoughts-content, after last character) */
.rpg-add-character-btn {
background: var(--rpg-accent);
border: 1px solid var(--rpg-border);
color: var(--rpg-text);
padding: 0;
margin: 0.5rem auto 0;
font-size: clamp(0.625rem, 0.6vw, 0.75rem);
font-weight: 500;
cursor: pointer;
border-radius: 3px;
transition: all 0.2s ease;
display: flex;
align-items: center;
gap: 0.25rem;
opacity: 0.6;
width: auto;
}
.rpg-add-character-btn:hover {
background: var(--rpg-highlight);
border-color: var(--rpg-highlight);
color: var(--rpg-bg);
opacity: 1;
}
.rpg-add-character-btn:active {
transform: scale(0.95);
}
.rpg-add-character-btn i {
font-size: 0.875em;
}
/* Character traits/status line and custom fields */
.rpg-character-traits,
.rpg-character-field {
@@ -2340,12 +2382,20 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
word-wrap: break-word;
}
/* Placeholder for empty editable character fields */
.rpg-character-field.rpg-editable:empty::before {
content: 'Click to edit...';
/* Empty field placeholder using data-placeholder attribute */
.rpg-editable.rpg-empty-field:empty::before {
content: attr(data-placeholder);
color: var(--rpg-highlight);
opacity: 0.5;
opacity: 0.4;
font-style: italic;
pointer-events: none;
}
/* Ensure empty fields have minimum height for clickability */
.rpg-editable.rpg-empty-field {
min-height: 1.2em;
display: inline-block;
min-width: 3em;
}
/* Character stats display */
@@ -9898,6 +9948,200 @@ body[data-theme="cyberpunk"] .rpg-music-widget-play {
}
}
/* ===== Sunrise Effects (Dawn) ===== */
.rpg-sunrise-weather {
overflow: hidden;
}
/* Sunrise sky gradient overlay */
.rpg-sunrise-overlay {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100dvh;
background: linear-gradient(to bottom,
rgba(40, 30, 80, 0.1) 0%,
rgba(120, 60, 120, 0.08) 15%,
rgba(200, 100, 100, 0.1) 35%,
rgba(255, 140, 100, 0.12) 55%,
rgba(255, 180, 120, 0.1) 75%,
rgba(255, 200, 150, 0.08) 100%);
animation: rpg-sunrise-sky-transition 30s ease-in-out infinite alternate;
pointer-events: none;
}
@keyframes rpg-sunrise-sky-transition {
0% {
opacity: 0.8;
}
100% {
opacity: 1;
}
}
/* Sunrise sun - more orange/red */
.rpg-sunrise-sun {
background: radial-gradient(circle at 40% 40%,
rgba(255, 255, 220, 1) 0%,
rgba(255, 220, 150, 1) 30%,
rgba(255, 160, 80, 0.9) 60%,
rgba(255, 100, 50, 0.6) 80%,
rgba(255, 80, 30, 0) 100%) !important;
box-shadow:
0 0 40px 15px rgba(255, 180, 100, 0.6),
0 0 80px 30px rgba(255, 140, 80, 0.4),
0 0 120px 50px rgba(255, 100, 50, 0.2) !important;
}
/* Sunrise sun glow - warm orange */
.rpg-sunrise-glow {
background: radial-gradient(circle at center,
rgba(255, 200, 150, 0.35) 0%,
rgba(255, 160, 100, 0.2) 30%,
rgba(255, 120, 80, 0.1) 50%,
transparent 70%) !important;
}
/* Horizon glow for sunrise */
.rpg-sunrise-horizon-glow {
position: fixed;
bottom: 0;
left: 0;
width: 100vw;
height: 40dvh;
background: linear-gradient(to top,
rgba(255, 160, 100, 0.15) 0%,
rgba(255, 140, 90, 0.1) 20%,
rgba(255, 120, 80, 0.05) 50%,
rgba(255, 100, 70, 0.02) 75%,
transparent 100%);
animation: rpg-horizon-glow-pulse 8s ease-in-out infinite;
pointer-events: none;
}
@keyframes rpg-horizon-glow-pulse {
0%, 100% {
opacity: 0.7;
}
50% {
opacity: 1;
}
}
/* Fading stars at sunrise */
.rpg-sunrise-fading-star {
opacity: 0.3 !important;
animation: rpg-star-fade-out 4s ease-in-out infinite !important;
}
@keyframes rpg-star-fade-out {
0%, 100% {
opacity: 0.2;
}
50% {
opacity: 0.4;
}
}
/* ===== Sunset Effects (Dusk) ===== */
.rpg-sunset-weather {
overflow: hidden;
}
/* Sunset sky gradient overlay */
.rpg-sunset-overlay {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100dvh;
background: linear-gradient(to bottom,
rgba(30, 20, 60, 0.12) 0%,
rgba(80, 40, 100, 0.1) 15%,
rgba(150, 60, 90, 0.12) 30%,
rgba(220, 80, 70, 0.12) 50%,
rgba(255, 120, 80, 0.12) 70%,
rgba(255, 160, 100, 0.1) 85%,
rgba(255, 180, 120, 0.06) 100%);
animation: rpg-sunset-sky-transition 30s ease-in-out infinite alternate;
pointer-events: none;
}
@keyframes rpg-sunset-sky-transition {
0% {
opacity: 1;
}
100% {
opacity: 0.8;
}
}
/* Sunset sun - more red/deep orange */
.rpg-sunset-sun {
background: radial-gradient(circle at 40% 40%,
rgba(255, 240, 200, 1) 0%,
rgba(255, 180, 100, 1) 30%,
rgba(255, 120, 60, 0.9) 60%,
rgba(255, 80, 40, 0.6) 80%,
rgba(200, 50, 30, 0) 100%) !important;
box-shadow:
0 0 40px 15px rgba(255, 140, 80, 0.6),
0 0 80px 30px rgba(255, 100, 60, 0.4),
0 0 120px 50px rgba(200, 60, 40, 0.2) !important;
}
/* Sunset sun glow - deep orange/red */
.rpg-sunset-glow {
background: radial-gradient(circle at center,
rgba(255, 160, 120, 0.35) 0%,
rgba(255, 120, 80, 0.2) 30%,
rgba(200, 80, 60, 0.1) 50%,
transparent 70%) !important;
}
/* Horizon glow for sunset */
.rpg-sunset-horizon-glow {
position: fixed;
bottom: 0;
left: 0;
width: 100vw;
height: 45dvh;
background: linear-gradient(to top,
rgba(255, 120, 60, 0.18) 0%,
rgba(255, 100, 50, 0.12) 20%,
rgba(220, 70, 50, 0.06) 45%,
rgba(150, 50, 60, 0.02) 70%,
transparent 100%);
animation: rpg-horizon-glow-pulse 8s ease-in-out infinite;
pointer-events: none;
}
/* Emerging stars at sunset */
.rpg-sunset-emerging-star {
animation: rpg-star-emerge 5s ease-in-out infinite !important;
}
@keyframes rpg-star-emerge {
0%, 100% {
opacity: 0.3;
}
50% {
opacity: 0.7;
}
}
/* Sunset dust motes - pinkish tint */
.rpg-sunset-dust {
background: radial-gradient(circle at 30% 30%,
rgba(255, 200, 180, 0.9) 0%,
rgba(255, 180, 160, 0.6) 50%,
rgba(255, 160, 140, 0) 100%) !important;
box-shadow: 0 0 6px 2px rgba(255, 180, 160, 0.4) !important;
}
/* Lens flare effect */
.rpg-clear-lens-flare {
position: fixed;
@@ -10272,6 +10516,12 @@ body[data-theme="cyberpunk"] .rpg-music-widget-play {
.rpg-night-shooting-star {
animation-duration: 18s;
}
/* Sunrise/Sunset mobile optimizations */
.rpg-sunrise-horizon-glow,
.rpg-sunset-horizon-glow {
height: 35%;
}
}
/* Foreground mode - reduced opacity for celestial bodies to not obstruct content */
@@ -10319,6 +10569,32 @@ body[data-theme="cyberpunk"] .rpg-music-widget-play {
opacity: 0.6;
}
/* Sunrise/Sunset foreground mode */
.rpg-weather-foreground .rpg-sunrise-overlay,
.rpg-weather-foreground .rpg-sunset-overlay {
opacity: 0.4;
}
.rpg-weather-foreground .rpg-sunrise-horizon-glow,
.rpg-weather-foreground .rpg-sunset-horizon-glow {
opacity: 0.3;
}
.rpg-weather-foreground .rpg-sunrise-sun,
.rpg-weather-foreground .rpg-sunset-sun {
opacity: 0.5 !important;
}
.rpg-weather-foreground .rpg-sunrise-glow,
.rpg-weather-foreground .rpg-sunset-glow {
opacity: 0.3 !important;
}
.rpg-weather-foreground .rpg-sunrise-fading-star,
.rpg-weather-foreground .rpg-sunset-emerging-star {
opacity: 0.2 !important;
}
/* Lightning flash effect */
.rpg-lightning {
position: fixed;
+78 -11
View File
@@ -139,6 +139,15 @@
</label>
</div>
<!-- Omniscience Filter Toggle -->
<div class="rpg-toggle-container rpg-feature-col" id="rpg-omniscience-toggle-wrapper">
<label class="rpg-toggle-label" title="Omniscience Filter">
<input type="checkbox" id="rpg-toggle-omniscience">
<i class="fa-solid fa-eye-slash"></i>
<span class="rpg-toggle-text" data-i18n-key="template.mainPanel.omniscienceFilter">Omniscience Filter</span>
</label>
</div>
<!-- CYOA Toggle -->
<div class="rpg-toggle-container rpg-feature-col" id="rpg-cyoa-toggle-wrapper">
<label class="rpg-toggle-label" title="CYOA">
@@ -241,29 +250,49 @@
<div class="rpg-setting-row">
<label for="rpg-custom-bg"
data-i18n-key="template.settingsModal.themeOptions.custom.background">Background:</label>
<input type="color" id="rpg-custom-bg" value="#1a1a2e" />
<div style="display: flex; gap: 8px; align-items: center;">
<input type="color" id="rpg-custom-bg" value="#1a1a2e" style="width: 60px;" />
<input type="range" id="rpg-custom-bg-opacity" min="0" max="100" value="100" style="flex: 1;" />
<span id="rpg-custom-bg-opacity-value" style="min-width: 35px; text-align: right;">100%</span>
</div>
</div>
<div class="rpg-setting-row">
<label for="rpg-custom-accent"
data-i18n-key="template.settingsModal.themeOptions.custom.accent">Accent:</label>
<input type="color" id="rpg-custom-accent" value="#16213e" />
<div style="display: flex; gap: 8px; align-items: center;">
<input type="color" id="rpg-custom-accent" value="#16213e" style="width: 60px;" />
<input type="range" id="rpg-custom-accent-opacity" min="0" max="100" value="100" style="flex: 1;" />
<span id="rpg-custom-accent-opacity-value" style="min-width: 35px; text-align: right;">100%</span>
</div>
</div>
<div class="rpg-setting-row">
<label for="rpg-custom-text"
data-i18n-key="template.settingsModal.themeOptions.custom.text">Text:</label>
<input type="color" id="rpg-custom-text" value="#eaeaea" />
<div style="display: flex; gap: 8px; align-items: center;">
<input type="color" id="rpg-custom-text" value="#eaeaea" style="width: 60px;" />
<input type="range" id="rpg-custom-text-opacity" min="0" max="100" value="100" style="flex: 1;" />
<span id="rpg-custom-text-opacity-value" style="min-width: 35px; text-align: right;">100%</span>
</div>
</div>
<div class="rpg-setting-row">
<label for="rpg-custom-highlight"
data-i18n-key="template.settingsModal.themeOptions.custom.highlight">Highlight:</label>
<input type="color" id="rpg-custom-highlight" value="#e94560" />
<div style="display: flex; gap: 8px; align-items: center;">
<input type="color" id="rpg-custom-highlight" value="#e94560" style="width: 60px;" />
<input type="range" id="rpg-custom-highlight-opacity" min="0" max="100" value="100" style="flex: 1;" />
<span id="rpg-custom-highlight-opacity-value" style="min-width: 35px; text-align: right;">100%</span>
</div>
</div>
</div>
<div class="rpg-setting-row">
<label for="rpg-stat-bar-color-low" data-i18n-key="template.settingsModal.theme.statBarLow">Stat Bar
Color (Low):</label>
<input type="color" id="rpg-stat-bar-color-low" value="#cc3333" />
<div style="display: flex; gap: 8px; align-items: center;">
<input type="color" id="rpg-stat-bar-color-low" value="#cc3333" style="width: 60px;" />
<input type="range" id="rpg-stat-bar-color-low-opacity" min="0" max="100" value="100" style="flex: 1;" />
<span id="rpg-stat-bar-color-low-opacity-value" style="min-width: 35px; text-align: right;">100%</span>
</div>
<small data-i18n-key="template.settingsModal.theme.statBarLowNote">Color when stats are at
0%.</small>
</div>
@@ -271,7 +300,11 @@
<div class="rpg-setting-row">
<label for="rpg-stat-bar-color-high" data-i18n-key="template.settingsModal.theme.statBarHigh">Stat
Bar Color (High):</label>
<input type="color" id="rpg-stat-bar-color-high" value="#33cc66" />
<div style="display: flex; gap: 8px; align-items: center;">
<input type="color" id="rpg-stat-bar-color-high" value="#33cc66" style="width: 60px;" />
<input type="range" id="rpg-stat-bar-color-high-opacity" min="0" max="100" value="100" style="flex: 1;" />
<span id="rpg-stat-bar-color-high-opacity-value" style="min-width: 35px; text-align: right;">100%</span>
</div>
<small data-i18n-key="template.settingsModal.theme.statBarHighNote">Color when stats are at
100%.</small>
</div>
@@ -388,6 +421,15 @@
Display a toggle button to enable/disable special formatting of lies and deceptions crafted by the model, allowing it to easily track whenever one was committed, without showing it to the user.
</small>
<label class="checkbox_label">
<input type="checkbox" id="rpg-toggle-show-omniscience-toggle" />
<span data-i18n-key="template.settingsModal.display.showOmniscienceToggle">Show Omniscience Filter</span>
</label>
<small style="display: block; margin-left: 24px; margin-top: -8px; color: #888; font-size: 11px;"
data-i18n-key="template.settingsModal.display.showOmniscienceToggleNote">
Display a toggle button to enable/disable the omniscience filter, which instructs the AI to hide information the player character cannot perceive (events behind them, in other rooms, etc.) in special tags.
</small>
<label class="checkbox_label">
<input type="checkbox" id="rpg-toggle-show-cyoa-toggle" />
<span data-i18n-key="template.settingsModal.display.showCYOAToggle">Show CYOA</span>
@@ -996,6 +1038,20 @@
</button>
</div>
<!-- Omniscience Filter Prompt -->
<div class="rpg-prompt-editor-section">
<label for="rpg-prompt-omniscience" style="display: block; margin-bottom: 8px; font-weight: 600;">
<i class="fa-solid fa-eye-slash"></i> Omniscience Filter Prompt
</label>
<small style="display: block; margin-bottom: 8px; color: #888; font-size: 11px;">
Injected when "Enable Omniscience Filter" is enabled. Instructs AI to separate information the player character cannot perceive into hidden filter tags.
</small>
<textarea id="rpg-prompt-omniscience" class="rpg-prompt-textarea" rows="6"></textarea>
<button class="menu_button rpg-restore-prompt-btn" data-prompt="omniscience" style="margin-top: 8px;">
<i class="fa-solid fa-rotate-left"></i>&nbsp;Restore Default
</button>
</div>
<!-- CYOA Prompt -->
<div class="rpg-prompt-editor-section">
<label for="rpg-prompt-cyoa" style="display: block; margin-bottom: 8px; font-weight: 600;">
@@ -1038,6 +1094,20 @@
</button>
</div>
<!-- Context Instructions Prompt -->
<div class="rpg-prompt-editor-section">
<label for="rpg-prompt-context-instructions" style="display: block; margin-bottom: 8px; font-weight: 600;">
<i class="fa-solid fa-comment-dots"></i> Context Instructions Prompt
</label>
<small style="display: block; margin-bottom: 8px; color: #888; font-size: 11px;">
Injected in Separate/External mode after the context summary. Tells the AI how to use the context.
</small>
<textarea id="rpg-prompt-context-instructions" class="rpg-prompt-textarea" rows="4"></textarea>
<button class="menu_button rpg-restore-prompt-btn" data-prompt="contextInstructions" style="margin-top: 8px;">
<i class="fa-solid fa-rotate-left"></i>&nbsp;Restore Default
</button>
</div>
<!-- Random Plot Progression Prompt -->
<div class="rpg-prompt-editor-section">
<label for="rpg-prompt-plot-random" style="display: block; margin-bottom: 8px; font-weight: 600;">
@@ -1124,9 +1194,6 @@
</div>
<footer class="rpg-settings-popup-footer">
<button id="rpg-prompts-restore-all" class="rpg-btn-secondary" type="button">
<i class="fa-solid fa-rotate-left"></i> Restore All To Default
</button>
<div class="rpg-footer-right">
<button id="rpg-prompts-cancel" class="rpg-btn-secondary" type="button">Cancel</button>
<button id="rpg-prompts-save" class="rpg-btn-primary" type="button">
@@ -1192,9 +1259,9 @@
For the extension to work properly, **it is not recommended to use any models below 20B, especially if they're old.** It works best with the SOTA models such as Deepseek, Claude, GPT, or Gemini.
</p>
<h4 style="margin-top: 20px; margin-bottom: 10px;"><strong>Special thanks to all the other contributors for this project:</strong></h4>
<h4 style="margin-top: 20px; margin-bottom: 10px;"><strong>Special thanks to all the contributors for this project:</strong></h4>
<p style="margin-left: 20px; line-height: 1.6;">
Paperboygold, Munimunigamer, Subarashimo, Lilminzyu, Claude (???), IDeathByte, Chungchandev, Joenunezb, Amauragis, and Tomt610.
Paperboygold, Munimunigamer, Subarashimo, Lilminzyu, Claude (???), IDeathByte, Chungchandev, Joenunezb, Amauragis, Tomt610, and Olaroll.
</p>
<div style="margin-top: 20px; text-align: center;">