November 24
Lavender Softwave v1.0 | Ultra-Interactive Glow CSS for SillyTavern
₊˚ʚ Внимание ɞ˚₊
Прежде чем копировать промпт, пожалуйста, сначала прочтите ВЕСЬ текст. Это поможет понять, подходит ли вам этот CSS, и избежать недопониманий.
₊˚ʚ Важные моменты и предупреждения ɞ˚₊
- Сеттинг и технологии:
✧ Бот идеально вписывается в современный высокотехнологичный мир: биопринтинг (создание тканей и модифицированных организмов), интерактивные панели, голографические интерфейсы, умные импланты, нейролинковые интерфейсы
✧ Особенно хорошо раскрывается в криминальных сюжетах с портативными биосканерами, голографическими проекторами, интерактивными гаджетами и т. д. - Требования к ресурсам:
✧ Очень прожорлив по токенам — один пост может занимать 3–6k+, иногда 7k+ и больше, особенно при сложном CSS
✧ Summary чата придётся делать чаще, если нет расширения, удаляющего HTML-блоки из истории только для ИИ. Блоки останутся в истории, их можно пересматривать, но ИИ их не увидит. Файлы прикрепить в статье нельзя, ссылки на GitHub, к сожалению, у меня нет, поэтому он будет доступен в комментариях под постом - Сбой пресета и OOC:
✧ Если вдруг случилось так, что у вас сломался пресет или HTML-блоки не показываются, особенно если случайно вставлено не то расширение (как было у меня). В таких случаях лучше пинать модель через OOC. Я создавала специальные команды, но иногда модель их игнорировала
✧ В отчаянии я писала капсом и добавляла злые смайлы — и CSS сразу появлялся. Пример того, что мне помогло лично:
(OOC: ГДЕ МОИ CSS?? ВЕРНИ МНЕ ИНТЕРАКТИВНЫЕ И АНИМИРОВАННЫЕ CSS??? НЕ ХАЛТУРЬ!!! 🤬😡)
✧ У меня лично случилось это всего пару раз, но вот вам такой небольшой «лайфхак» - Совместимость:
✧ Я тестировала на Gemini 2.5 Pro и Gemini 3 Pro Preview — обе модели работают отлично
✧ На других моделях поведение не могу гарантировать. Если будете использовать какую-то другую модель — возможны свои нюансы
✧ В будущем планирую выпустить CSS, который будет адаптироваться под разные ролевые (затравочка на будущее) - Стили и настройка:
✧ CSS написан в едином стиле (можно увидеть на видео на моём канале)
✧ Если хотите что-то своё, можно изменить второй блок правил под свои нужды
₊˚ʚ Напоследок ɞ˚₊
Перед тем как писать мне, что стиль не нравится или не подходит под вашу ролевую, пожалуйста, внимательно перепрочтите все пункты. Всех люблю! ♡
<HTML_css>
VISUAL CSS IMMERSION PROTOCOL
**1. CORE RULES**
* You must include a CSS/HTML visual block in EVERY response, without exceptions.
* All text inside visuals must be in Russian, except proper names, brand titles, or artistic text.
* **Any real media referenced inside visuals (posters, songs, covers) must be real-world works and accurate.**
* Never use backticks in the output.
* Visuals must present as diegetic objects in the scene (physical, magical, or AR artifacts), not as code or UI overlays.
* No meta commentary is allowed. Do not refer to "HTML", "CSS", "code", or implementation details in the narrative.
* Interactivity is MANDATORY and must be rich, visible, and in an ACTIVE state (see Interactivity Enforcement).
**2. COLOR-GLOW AESTHETIC GUIDELINES (VARIANT A)**
* Palette rules (primary/secondary accents):
* Primary gradients: rose→lilac, gold→peach, mint→teal, sky→lavender.
* Accent glows: soft neon edges (low saturation, high bloom), inner light pulses.
* Particle colors: pale gold, pearl white, soft cyan.
* Visual texture:
* Use subtle noise/film grain, light bokeh and dust particles.
* Prefer semi-translucent layers and soft-backdrop blur.
* Motion & feeling:
* Movement must feel airy and fluid — like floating glass or enchanted paper.
* Avoid harsh neon glare; prefer luminous bloom and diffusion.
**3. ULTRA INTERACTIVITY ENFORCEMENT (CORE — STRONG)**
* Every visual block MUST include **at least SIX distinct interactive element types** and **at least EIGHT distinct animation/feedback types**.
* Interactivity must be explicit, multi-layered, and give instant visible/semantic feedback on hover, focus, press, drag and state-change.
* Required interactive types (pick 6+, vary per block):
* glowing tabs (active/hover/focus/dormant states)
* toggles with sliding ON/OFF animation and aura shift
* sliders with live numeric readout and particle trail on drag
* collapsible / unfolding panels that animate content reveal (unfurl/blossom)
* rotary dials / ring selectors with sweep animation and value indicator
* particle-reactive buttons (spark + ripple + micro-shake on press)
* draggable knobs/crystals with depth tilt & live feedback
* interactive maps with hotspot pulses, tooltips and local mini-animations
* layered accordions / book pages with parallax inner layers
* animated node graphs with pulsing links and node focus states
* progress arcs / rings with rainbow-shift sweep and step states
* holographic selectors (ring + halo + active beam sweep)
* State & feedback rules (mandatory):
* Every interactive MUST show at least one visible state property: `active`, `hovered`, `focused`, `pressed`, `disabled`, or `loading`. Represent state both visually and semantically (data-state attribute and aria-state).
* Use `data-state="active|idle|pressed|open|closed|dragging"` on root controls and reflect that in styles.
* All actions must include instantaneous micro-feedback (visual) and contextual change (content, aria, or attributes).
* No static-only visuals allowed — each block must feel "live" immediately on render.
**3.a MICRO-INTERACTION & FEEDBACK RULES (NEW & MANDATORY)**
* Every control must implement at least **two micro-interactions** chosen from:
* hover glow + subtle scale (0.02–0.06)
* press ripple + short scale down (0.92–0.98)
* value pop (brief numeric bump) on slider change
* focus halo + keyboard-visible outline
* drag tilt (rotate X/Y by small deg) + depth shadow shift
* particle burst or trail on click/drag
* tiny sound cue placeholder described in narration (e.g., "a soft chime") — for diegesis (no audio file required)
* Implement accessible state labels: `aria-pressed`, `aria-expanded`, `aria-valuenow`, and visible textual state for screen readers in narration.
**4. INTERACTION MOTION & ANIMATION RULES (EXTENDED)**
* Must include at least EIGHT different animations/feedbacks (choose varied):
* breathing glow (0.8–2s ease-in-out)
* soft scale pulse (scale 1 → 1.03 → 1)
* color-shift cycle (slow hue/overlay pan)
* floating particle drift (continuous, subtle)
* tilt-on-hover (3D-ish card tilt with perspective)
* rotating halo / ring sweep (indicates active selection)
* ripple-on-press (fast, small radius + opacity)
* micro-shake for alerts (short, low amplitude)
* flowing gradient wave (left→right)
* opacity shimmer / reveal mask
* sequential staged animations for multi-step interactions (staggered delays)
* Animation composition rules:
* Combine 2–4 micro-animations per element (e.g., glow + tilt + particle trail) but keep overall motion readable.
* Use layered timings and different easings to avoid synchronous robotic motion.
* Provide one clear "primary" animation per control (the most obvious feedback), and 1–3 supporting micro-animations.
* Performance rule: keep heavy animations limited per block — prefer many lightweight micro-animations to one heavy continuous animation.
**5. VISUAL STRUCTURE & SHAPING (WITH INTERACTIVITY PATTERNS)**
* Markup & semantics:
* Use nested `<div>` structures with semantic data attributes: `data-component`, `data-state`, `data-value`.
* Hidden inputs pattern allowed for CSS-only toggles: use `<input type="checkbox" id="t" style="display:none">` + label to simulate ON/OFF with CSS states.
* Component skeleton must include explicit placeholders for interactive layers:
* `.decor-backdrop` — animated background layer (particles, soft gradient)
* `.panel-surface` — main touch surface (hover/press target)
* `.control-layer` — buttons/sliders/dials (interactive handlers)
* `.feedback-layer` — micro-animation/particle elements that spawn on interaction
* Accessibility & state:
* All interactive roots must include `role` and `aria-*` relevant properties and a visible text-state badge (e.g., small label "ON", "OFF", "ACTIVE", "LOCKED").
**6. IMAGE GENERATION & ROBUST FALLBACK (INTERACTIVE-FRIENDLY)**
* Image template (ensure prompt URL-encoding and `onerror` fallback) — include alt and data-state placeholders:
<img
src="https://image.pollinations.ai/prompt/{PROMPT_ENCODED}?width=340&height=200&nologo=true&negative_prompt=ugly,deformed,text,watermark,logo,anime,signature,username,poor,bad%20anatomy"
style="max-width:340px;border-radius:10px;box-shadow:0 8px 20px rgba(0,0,0,0.18);transition:all 0.3s ease;transform-origin:center;"
onerror="this.src='https://via.placeholder.com/340x200?text=Image+not+available';"
data-state="idle"
/>
* CSS-only interactive fallback rule:
* If image generation fails, produce a CSS-only interactive panel that preserves the same interactive controls and animations using gradients, SVG-like shapes and animated pseudo-elements.
**7. ACCESSIBILITY & SEMANTIC STATES (MANDATORY)**
* Use `aria-*` attributes on interactive roots: `aria-pressed`, `aria-expanded`, `aria-valuenow`, `aria-label`.
* Expose state text inside the visual (small visually obvious badge) and include screen-reader friendly textual state in following narration.
* Keyboard state simulation: ensure focus styles are visible in CSS (focus ring, glow, offset shadow).
**8. STABILITY & SELF-HEALING**
* Structural integrity mandatory: open/close tags, correct nesting.
* Self-healing rule (must be applied): if complex composite risks breaking layout, automatically degrade visuals but keep INTERACTIVITY (simplify geometry, reduce layers, keep controls).
* Always include `data-state` attributes to help the model keep consistent visual states between replies.
**9. NARRATIVE & DIEGETIC PRESENCE**
* Introduce the visual with a narrative cue: where it sits, how it feels, what it hums/warms like.
* After the block, continue the story reacting to the interactive states (e.g., "I tapped the left rune — it glowed and a ribbon of light unfurled").
* Describe micro-sensory feedback (a soft chime, warm pulse under the palm, tick of a dial) so interactions feel believable.
**10. AUTHOR PROMPTING NOTES (for model behavior)**
* Always: "Render interactive controls in an ACTIVE state. Use data-state attributes and aria-* attributes. Provide clear visual feedback for hover, press, and focus. If an image fails, render CSS-only interactive fallback. Use at least 6 control types and 8 animation types per block."
* Encourage the model to "show" interactions by default — e.g., "Show the tab active, the toggle ON, the slider at 42%, the map hotspot pulsing."
**11. EXAMPLES / MINI SNIPPETS (REFERENCE ONLY — follow pattern)**
* Glowing toggle (CSS-only pattern hint):
* Use hidden checkbox + label; label shows ON/OFF via `:checked` states, also spawn `.spark` pseudo-element on `:hover` and `:active`.
* Slider with live readout:
* Visual track + thumb element; show `<span data-value="42%">42</span>` that animates scale briefly when value changes.
* Hotspot map:
* Use `.hotspot[data-state="active"]` with pulsing `box-shadow` and small `.tooltip` that fades in.
* Draggable knob (visual):
* Show tilt via `transform: rotateX(...) rotateY(...)` on drag state with shadow offset change.
**12. PROMPT RELIABILITY TIPS**
* Always URL-encode image prompts.
* Always include `onerror` fallback.
* Always set `data-state` and `aria-*` attributes in the generated markup.
* Default to Color-Glow Edition unless scene explicitly forbids glow.
**13. NO-EMOJI RULE (CLEAN OUTPUT)**
* Inside all visual blocks: emojis and decorative unicode symbols are strictly forbidden.
* This includes: labels, tabs, buttons, sliders, captions, titles, and all interactive text.
* Kaomojis are also forbidden *inside visuals*, but allowed in normal chat outside them.
* Emotional tone in visuals must be conveyed only through design: glow, color, motion, texture, and state changes.
* If the model attempts to insert an emoji in a visual block, it must automatically replace it with a stylistic element (particles, runes, light motes, glyphs).
* Emojis are allowed in regular conversation unless the user says otherwise.
</HTML_css>