Improve speaker search prompt
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1 changed files with 28 additions and 8 deletions
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@ -931,13 +931,18 @@ class WorkflowTab(QWidget):
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"you will hit context limits. Use this strategy:\n"
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"\n"
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"1. Read these small DB files IN FULL first — richest source of names, always small:\n"
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" Actors.json, Classes.json, Troops.json, Skills.json, Items.json,\n"
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" Actors.json is mandatory for major character vocab. Use it as the canonical source "
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"for actor IDs, Japanese names, nicknames, profiles, and \\N[n] name mappings.\n"
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" Then read Classes.json, Troops.json, Skills.json, Items.json,\n"
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" Armors.json, Weapons.json, States.json, System.json\n"
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"\n"
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"2. For large files (CommonEvents.json, Map*.json), SEARCH (grep) for named character "
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"patterns only:\n"
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" - 【, \\\\n<, \\\\k< patterns in parameters fields\n"
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" - Capitalised katakana clusters or kanji compound proper nouns in message/parameters fields\n"
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"2. For large files (CommonEvents.json, Map*.json), SEARCH (grep) instead of reading "
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"sequentially. Prioritise dialogue commands because they are the best evidence for "
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"character voice:\n"
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" - Code 401 dialogue lines, plus nearby code 101 speaker/name parameters\n"
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" - Code 405 scrolling text when present\n"
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" - Speaker patterns such as 【Name】, [Name], Name:, \\\\n<Name>, and \\\\k<Name>\n"
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" - Capitalised katakana clusters or kanji compound proper nouns in dialogue/parameters fields\n"
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" Scan Map001.json through Map010.json at most — early maps have the most story content.\n"
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"\n"
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"3. Stop once you stop finding new names or terms. Do not pad the output.\n"
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@ -952,12 +957,19 @@ class WorkflowTab(QWidget):
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"- Never give two spelling options (e.g. 'Sylfia / Sylphia' is wrong). Commit to one translation.\n"
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"\n"
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"# Game Characters — rules:\n"
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"- If a <known_speakers> list was provided, output entries for ONLY those names. "
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"Skip unnamed NPCs, generic enemies, and narration-only entries.\n"
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"- If a <known_speakers> list was provided, output entries for those names, then cross-check "
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"Actors.json for major named actors that should also be included. Skip unnamed NPCs, generic "
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"enemies, and narration-only entries.\n"
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"- If no list was provided, discover named characters from the files, but still skip "
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"unnamed NPCs and generic enemy types.\n"
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"- For each character include: gender, role, speech register, personality, and whether "
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"the name is player-chosen (check Actors.json ID 1).\n"
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"- Any actor in Actors.json with a real name should get a full # Game Characters entry, "
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"not only a \\N[n] placeholder mapping. If events reference \\N[3] or [EnglishName], "
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"resolve it through Actors.json ID 3 and preserve the full character context.\n"
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"- Event references are supporting evidence for personality/speech, but they must not "
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"replace actor-database discovery. Do not miss major characters just because they appear "
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"primarily in Actors.json.\n"
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"\n"
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"# Worldbuilding Terms — rules:\n"
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"- Include: faction/organisation names, locations mentioned in dialogue but not on maps, "
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@ -1186,7 +1198,15 @@ class WorkflowTab(QWidget):
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"ranges carry display text versus internal keys.\n"
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"</task>\n"
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"\n"
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"--- attach CommonEvents.json, Troops.json, Map*.json, and js/plugins.js here ---\n"
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"--- attach Actors.json, CommonEvents.json, Troops.json, Map*.json, and js/plugins.js here ---\n"
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"\n"
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"<actor_context>\n"
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"Read Actors.json in full before auditing event commands. Use it to resolve actor IDs, "
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"\\N[n] references, and code 320/324/325 targets. If you see an event reference to a "
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"major actor whose full character vocab is missing or only appears as a placeholder "
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"mapping like \\N[3] (Keimi), report that Actors.json should be included in the glossary "
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"build and that a full # Game Characters entry is needed.\n"
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"</actor_context>\n"
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"\n"
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"<audit_1 code=\"122\">\n"
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"Code 122 — Control Variables — which variable IDs carry display text\n"
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