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Author SHA1 Message Date
Spicy_Marinara fd8afba7f2 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 19:21:49 +01:00
23 changed files with 327 additions and 872 deletions
+4 -6
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@@ -7,13 +7,11 @@ An immersive RPG extension for browsers that tracks character stats, scene infor
## 🆕 What's New
### v3.7.0
### v3.6.1
- Added omniscience filter.
- Added opacity to the color selector.
- Overwritten SillyTavern's dumb-ahh trim logic when joining prompts.
- Fixed custom attributes not allowing value increase/decrease.
- Various bug fixes.
- Fixed the bugs in the encounter system where you couldn't use the buttons after performing any custom action.
- Improved combat actions and made them dynamic, depending on the current situation.
- Added Russian as a supported language.
**Special thanks to all the other contributors for this project:**
Paperboygold, Munimunigamer, Subarashimo, Lilminzyu, Claude, IDeathByte, Chungchandev, Joenunezb, Amauragis, and Tomt610.
+2 -100
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@@ -151,6 +151,7 @@ import {
onMessageReceived,
onCharacterChanged,
onMessageSwiped,
onMessageDeleted,
updatePersonaAvatar,
clearExtensionPrompts,
onGenerationEnded,
@@ -384,11 +385,6 @@ 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();
@@ -577,12 +573,6 @@ 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();
@@ -816,30 +806,12 @@ 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());
@@ -861,19 +833,6 @@ 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();
@@ -884,19 +843,6 @@ 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();
@@ -907,19 +853,6 @@ 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();
@@ -930,19 +863,6 @@ 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) {
@@ -1050,7 +970,6 @@ 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);
@@ -1061,7 +980,6 @@ 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);
@@ -1124,29 +1042,12 @@ 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) {
@@ -1354,6 +1255,7 @@ 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": "3.7.0",
"version": "3.6.1",
"homePage": "https://github.com/SpicyMarinara/rpg-companion-sillytavern"
}
+1 -2
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@@ -15,7 +15,6 @@
<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>
@@ -49,7 +48,7 @@
</div>
<div style="margin-top: 10px; text-align: center; opacity: 0.6; font-size: 0.85em;">
v3.7.0
v3.6.1
</div>
</div>
</div>
-16
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@@ -118,22 +118,6 @@ 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();
+1 -11
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@@ -23,15 +23,12 @@ 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)
@@ -44,7 +41,6 @@ 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
@@ -66,18 +62,12 @@ export let extensionSettings = {
theme: 'default', // Theme: default, sci-fi, fantasy, cyberpunk, custom
customColors: {
bg: '#1a1a2e',
bgOpacity: 100,
accent: '#16213e',
accentOpacity: 100,
text: '#eaeaea',
textOpacity: 100,
highlight: '#e94560',
highlightOpacity: 100
highlight: '#e94560'
},
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)',
-6
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@@ -52,10 +52,6 @@
"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",
@@ -166,8 +162,6 @@
"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",
-8
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@@ -20,10 +20,6 @@ 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();
@@ -37,10 +33,6 @@ 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
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@@ -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 v3.2.3 settings.');
console.log('[RPG Companion] ✅ Updated JSON cleaning regex to v3.2.6 settings.');
} else {
console.log('[RPG Companion] JSON Cleaning Regex is up to date.');
}
+21 -66
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@@ -4,7 +4,7 @@
*/
import { getContext } from '../../../../../../extensions.js';
import { extension_prompt_types, extension_prompt_roles, setExtensionPrompt, eventSource, event_types } from '../../../../../../../script.js';
import { setExtensionPrompt, extension_prompt_types, extension_prompt_roles, eventSource, event_types } from '../../../../../../../script.js';
import {
extensionSettings,
committedTrackerData,
@@ -22,11 +22,8 @@ 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';
@@ -481,7 +478,6 @@ 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
*/
@@ -494,30 +490,24 @@ function onGenerateAfterCombinePrompts(eventData) {
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;
// Skip if injection already happened in BEFORE_COMBINE
if (historyInjectionDone) {
return;
}
// 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');
// Only inject if we have pending context
if (pendingContextMap.size === 0) {
return;
}
// Remove extra newlines after last_message opening and closing tags
// Match exactly the double newline pattern
eventData.prompt = eventData.prompt.replace(/<last_message>\n\n/g, '<last_message>\n');
eventData.prompt = eventData.prompt.replace(/\n\n<\/last_message>/g, '\n</last_message>');
// Fallback injection for edge cases where BEFORE_COMBINE didn't work
console.log('[RPG Companion] Using fallback string-based injection (AFTER_COMBINE)');
eventData.prompt = injectContextIntoTextPrompt(eventData.prompt);
}
/**
* Event handler for CHAT_COMPLETION_PROMPT_READY.
* Injects historical context into the chat message array.
* Also fixes newline spacing around <context> tags.
*
* @param {Object} eventData - Event data with chat property
*/
@@ -530,20 +520,14 @@ function onChatCompletionPromptReady(eventData) {
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.
// Only inject if we have pending context
if (pendingContextMap.size === 0) {
return;
}
// 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');
}
}
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.
}
/**
@@ -808,19 +792,6 @@ 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
@@ -852,14 +823,12 @@ export async function onGenerationStarted(type, data, dryRun) {
const contextSummary = generateContextualSummary();
if (contextSummary) {
// Use custom context instructions prompt if set, otherwise use default
const contextInstructionsText = extensionSettings.customContextInstructionsPrompt || DEFAULT_CONTEXT_INSTRUCTIONS_PROMPT;
const wrappedContext = `
const wrappedContext = `\nHere is context information about the current scene, and what follows is the last message in the chat history:
<context>
${contextSummary}
${contextInstructionsText}
</context>`;
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`;
// Inject context at depth 1 (before last user message) as SYSTEM
// Skip when a guided generation injection is present to avoid conflicting instructions
@@ -911,19 +880,6 @@ ${contextInstructionsText}
setExtensionPrompt('rpg-companion-deception', '', extension_prompt_types.IN_CHAT, 0, false);
}
// Inject Omniscience Filter prompt separately at depth 0 if enabled
if (extensionSettings.enableOmniscienceFilter && !shouldSuppress) {
// Use custom Omniscience Filter prompt if set, otherwise use default
const omnisciencePromptText = extensionSettings.customOmnisciencePrompt || DEFAULT_OMNISCIENCE_FILTER_PROMPT;
const omnisciencePrompt = `\n${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
@@ -961,7 +917,6 @@ ${contextInstructionsText}
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);
}
-7
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@@ -617,13 +617,6 @@ 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);
}
+3 -38
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@@ -33,15 +33,6 @@ 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
*/
@@ -62,11 +53,6 @@ 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
@@ -560,33 +546,12 @@ 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');
const statId = stat.id || statName.toLowerCase();
formatted += `${statName}: ${formatStatValue(stat.value, statId)}\n`;
formatted += `${statName}: ${stat.value}\n`;
}
}
} else {
@@ -599,7 +564,7 @@ function formatTrackerDataForContext(jsonData, trackerType, userName) {
const value = getValue(data[statName]);
if (value) {
const displayName = statName.charAt(0).toUpperCase() + statName.slice(1);
formatted += `${displayName}: ${formatStatValue(value, statName)}\n`;
formatted += `${displayName}: ${value}\n`;
}
}
}
@@ -608,7 +573,7 @@ function formatTrackerDataForContext(jsonData, trackerType, userName) {
for (const [key, value] of Object.entries(data)) {
if (!statFieldOrder.includes(key) && !specialFields.includes(key) && typeof value === 'number') {
const displayName = key.charAt(0).toUpperCase() + key.slice(1);
formatted += `${displayName}: ${formatStatValue(getValue(value), key)}\n`;
formatted += `${displayName}: ${getValue(value)}\n`;
}
}
}
+209 -19
View File
@@ -359,7 +359,8 @@ export function onMessageSwiped(messageIndex) {
// console.log('[RPG Companion] 🔵 EVENT: onMessageSwiped at index:', messageIndex);
// Get the message that was swiped
const message = chat[messageIndex];
const currentChat = getContext().chat;
const message = currentChat[messageIndex];
if (!message || message.is_user) {
// console.log('[RPG Companion] 🔵 Ignoring swipe - message is user or undefined');
return;
@@ -379,32 +380,79 @@ 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);
}
// console.log('[RPG Companion] Loading data for swipe', currentSwipeId);
// 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];
// 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];
// Load swipe data into lastGeneratedData for display
lastGeneratedData.userStats = swipeData.userStats || null;
lastGeneratedData.infoBox = swipeData.infoBox || null;
lastGeneratedData.characterThoughts = swipeData.characterThoughts || null;
// Load swipe data into lastGeneratedData for display (both modes)
lastGeneratedData.userStats = swipeData.userStats || null;
lastGeneratedData.infoBox = swipeData.infoBox || null;
lastGeneratedData.characterThoughts = swipeData.characterThoughts || null;
// Parse user stats if available
if (swipeData.userStats) {
parseUserStats(swipeData.userStats);
}
// Parse user stats if available
if (swipeData.userStats) {
parseUserStats(swipeData.userStats);
// console.log('[RPG Companion] 🔄 Loaded swipe data into lastGeneratedData for display:', currentSwipeId);
} else {
// console.log('[RPG Companion] ️ No stored data for swipe:', currentSwipeId);
}
// 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
@@ -419,6 +467,148 @@ 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
*/
+2 -6
View File
@@ -212,12 +212,8 @@ export function renderQuests() {
// Get current sub-tab from container or default to 'main'
const activeSubTab = $questsContainer.data('active-subtab') || 'main';
// Get quests data - extract value if it's a locked object
let mainQuest = extensionSettings.quests.main || 'None';
// Recursively extract value if it's nested objects
while (typeof mainQuest === 'object' && mainQuest.value !== undefined) {
mainQuest = mainQuest.value;
}
// Get quests data
const mainQuest = extensionSettings.quests.main || 'None';
const optionalQuests = extensionSettings.quests.optional || [];
// Build HTML
+6 -13
View File
@@ -50,11 +50,9 @@ function debugLog(message, data = null) {
* @param {number} percentage - Value from 0-100
* @param {string} lowColor - Hex color for low values (e.g., '#ff0000')
* @param {string} highColor - Hex color for high values (e.g., '#00ff00')
* @param {number} lowOpacity - Opacity for low values (0-100)
* @param {number} highOpacity - Opacity for high values (0-100)
* @returns {string} Interpolated rgba color
* @returns {string} Interpolated hex color
*/
function getStatColor(percentage, lowColor, highColor, lowOpacity = 100, highOpacity = 100) {
function getStatColor(percentage, lowColor, highColor) {
// Clamp percentage to 0-100
const percent = Math.max(0, Math.min(100, percentage)) / 100;
@@ -75,9 +73,10 @@ function getStatColor(percentage, lowColor, highColor, lowOpacity = 100, highOpa
const r = Math.round(low.r + (high.r - low.r) * percent);
const g = Math.round(low.g + (high.g - low.g) * percent);
const b = Math.round(low.b + (high.b - low.b) * percent);
const a = (lowOpacity + (highOpacity - lowOpacity) * percent) / 100;
return `rgba(${r}, ${g}, ${b}, ${a})`;
// Convert back to hex
const toHex = (n) => n.toString(16).padStart(2, '0');
return `#${toHex(r)}${toHex(g)}${toHex(b)}`;
}
/**
@@ -540,13 +539,7 @@ 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,
extensionSettings.statBarColorLowOpacity ?? 100,
extensionSettings.statBarColorHighOpacity ?? 100
);
const statColor = getStatColor(statValue, extensionSettings.statBarColorLow, extensionSettings.statBarColorHigh);
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>
+2 -4
View File
@@ -21,7 +21,6 @@ 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';
/**
* Builds the user stats text string using custom stat names
@@ -252,9 +251,8 @@ export function renderUserStats() {
}
}
// Create gradient from low to high color with opacity
const colors = getStatBarColors();
const gradient = `linear-gradient(to right, ${colors.low}, ${colors.high})`;
// Create gradient from low to high color
const gradient = `linear-gradient(to right, ${extensionSettings.statBarColorLow}, ${extensionSettings.statBarColorHigh})`;
// Check if stats bars section is locked
const isStatsLocked = isItemLocked('userStats', 'stats');
+2 -6
View File
@@ -5,7 +5,6 @@
import { i18n } from '../../core/i18n.js';
import { extensionSettings, lastGeneratedData, committedTrackerData } from '../../core/state.js';
import { hexToRgba } from './theme.js';
/**
* Helper to parse time string and calculate clock hand angles
@@ -238,9 +237,7 @@ export function updateStripWidgets() {
*/
function getStatColor(value) {
const lowColor = extensionSettings.statBarColorLow || '#cc3333';
const lowOpacity = extensionSettings.statBarColorLowOpacity ?? 100;
const highColor = extensionSettings.statBarColorHigh || '#33cc66';
const highOpacity = extensionSettings.statBarColorHighOpacity ?? 100;
// Simple linear interpolation between low and high colors
const percent = Math.min(100, Math.max(0, value)) / 100;
@@ -249,14 +246,13 @@ function getStatColor(value) {
const lowRGB = hexToRgb(lowColor);
const highRGB = hexToRgb(highColor);
if (!lowRGB || !highRGB) return value > 50 ? hexToRgba(highColor, highOpacity) : hexToRgba(lowColor, lowOpacity);
if (!lowRGB || !highRGB) return value > 50 ? highColor : lowColor;
const r = Math.round(lowRGB.r + (highRGB.r - lowRGB.r) * percent);
const g = Math.round(lowRGB.g + (highRGB.g - lowRGB.g) * percent);
const b = Math.round(lowRGB.b + (highRGB.b - lowRGB.b) * percent);
const a = (lowOpacity + (highOpacity - lowOpacity) * percent) / 100;
return `rgba(${r}, ${g}, ${b}, ${a})`;
return `rgb(${r}, ${g}, ${b})`;
}
/**
+2 -6
View File
@@ -8,7 +8,6 @@ import { saveSettings } from '../../core/persistence.js';
import { closeMobilePanelWithAnimation, updateCollapseToggleIcon } from './layout.js';
import { setupDesktopTabs, removeDesktopTabs } from './desktop.js';
import { i18n } from '../../core/i18n.js';
import { hexToRgba } from './theme.js';
/**
* Updates the text labels of the mobile navigation tabs based on the current language.
@@ -1568,9 +1567,7 @@ export function updateFabWidgets() {
*/
function getStatColor(value) {
const lowColor = extensionSettings.statBarColorLow || '#cc3333';
const lowOpacity = extensionSettings.statBarColorLowOpacity ?? 100;
const highColor = extensionSettings.statBarColorHigh || '#33cc66';
const highOpacity = extensionSettings.statBarColorHighOpacity ?? 100;
// Simple linear interpolation between low and high colors
const percent = Math.min(100, Math.max(0, value)) / 100;
@@ -1579,14 +1576,13 @@ function getStatColor(value) {
const lowRGB = hexToRgb(lowColor);
const highRGB = hexToRgb(highColor);
if (!lowRGB || !highRGB) return value > 50 ? hexToRgba(highColor, highOpacity) : hexToRgba(lowColor, lowOpacity);
if (!lowRGB || !highRGB) return value > 50 ? highColor : lowColor;
const r = Math.round(lowRGB.r + (highRGB.r - lowRGB.r) * percent);
const g = Math.round(lowRGB.g + (highRGB.g - lowRGB.g) * percent);
const b = Math.round(lowRGB.b + (highRGB.b - lowRGB.b) * percent);
const a = (lowOpacity + (highOpacity - lowOpacity) * percent) / 100;
return `rgba(${r}, ${g}, ${b}, ${a})`;
return `rgb(${r}, ${g}, ${b})`;
}
/**
+1 -19
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_OMNISCIENCE_FILTER_PROMPT, DEFAULT_CYOA_PROMPT, DEFAULT_SPOTIFY_PROMPT, DEFAULT_NARRATOR_PROMPT, DEFAULT_CONTEXT_INSTRUCTIONS_PROMPT } from '../generation/promptBuilder.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';
let $editorModal = null;
let tempPrompts = null; // Temporary prompts for cancel functionality
@@ -14,11 +14,9 @@ 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.
@@ -98,11 +96,9 @@ 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 || '',
@@ -115,11 +111,9 @@ 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);
@@ -156,11 +150,9 @@ 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();
@@ -190,9 +182,6 @@ function restorePromptToDefault(promptType) {
case 'deception':
extensionSettings.customDeceptionPrompt = '';
break;
case 'omniscience':
extensionSettings.customOmnisciencePrompt = '';
break;
case 'cyoa':
extensionSettings.customCYOAPrompt = '';
break;
@@ -202,9 +191,6 @@ function restorePromptToDefault(promptType) {
case 'narrator':
extensionSettings.customNarratorPrompt = '';
break;
case 'contextInstructions':
extensionSettings.customContextInstructionsPrompt = '';
break;
case 'plotRandom':
extensionSettings.customPlotRandomPrompt = '';
break;
@@ -235,11 +221,9 @@ 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);
@@ -251,11 +235,9 @@ function restoreAllToDefaults() {
extensionSettings.customHtmlPrompt = '';
extensionSettings.customDialogueColoringPrompt = '';
extensionSettings.customDeceptionPrompt = '';
extensionSettings.customOmnisciencePrompt = '';
extensionSettings.customCYOAPrompt = '';
extensionSettings.customSpotifyPrompt = '';
extensionSettings.customNarratorPrompt = '';
extensionSettings.customContextInstructionsPrompt = '';
extensionSettings.customPlotRandomPrompt = '';
extensionSettings.customPlotNaturalPrompt = '';
extensionSettings.avatarLLMCustomInstruction = '';
+12 -55
View File
@@ -5,37 +5,6 @@
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.
*/
@@ -106,33 +75,24 @@ 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
$panelContainer.css({
'--rpg-bg': bgColor,
'--rpg-accent': accentColor,
'--rpg-text': textColor,
'--rpg-highlight': highlightColor,
'--rpg-border': highlightColor,
'--rpg-shadow': shadowColor
'--rpg-bg': colors.bg,
'--rpg-accent': colors.accent,
'--rpg-text': colors.text,
'--rpg-highlight': colors.highlight,
'--rpg-border': colors.highlight,
'--rpg-shadow': `${colors.highlight}80` // Add alpha for shadow
});
// Apply custom colors to mobile toggle and thought elements
const customStyles = {
'--rpg-bg': bgColor,
'--rpg-accent': accentColor,
'--rpg-text': textColor,
'--rpg-highlight': highlightColor,
'--rpg-border': highlightColor,
'--rpg-shadow': shadowColor
'--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`
};
const $mobileToggle = $('#rpg-mobile-toggle');
@@ -179,7 +139,6 @@ 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');
@@ -191,7 +150,6 @@ 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);
@@ -203,7 +161,6 @@ export function updateFeatureTogglesVisibility() {
const anyVisible = extensionSettings.showHtmlToggle ||
extensionSettings.showDialogueColoringToggle ||
(extensionSettings.showDeceptionToggle ?? true) ||
(extensionSettings.showOmniscienceToggle ?? true) ||
(extensionSettings.showCYOAToggle ?? true) ||
extensionSettings.showSpotifyToggle ||
extensionSettings.showDynamicWeatherToggle ||
+7 -139
View File
@@ -237,9 +237,9 @@ function createMist() {
* Returns { left: vw%, top: dvh% }
*/
function calculateSunPosition(hour) {
// Daytime is roughly 5 AM to 8 PM (5-20)
// Daytime is roughly 6 AM to 8 PM (6-20)
// Map hour to position along an arc
// 5 AM = far left, low | 12 PM = center, high | 8 PM = far right, low
// 6 AM = far left, low | 12 PM = center, high | 6 PM = far right, low
if (hour === null) hour = 12; // Default to noon if unknown
@@ -249,14 +249,14 @@ function calculateSunPosition(hour) {
// Normalize to 0-1 range (5 AM = 0, 20 PM = 1)
const progress = (clampedHour - 5) / 15;
// Horizontal position: 3% to 92% (left to right, wider range)
const left = 3 + progress * 89;
// Horizontal position: 5% to 85% (left to right)
const left = 5 + progress * 80;
// Vertical position: parabolic arc (high at noon, low at dawn/dusk)
// At progress 0.5 (noon), top should be ~8% (high)
// At progress 0 or 1, top should be ~40% (low, near horizon)
// At progress 0 or 1, top should be ~35% (low, near horizon)
const normalizedProgress = (progress - 0.5) * 2; // -1 to 1
const top = 8 + 32 * (normalizedProgress * normalizedProgress);
const top = 8 + 27 * (normalizedProgress * normalizedProgress);
return { left, top };
}
@@ -327,134 +327,6 @@ 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
*/
@@ -700,13 +572,9 @@ export function updateWeatherEffect() {
weatherContainer = createMist();
break;
case 'sunny':
// Use appropriate effect based on time of day
// Use nighttime effect for clear weather at night
if (timeOfDay === 'night') {
weatherContainer = createNighttime(hour);
} else if (timeOfDay === 'dawn') {
weatherContainer = createSunrise(hour);
} else if (timeOfDay === 'dusk') {
weatherContainer = createSunset(hour);
} else {
weatherContainer = createSunshine(hour);
}
-226
View File
@@ -9898,200 +9898,6 @@ 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;
@@ -10466,12 +10272,6 @@ 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 */
@@ -10519,32 +10319,6 @@ 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;
+9 -76
View File
@@ -139,15 +139,6 @@
</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">
@@ -250,49 +241,29 @@
<div class="rpg-setting-row">
<label for="rpg-custom-bg"
data-i18n-key="template.settingsModal.themeOptions.custom.background">Background:</label>
<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>
<input type="color" id="rpg-custom-bg" value="#1a1a2e" />
</div>
<div class="rpg-setting-row">
<label for="rpg-custom-accent"
data-i18n-key="template.settingsModal.themeOptions.custom.accent">Accent:</label>
<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>
<input type="color" id="rpg-custom-accent" value="#16213e" />
</div>
<div class="rpg-setting-row">
<label for="rpg-custom-text"
data-i18n-key="template.settingsModal.themeOptions.custom.text">Text:</label>
<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>
<input type="color" id="rpg-custom-text" value="#eaeaea" />
</div>
<div class="rpg-setting-row">
<label for="rpg-custom-highlight"
data-i18n-key="template.settingsModal.themeOptions.custom.highlight">Highlight:</label>
<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>
<input type="color" id="rpg-custom-highlight" value="#e94560" />
</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>
<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>
<input type="color" id="rpg-stat-bar-color-low" value="#cc3333" />
<small data-i18n-key="template.settingsModal.theme.statBarLowNote">Color when stats are at
0%.</small>
</div>
@@ -300,11 +271,7 @@
<div class="rpg-setting-row">
<label for="rpg-stat-bar-color-high" data-i18n-key="template.settingsModal.theme.statBarHigh">Stat
Bar Color (High):</label>
<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>
<input type="color" id="rpg-stat-bar-color-high" value="#33cc66" />
<small data-i18n-key="template.settingsModal.theme.statBarHighNote">Color when stats are at
100%.</small>
</div>
@@ -421,15 +388,6 @@
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>
@@ -1038,20 +996,6 @@
</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;">
@@ -1094,20 +1038,6 @@
</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;">
@@ -1194,6 +1124,9 @@
</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">