diff --git a/docs/app.js b/docs/app.js
index e076781..2be31e0 100644
--- a/docs/app.js
+++ b/docs/app.js
@@ -16,7 +16,7 @@
/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => {
"use strict";
-eval("__webpack_require__.r(__webpack_exports__);\n/* harmony import */ var _hk_database_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./hk-database.js */ \"./src/js/hk-database.js\");\n/* harmony import */ var _img_health_mask_png__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../img/health-mask.png */ \"./src/img/health-mask.png\");\n/* harmony import */ var _img_health_mask_steel_png__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../img/health-mask-steel.png */ \"./src/img/health-mask-steel.png\");\n/* harmony import */ var _img_soul_orb_png__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ../img/soul-orb.png */ \"./src/img/soul-orb.png\");\n/* harmony import */ var _img_notch_png__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ../img/notch.png */ \"./src/img/notch.png\");\n/* harmony import */ var _img_geo_png__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ../img/geo.png */ \"./src/img/geo.png\");\n/* eslint-disable no-prototype-builtins */\n// ---------------- Load main Hollow Knight database file ----------------- //\n // ---------------- Load image files (necessary for Webpack) ----------------- //\n\n\n\n\n\n // ---------------- Constants ----------------- //\n// const DATA_UNKNOWN = \"Data unknown\";\n\nvar SYMBOL_FALSE = \"\"; // \"❌ \"\n\nvar SYMBOL_TRUE = \"\"; // \"✅ \"\n// const SYMBOL_INFO = \"\"; // \"ℹ \"\n\nvar SYMBOL_EMPTY = \"\";\nvar FLEUR_DIVIDE = \"
\"].join(\"\\n\");\nvar divStartCenter = [\"
\"].join(\"\\n\");\nvar divEnd = [\"
\"].join(\"\\n\");\nvar pSpan = \"
\";\nvar benchHKCCBegin, benchHKCCEnd; // ---------------- Functions ----------------- //\n\n/**\r\n * Main Function. Checks Hollow Knight game completion by analyzing the save file\r\n * @param {object} jsonObject Decoded save data in JavaScript Object Notation form (JSON)\r\n */\n\nfunction HKCheckCompletion(jsonObject) {\n // start benchmark\n benchHKCCBegin = new Date();\n var HKPlayerData;\n var HKWorldItems;\n\n if (jsonObject.hasOwnProperty(\"playerData\")) {\n HKPlayerData = jsonObject.playerData;\n } else return false;\n\n if (jsonObject.hasOwnProperty(\"sceneData\")) {\n if (jsonObject.sceneData.hasOwnProperty(\"persistentBoolItems\")) {\n HKWorldItems = jsonObject.sceneData.persistentBoolItems;\n } else return false;\n } else return false; // Pre-Cleaning and filling initial data (h2, id) needed for FillHTML()\n\n\n PrefillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID); // Prevents adding current percent data after each function call (each click of Analyze button)\n\n ResetCompletion(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID); // Shallow Clone const objects (used for destructive functions)\n\n var HK_HINTS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.HINTS);\n var HK_BOSSES_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES);\n var HK_BOSSES_WORLD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES_WORLD);\n var HK_CHARMS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.CHARMS);\n var HK_COLOSSEUM_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.COLOSSEUM);\n var HK_DREAMERS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMERS);\n var HK_DREAMNAIL_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMNAIL);\n var HK_EQUIPMENT_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.EQUIPMENT);\n var HK_MASKSHARDS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS);\n var HK_MASKSHARDS_WORLD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS_WORLD);\n var HK_NAILARTS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILARTS);\n var HK_VESSELFRAGMENTS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS);\n var HK_VESSELFRAGMENTS_WORLD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS_WORLD);\n var HK_WARRIORDREAMS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.WARRIORDREAMS);\n var HK_GRIMMTROUPE_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GRIMMTROUPE);\n var HK_LIFEBLOOD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.LIFEBLOOD);\n var HK_GODMASTER_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER); // Shallow Clone const arrays (used for destructive functions)\n\n var HK_GODMASTER_DOORS_temp = Array.from(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS);\n var HK_NAILUPGRADES_temp = Array.from(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES); // Deep Clone const spells multi-layer object (used for destructive functions)\n\n var HK_SPELLS_temp = JSON.parse(JSON.stringify(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS)); // ================================================================================== //\n // ---------------- Time Played ----------------- //\n\n CheckPlayTime(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.playTime); // ---------------- Game Completion Status ----------------- //\n\n CheckCompletionPercent(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.completionPercentage); // ---------------- Fleur Divide ----------------- //\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, FLEUR_DIVIDE); // ---------------- Health Masks ----------------- //\n\n CheckHealthMasks(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.maxHealthBase, HKPlayerData.permadeathMode); // ---------------- Soul Orbs ----------------- //\n\n CheckSoulOrbs(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.maxMP + HKPlayerData.MPReserveMax); // ---------------- Charm Notches (Slots) ----------------- //\n\n CheckNotches(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.charmSlots); // ---------------- Geo Amount ----------------- //\n\n CheckGeo(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.geo); // ---------------- Bosses (Base Game) --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.bosses, HK_BOSSES_temp, HKPlayerData); // ---------------- Gruz Mother and Mawlek (World Map) --------------------- //\n\n if (HKWorldItems) CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.bosses, \"Battle Scene\", HK_BOSSES_WORLD_temp, HKWorldItems); // ---------------- Charms --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.charms, HK_CHARMS_temp, HKPlayerData); // ---------------- Colosseum of Fools --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.colosseum, HK_COLOSSEUM_temp, HKPlayerData); // ---------------- Dreamers --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.dreamers, HK_DREAMERS_temp, HKPlayerData); // ---------------- Dream Nail and Essence --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.dreamNail, HK_DREAMNAIL_temp, HKPlayerData); // ---------------- Equipment --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.equipment, HK_EQUIPMENT_temp, HKPlayerData); // ---------------- Nail Upgrades --------------------- //\n\n for (var i = 0, length = HK_NAILUPGRADES_temp.length; i < length; i++) {\n HKPlayerData.nailSmithUpgrades >= i ? CurrentDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades) : CurrentDataFalse();\n FillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades, HK_NAILUPGRADES_temp[i][0], HK_NAILUPGRADES_temp[i][1]);\n }\n\n if (_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades.percent) _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades.percent--; // subject one for the Old Nail\n // ---------------- Mask Shards --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.maskShards, HK_MASKSHARDS_temp, HKPlayerData); // ---------------- Mask Shards (World Map) --------------------- //\n\n CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.maskShards, \"Heart Piece\", HK_MASKSHARDS_WORLD_temp, HKWorldItems); // ---------------- Nail Arts --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailArts, HK_NAILARTS_temp, HKPlayerData); // ---------------- Spells --------------------- //\n\n CheckSpellLevel(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.spells, HK_SPELLS_temp, HKPlayerData); // ---------------- Vessel Fragments --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.vesselFragments, HK_VESSELFRAGMENTS_temp, HKPlayerData); // ---------------- Vessel Fragments (World Map) --------------------- //\n\n CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.vesselFragments, \"Vessel Fragment\", HK_VESSELFRAGMENTS_WORLD_temp, HKWorldItems); // ---------------- Warrior Dreams --------------------- //\n\n CheckWarriorDreams(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.warriorDreams, HK_WARRIORDREAMS_temp, HKPlayerData); // ---------------- Grimm Troupe Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.grimmTroupe, HK_GRIMMTROUPE_temp, HKPlayerData);\n HKPlayerData.grimmChildLevel >= 4 ? CurrentDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.grimmTroupe) : CurrentDataFalse();\n FillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.grimmTroupe, \"Nightmare King Grimm / Banishment\", \"Dirtmouth or Howling Cliffs\"); // ---------------- Lifeblood Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.lifeblood, HK_LIFEBLOOD_temp, HKPlayerData); // ---------------- Godmaster Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster, HK_GODMASTER_temp, HKPlayerData);\n\n for (var _i = 1; _i <= 4; _i++) {\n HKPlayerData[\"bossDoorStateTier\" + _i].completed === true ? CurrentDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster) : CurrentDataFalse();\n FillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster, HK_GODMASTER_DOORS_temp[_i - 1][0], HK_GODMASTER_DOORS_temp[_i - 1][1]);\n } // ---------------- Fleur Divide ----------------- //\n\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster, FLEUR_DIVIDE); // ------------------------- Essential Things ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.essential, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ESSENTIAL, HKPlayerData, HKWorldItems); // ---------------- Fleur Divide ----------------- //\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.essential, FLEUR_DIVIDE); // ------------------------- Achievements ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.achievements, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ACHIEVEMENTS, HKPlayerData, HKWorldItems); // ---------------- Fleur Divide ----------------- //\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.achievements, FLEUR_DIVIDE); // ------------------------- Game Statistics ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.statistics, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.STATISTICS, HKPlayerData, HKWorldItems); // ------------------------- Hints ----------------------------- //\n\n CheckHintsTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.hints, HK_HINTS_temp, HKPlayerData, HKWorldItems); // ------------------------- Fill completion ----------------------------- //\n\n CompletionHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID); // Prevents wrong checkbox behaviour (must run after everything is finished)\n\n CheckboxHintsToggle();\n CheckboxLocationsToggle(); // finish and show benchmark\n\n benchHKCCEnd = new Date();\n console.info(\"HKCheckCompletion() time (ms) =\", benchHKCCEnd - benchHKCCBegin);\n return true;\n}\n/**\r\n * Cleans \"generated\" and fills all HTML elements of ids from a given list. Creates only div with id, and h2 with title inside it.\r\n * @param {object} jsObj Object with HTML data to fill\r\n */\n\n\nfunction PrefillHTML(jsObj) {\n // Clean \"generated\" div\n document.getElementById(\"generated\").innerHTML = \"\";\n var id = \"\";\n var h2 = \"\";\n var h2id = \"\";\n var mp = \"\"; // max Percent\n\n var cl = \"\"; // class\n\n for (var i in jsObj) {\n id = jsObj[i].id;\n h2 = jsObj[i].h2;\n h2id = \"h2-\" + jsObj[i].id;\n mp = \" – \" + jsObj[i].maxPercent + \"%\";\n if (!jsObj[i].hasOwnProperty(\"maxPercent\") || i === \"intro\") mp = \"\";\n document.getElementById(\"generated\").innerHTML += \"
\" + \"
\";\n document.getElementById(id).innerHTML += \"
\" + h2 + mp + \"
\";\n }\n}\n/**\r\n * Replaces the h2 titles with a current percent/max percent values as read from the save file\r\n * @param {object} jsObj Object with HTML data to fill\r\n */\n\n\nfunction CompletionHTML(jsObj) {\n var h2 = \"\";\n var h2id = \"\";\n var cp = \"\"; // current Percent\n\n var mp = \"\"; // max Percent\n\n for (var i in jsObj) {\n h2 = jsObj[i].h2;\n h2id = \"h2-\" + jsObj[i].id;\n jsObj[i].hasOwnProperty(\"percent\") ? cp = jsObj[i].percent : cp = \"\";\n\n if (!jsObj[i].hasOwnProperty(\"maxPercent\") || i === \"intro\") {\n mp = \"\";\n } else {\n if (i === \"maskShards\") {\n var perc = jsObj[i].percent;\n perc % 4 ? cp = Math.floor(perc / 4) : cp = perc / 4;\n } else if (i === \"vesselFragments\") {\n var _perc = jsObj[i].percent;\n _perc % 3 ? cp = Math.floor(_perc / 3) : cp = _perc / 3;\n }\n\n if (jsObj[i].hasOwnProperty(\"percent\")) cp += \"/\";\n mp = \" – \" + cp + jsObj[i].maxPercent + \"%\";\n }\n\n document.getElementById(h2id).innerHTML = h2 + mp;\n }\n}\n/**\r\n * Generates and appends a new entry inside the HTML of a given ID\r\n * @param {object} divId object containing div ID and h2 title of the HTML element\r\n * @param {string} textPrefix Main name of the entry\r\n * @param {string} textSuffix Optional suffix after the main name (locations, costs etc.)\r\n */\n\n\nfunction FillHTML(divId) {\n var textPrefix = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : \"Unknown Completion Element: \";\n var textSuffix = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : \"Unknown Description Element\";\n var icon = completionSymbol;\n var b = [\"
\", \"\"];\n if (!textPrefix.length) b = [\"\", \"\"];\n var span = [\"
\", \"\"];\n var spoilerSpan = [\"
\", \"\"];\n\n if (divId === _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.hints) {\n span[0] = \"
\";\n icon = \"\";\n }\n\n var dash = \"\";\n if (textSuffix.length && textPrefix.length) dash = \"— \";\n document.getElementById(divId.id).innerHTML += divStart + icon + b[0] + textPrefix + b[1] + span[0] + pSpan + spoilerSpan[0] + dash + textSuffix + spoilerSpan[1] + span[1] + divEnd;\n}\n/**\r\n * Adds HTML string to an element with a given ID.\r\n * @param {object} divId object containing div ID of the HTML element to append to\r\n * @param {string} content HTML contents to append\r\n */\n\n\nfunction AppendHTML(divId, content) {\n document.getElementById(divId.id).innerHTML += \"\\n\" + content;\n}\n/**\r\n * Switches global variable to a \"completed\" symbol. Adds +1 or +2 to percent property.\r\n */\n\n\nfunction CurrentDataTrue() {\n var divId = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n completionSymbol = SYMBOL_TRUE;\n\n if (divId) {\n divId.percent++;\n if (divId.id === \"hk-equipment\") divId.percent++; // double % for equipment\n }\n}\n/**\r\n * Switches global variable to a \"not completed\" symbol\r\n */\n\n\nfunction CurrentDataFalse() {\n completionSymbol = SYMBOL_FALSE;\n}\n/**\r\n * Switches global variable to an \"information\" symbol\r\n */\n\n/* function CurrentDataInfo() {\r\n completionSymbol = SYMBOL_INFO;\r\n} */\n\n/**\r\n * Switches global variable to no symbol (span with left padding)\r\n */\n\n\nfunction CurrentDataBlank() {\n completionSymbol = SYMBOL_EMPTY;\n}\n/**\r\n * Fills HTML with the playTime value of the save file\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} playTime Number of total gameplay time in seconds\r\n */\n\n\nfunction CheckPlayTime(divId, playTime) {\n var icon = \"\";\n var seconds = Math.floor(playTime);\n var minutes = Math.floor(seconds / 60 % 60);\n var hours = Math.floor(seconds / 3600);\n var sec = Math.floor(seconds % 60);\n if (sec < 10) sec = \"0\" + sec;\n if (minutes < 10) minutes = \"0\" + minutes;\n var textFill = \"Time Played:\" + pSpan + \"\" + hours + \" h \" + minutes + \" min \" + sec + \" sec\";\n document.getElementById(divId.id).innerHTML += divStart + icon + textFill + divEnd;\n}\n/**\r\n * Searches for completionPercentage in playerData and fills HTML with the value of the save file\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} completionPercentage Number of completion percentage\r\n */\n\n\nfunction CheckCompletionPercent(divId, completionPercentage) {\n completionPercentage >= 112 ? CurrentDataTrue() : CurrentDataFalse();\n var textFill = \"Game Completion:\" + pSpan + \"\" + completionPercentage + \" %\" + pSpan + \"(out of \" + divId.maxPercent + \" %)\";\n document.getElementById(divId.id).innerHTML += divStart + completionSymbol + textFill + divEnd;\n}\n/**\r\n * Fills HTML with appropriate number of health mask images\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} masks Number of max health masks from the save (baseline without charms and lifeblood)\r\n * @param {number} permadeathMode Value of permadeathMode property. 0 = Normal, 1 = Steel Soul\r\n */\n\n\nfunction CheckHealthMasks(divId) {\n var masks = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 5;\n var permadeathMode = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var icon = SYMBOL_EMPTY;\n var textFill = \"Health:\";\n var maskImages = \"\";\n var maskNormal = \"
\");\n var maskSteel = \"
\");\n var maskImg = \"\";\n permadeathMode === 1 ? maskImg = maskSteel : maskImg = maskNormal;\n\n for (var i = 0; i < masks; i++) {\n maskImages += maskImg;\n }\n\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + maskImages + divEnd;\n}\n/**\r\n * Fills HTML with appropriate number of soul orbs images\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} totalSoul Number of max Soul reserve from the save. 99 = full Soul Orb\r\n */\n\n\nfunction CheckSoulOrbs(divId, totalSoul) {\n var icon = SYMBOL_EMPTY;\n var textFill = \"Soul:\";\n var soulImages = \"\";\n var soulNormal = \"
\");\n var soulImg = soulNormal;\n\n for (var i = 0, total = totalSoul / 33; i < total; i++) {\n soulImages += soulImg;\n }\n\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + soulImages + divEnd;\n}\n/**\r\n * Fills HTML with the Geo value of the save file\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} geoValue Number of total Geo value\r\n */\n\n\nfunction CheckGeo(divId, geoValue) {\n var icon = SYMBOL_EMPTY;\n var textFill = \"Geo:
\").concat(geoValue, \"\");\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + divEnd;\n}\n/**\r\n * Fills HTML with appropriate number of notch images\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} totalNotches Number of total Charm Notches the player has. 11 = max\r\n */\n\n\nfunction CheckNotches(divId) {\n var totalNotches = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 3;\n var icon = SYMBOL_EMPTY;\n var textFill = \"Notches:\".concat(pSpan);\n var notchImages = \"\";\n var notchImg = \"
\");\n\n for (var i = 0; i < totalNotches; i++) {\n notchImages += notchImg;\n }\n\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + notchImages + divEnd;\n}\n/**\r\n * Verifies if the data in a specific object is true or false, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckIfDataTrue(divId, dataObject, playerData) {\n for (var i in dataObject) {\n switch (i) {\n case \"gotCharm_36\":\n // prevents green checkbox and adding 1% when only got one white fragment\n playerData.gotQueenFragment === true && playerData.gotKingFragment === true ? CurrentDataTrue(divId) : CurrentDataFalse();\n break;\n\n default:\n playerData[i] === true ? CurrentDataTrue(divId) : CurrentDataFalse();\n }\n\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n }\n}\n/**\r\n * Verifies if the data in a specific object is 0 or > 0, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckSpellLevel(divId, dataObject, playerData) {\n for (var i in dataObject) {\n for (var j = 1; j <= 2; j++) {\n playerData[i] >= j ? CurrentDataTrue(divId) : CurrentDataFalse();\n FillHTML(divId, dataObject[i][j][0], dataObject[i][j][1]);\n }\n }\n}\n/**\r\n * Verifies if the data in a specific object is 0 or > 0, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckWarriorDreams(divId, dataObject, playerData) {\n for (var i in dataObject) {\n playerData[i] > 0 ? CurrentDataTrue(divId) : CurrentDataFalse();\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n }\n}\n/**\r\n * Verifies if the data in a specific object are true or false, and appends HTML accordingly. Creates a copy of dataObject.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {string} idText Text string inside save data to search for\r\n * @param {object} dataObject Object containing data to be verified\r\n * @param {object} worldData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckWorldDataTrue(divId, idText, dataObject, worldData) {\n var orderedArray = [];\n var size = ObjectLength(dataObject); // Order the items before displaying them (creates a copy of dataObject)\n\n for (var i in dataObject) {\n orderedArray.push([i, dataObject[i][0], dataObject[i][1], false]);\n } // Search for completed items and mark them for display\n\n\n for (var _i2 = 0, length = worldData.length; _i2 < length; _i2++) {\n for (var j = 0; j < size; j++) {\n if (worldData[_i2].id === idText && worldData[_i2].sceneName === orderedArray[j][0] && worldData[_i2].activated === true) {\n orderedArray[j][3] = true;\n }\n }\n } // Display the items as they were initially ordered\n\n\n for (var _i3 = 0; _i3 < size; _i3++) {\n CurrentDataFalse();\n if (orderedArray[_i3][3] === true) CurrentDataTrue(divId);\n FillHTML(divId, orderedArray[_i3][1], orderedArray[_i3][2]);\n }\n}\n/**\r\n * Verifies if the data in a specific object are true or false, or checks what values they have, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n * @param {object} worldData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckAdditionalThings(divId, dataObject, playerData, worldData) {\n var textPrefix = \"\";\n var textSuffix = \"\";\n /**\r\n * Searches for a given item in the in-game area and returns true when found and collected.\r\n * @param {string} itemArea Code of the in-game area on the map\r\n * @param {string} itemId Name of the item\r\n * @returns {boolean}\r\n */\n\n function FindWorldItem() {\n var itemArea = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n var itemId = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : \"Shiny Item\";\n\n for (var i = 0, length = worldData.length; i < length; i++) {\n if (worldData[i].id === itemId) {\n if (worldData[i].sceneName === itemArea) {\n if (worldData[i].activated === true) return true;\n }\n }\n }\n\n return false;\n }\n /**\r\n * Searches for a given item that the player has found and returns the amount of them that the player completed.\r\n * @param {string} itemId Name of the item\r\n * @returns {number}\r\n */\n\n\n function CountWorldItem() {\n var itemId = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n var total = 0;\n\n for (var i = 0, length = worldData.length; i < length; i++) {\n if (worldData[i].id === itemId) {\n if (worldData[i].activated === true) total++;\n }\n }\n\n return total;\n }\n /**\r\n * Counts the number of maps the player has acquired (from the list in an array)\r\n * @param {array} mapArray Array of strings with area map names\r\n * @returns {number}\r\n */\n\n\n function CountMaps(mapArray) {\n var totalMaps = 0;\n\n for (var i = 0, len = mapArray.length; i < len; i++) {\n if (playerData[mapArray[i]] === true) totalMaps++;\n }\n\n return totalMaps;\n }\n\n for (var i in dataObject) {\n textPrefix = dataObject[i][0];\n dataObject[i][1] ? textSuffix = dataObject[i][1] : textSuffix = \"\";\n var amount = 0;\n var countTotal = 0;\n var total = 0;\n\n switch (i) {\n case \"areaMaps\":\n case \"grubsCollected\":\n case \"dreamOrbs\":\n case \"fountainGeo\":\n case \"nailDamage\":\n case \"stationsOpened\":\n case \"charmSlots\":\n case \"whisperingRoots\":\n case \"journalEntriesCompleted\":\n case \"journalNotesCompleted\":\n case \"whiteDefenderDefeats\":\n case \"greyPrinceDefeats\":\n if (i === \"areaMaps\") {\n amount = CountMaps(dataObject[i][3]);\n } else if (i === \"whisperingRoots\") {\n amount = CountWorldItem(\"Dream Plant\");\n } else {\n amount = playerData[i];\n }\n\n if (i === \"stationsOpened\") {\n if (playerData.openedHiddenStation === true) amount++;\n }\n\n countTotal = amount;\n\n if (i === \"journalEntriesCompleted\" || i === \"journalNotesCompleted\") {\n countTotal = amount + \" / \" + playerData.journalEntriesTotal;\n }\n\n textPrefix += \": \" + countTotal;\n amount >= dataObject[i][2] ? CurrentDataTrue() : CurrentDataBlank();\n break;\n\n case \"ghostCoins\":\n case \"rancidEggs\":\n case \"xunFlowerBrokeTimes\":\n CurrentDataBlank();\n textPrefix += \": \" + Math.abs(playerData[i]);\n if (i === \"ghostCoins\" && playerData[i] <= 0) CurrentDataTrue();\n break;\n\n case \"shopkeeperKey\":\n playerData.hasSlykey === true || playerData.gaveSlykey === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"elegantKey\":\n playerData.hasWhiteKey === true || playerData.usedWhiteKey === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"loveKey\":\n playerData.hasLoveKey === true || playerData.openedLoveDoor === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"simpleKeyCityOfTears\":\n // #2\n FindWorldItem(\"Ruins1_17\", \"Shiny Item\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"simpleKeyAncientBasin\":\n // #3\n FindWorldItem(\"Abyss_20\", \"Shiny Item Stand\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreAncientBasin\":\n // #1\n FindWorldItem(\"Abyss_17\", \"Battle Scene Ore\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreSeer\":\n // #2\n playerData.dreamReward2 === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreCrystalPeak\":\n // #3\n FindWorldItem(\"Mines_34\", \"Shiny Item Stand\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreDeepnest\":\n // #4\n FindWorldItem(\"Deepnest_32\", \"Shiny Item Stand\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreGrubfather\":\n // #5\n FindWorldItem(\"Crossroads_38\", \"Shiny Item Ore\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreColosseum\":\n // #6\n FindWorldItem(\"Room_Colosseum_Silver\", \"Shiny Item\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"relicsWandererJournal\":\n case \"relicsHallownestSeal\":\n case \"relicsKingsIdol\":\n case \"relicsArcaneEgg\":\n total = playerData[dataObject[i][3]] + playerData[dataObject[i][4]];\n total >= dataObject[i][2] ? CurrentDataTrue() : CurrentDataBlank();\n textPrefix += \": \" + total;\n break;\n\n case \"bossDoorStateTier5\":\n playerData[i].completed === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"killsBindingSeal\":\n playerData[i] == 0 ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"killedVoidIdol_1\":\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n if (playerData[i] === false && (playerData.killedVoidIdol_2 === true || playerData.killedVoidIdol_3 === true)) CurrentDataTrue();\n break;\n\n case \"killedVoidIdol_2\":\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n if (playerData[i] === false && playerData.killedVoidIdol_3 === true) CurrentDataTrue();\n break;\n\n case \"greyPrinceDefeated\":\n case \"zoteDead\":\n case \"nailsmithSpared\":\n playerData[i] === true ? CurrentDataTrue() : CurrentDataBlank();\n break;\n\n default:\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n }\n\n FillHTML(divId, textPrefix, textSuffix);\n }\n}\n/**\r\n * Checks, validates and shows hints to the player depending on their save progression, in chronological order. Shows only hint for the last uncompleted event. If Hollow Knight is defeated, shows a dummy text.\r\n * @param {object} divId object containing div hints ID and h2 title\r\n * @param {object} dataObject object containing all hints data\r\n * @param {object} playerData object containing HK Player Data to look in\r\n * @param {object} worldData object containing HK World Data to look in\r\n * @returns {bool} true when defeated Hollow Knight, false if not\r\n */\n\n\nfunction CheckHintsTrue(divId, dataObject, playerData, worldData) {\n if (playerData.killedHollowKnight === true) {\n // a text to show when player already finished their first playthrough (killed Hollow Knight first time)\n FillHTML(divId, \"\", \"...a successful Knight who doesn't need hints anymore. The Knight explores the world of Hallownest patiently in constant search of its remaining secrets...\");\n return true;\n }\n\n for (var i in dataObject) {\n if (playerData[i] === true) {\n continue;\n } else if (i === \"fireballLevel\") {\n if (playerData[i] >= 1) {\n continue;\n } else {\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else if (i === \"Crossroads_04\") {\n var GruzMotherDefeated = false;\n\n for (var k = 0, length = worldData.length; k < length; k++) {\n if (worldData[k].id === \"Battle Scene\" && worldData[k].sceneName === \"Crossroads_04\" && worldData[k].activated === true) {\n GruzMotherDefeated = true;\n break;\n }\n }\n\n if (GruzMotherDefeated) {\n continue; // next dataObject (i)\n } else {\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else if (i === \"dungDefenderOrHornet2\") {\n if (playerData.defeatedDungDefender === true) {\n continue;\n } else if (playerData.hornetOutskirtsDefeated === true) {\n continue;\n } else {\n // if no Dung Defender or Hornet 2\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else if (i === \"ismaTearOrShadeCloak\") {\n if (playerData.hasAcidArmour === true) {\n continue;\n } else if (playerData.hasKingsBrand === true) {\n if (playerData.hasShadowDash === true) {\n continue;\n } else {\n // if Kings Brand but no Shade Cloak\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else {\n // if no Isma's Tear or Kings Brand\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else {\n // if anything from the hints list is not done\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } // end: for (let i in dataObject)\n\n} // function CheckHintsTrue()\n\n/**\r\n * Pre-Cleans HTML. Reads contents inside text area and parses it to a JavaScript object. If not empty, runs HKCheckCompletion() to check data.\r\n */\n\n\nfunction HKReadTextArea() {\n InitialHTMLPopulate(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID);\n var textAreaId = \"save-area\";\n var contents = document.getElementById(textAreaId).value;\n\n if (contents.length) {\n var jsonObject = JSON.parse(contents); // console.log(jsonObject);\n\n if (jsonObject.hasOwnProperty(\"playerData\")) HKCheckCompletion(jsonObject); // console.log(jsonObject);\n }\n}\n/**\r\n * Checks the length of a JavaScript Object like Array.length\r\n * @param {object} object JavaScript Object\r\n * @return {number} length of the Object\r\n */\n\n\nfunction ObjectLength(object) {\n var length = 0;\n\n for (var key in object) {\n if (object.hasOwnProperty(key)) {\n ++length;\n }\n }\n\n return length;\n}\n/**\r\n * Populate all HTML with given ID and their initial data set as false (used at DOM load)\r\n * @param {object} divIdObj JavaScript Object containing all HTML IDs to populate\r\n */\n\n\nfunction InitialHTMLPopulate(divIdObj) {\n PrefillHTML(divIdObj);\n CurrentDataFalse(); // Play Time\n\n CheckPlayTime(divIdObj.intro, 0); // Game Completion\n\n CheckCompletionPercent(divIdObj.intro, 0); // Fleur Divide\n\n AppendHTML(divIdObj.intro, FLEUR_DIVIDE); // Health Masks\n\n CheckHealthMasks(divIdObj.intro); // Soul Orbs\n\n CheckSoulOrbs(divIdObj.intro, 99); // Charm Notches\n\n CheckNotches(divIdObj.intro); // Geo\n\n CheckGeo(divIdObj.intro, 0); // First Hint Only\n\n FillHTML(divIdObj.hints, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.HINTS.fireballLevel[0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.HINTS.fireballLevel[1]); // Temp arrays storing references (addresses) to objects for looping through them (duplicates important)\n\n var hkObjArray = [_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.CHARMS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.EQUIPMENT, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILARTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMERS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.COLOSSEUM, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMNAIL, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.WARRIORDREAMS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GRIMMTROUPE, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.LIFEBLOOD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ESSENTIAL, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ACHIEVEMENTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.STATISTICS]; // duplicates and order important - must be the same as in hkObjArray[]\n\n var divObjArray = [divIdObj.bosses, divIdObj.bosses, divIdObj.charms, divIdObj.equipment, divIdObj.nailArts, divIdObj.maskShards, divIdObj.maskShards, divIdObj.vesselFragments, divIdObj.vesselFragments, divIdObj.dreamers, divIdObj.colosseum, divIdObj.dreamNail, divIdObj.warriorDreams, divIdObj.grimmTroupe, divIdObj.lifeblood, divIdObj.godmaster, divIdObj.essential, divIdObj.achievements, divIdObj.statistics]; // Looped filling to reduce redundancy\n\n do {\n for (var parameter in hkObjArray[0]) {\n FillHTML(divObjArray[0], hkObjArray[0][parameter][0], hkObjArray[0][parameter][1]);\n }\n\n divObjArray.shift();\n } while (hkObjArray.shift()); // Nail Upgrades Misc\n\n\n for (var i = 0; i < _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES.length; i++) {\n FillHTML(divIdObj.nailUpgrades, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES[i][0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES[i][1]);\n } // Spells Misc\n\n\n for (var _i4 in _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS) {\n for (var j = 1; j <= 2; j++) {\n FillHTML(divIdObj.spells, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS[_i4][j][0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS[_i4][j][1]);\n }\n } // Nightmare King Grimm / Banishment Misc\n\n\n FillHTML(divIdObj.grimmTroupe, \"Nightmare King Grimm / Banishment\", \"Dirtmouth or Howling Cliffs\"); // Godmaster Doors Misc\n\n for (var _i5 = 0; _i5 < ObjectLength(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS); _i5++) {\n FillHTML(divIdObj.godmaster, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS[_i5][0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS[_i5][1]);\n } // Fleur Dividers\n\n\n AppendHTML(divIdObj.godmaster, FLEUR_DIVIDE);\n AppendHTML(divIdObj.essential, FLEUR_DIVIDE);\n AppendHTML(divIdObj.achievements, FLEUR_DIVIDE); // Prevents wrong checkbox behaviour (must run after everything is finished)\n\n CheckboxHintsToggle();\n CheckboxLocationsToggle();\n}\n/**\r\n * Toggles display of \"hk-hints\". On click with no parameters or on demand when called with a parameter\r\n * @param {string} param \"hide\", \"show\" or none (optional)\r\n */\n\n\nfunction CheckboxHintsToggle() {\n var param = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"none\";\n var checkboxId = document.getElementById(\"checkbox-hints\");\n\n switch (param) {\n case \"hide\":\n document.getElementById(\"hk-hints\").classList.add(\"hidden\");\n checkboxId.value = \"hints-off\";\n checkboxId.checked = false;\n break;\n\n case \"show\":\n document.getElementById(\"hk-hints\").classList.remove(\"hidden\");\n checkboxId.value = \"hints-on\";\n checkboxId.checked = true;\n break;\n\n default:\n if (checkboxId.checked === false) {\n document.getElementById(\"hk-hints\").classList.add(\"hidden\");\n checkboxId.value = \"hints-off\";\n } else {\n document.getElementById(\"hk-hints\").classList.remove(\"hidden\");\n checkboxId.value = \"hints-on\";\n }\n\n }\n}\n/**\r\n * Toggles display of \".location\" class. On click with no parameters or on demand when called with a parameter\r\n * @param {string} param \"hide\", \"show\" or none (optional)\r\n */\n\n\nfunction CheckboxLocationsToggle() {\n var param = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"none\";\n var checkboxId = document.getElementById(\"checkbox-locations\");\n var allClassElements = document.querySelectorAll(\".location\");\n var length = allClassElements.length;\n\n switch (param) {\n case \"hide\":\n for (var i = 0; i < length; i++) {\n allClassElements[i].classList.add(\"hidden\");\n }\n\n checkboxId.value = \"locations-off\";\n checkboxId.checked = false;\n break;\n\n case \"show\":\n for (var _i6 = 0; _i6 < length; _i6++) {\n allClassElements[_i6].classList.remove(\"hidden\");\n }\n\n checkboxId.value = \"locations-on\";\n checkboxId.checked = true;\n break;\n\n default:\n if (checkboxId.checked === false) {\n for (var _i7 = 0; _i7 < length; _i7++) {\n allClassElements[_i7].classList.add(\"hidden\");\n }\n\n checkboxId.value = \"locations-off\";\n } else {\n for (var _i8 = 0; _i8 < length; _i8++) {\n allClassElements[_i8].classList.remove(\"hidden\");\n }\n\n checkboxId.value = \"locations-on\";\n }\n\n }\n}\n/**\r\n * Zero-fill all \"percent\" properties in the JSON Object (reset to default)\r\n * @param {object} jsObj object containing the \"percent\" properties to be reset to 0\r\n */\n\n\nfunction ResetCompletion(jsObj) {\n for (var i in jsObj) {\n if (jsObj[i].hasOwnProperty(\"percent\")) jsObj[i].percent = 0;\n }\n} // Populate HTML at load (before img and css)\n\n\ndocument.addEventListener(\"DOMContentLoaded\", InitialHTMLPopulate(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID)); // Make functions global so they can be used on click and change events (for Webpack)\n\nwindow.HKReadTextArea = HKReadTextArea;\nwindow.InitialHTMLPopulate = InitialHTMLPopulate;\nwindow.CheckboxLocationsToggle = CheckboxLocationsToggle;\nwindow.CheckboxHintsToggle = CheckboxHintsToggle;\n\n//# sourceURL=webpack://hollow-knight-completion-check/./src/js/HKCheckCompletion.js?");
+eval("__webpack_require__.r(__webpack_exports__);\n/* harmony import */ var _hk_database_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./hk-database.js */ \"./src/js/hk-database.js\");\n/* harmony import */ var _img_health_mask_png__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../img/health-mask.png */ \"./src/img/health-mask.png\");\n/* harmony import */ var _img_health_mask_steel_png__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../img/health-mask-steel.png */ \"./src/img/health-mask-steel.png\");\n/* harmony import */ var _img_soul_orb_png__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ../img/soul-orb.png */ \"./src/img/soul-orb.png\");\n/* harmony import */ var _img_notch_png__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ../img/notch.png */ \"./src/img/notch.png\");\n/* harmony import */ var _img_geo_png__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ../img/geo.png */ \"./src/img/geo.png\");\n/* eslint-disable no-prototype-builtins */\n// ---------------- Load main Hollow Knight database file ----------------- //\n // ---------------- Load image files (necessary for Webpack) ----------------- //\n\n\n\n\n\n // ---------------- Constants ----------------- //\n// const DATA_UNKNOWN = \"Data unknown\";\n\nvar SYMBOL_FALSE = \"\"; // \"❌ \"\n\nvar SYMBOL_TRUE = \"\"; // \"✅ \"\n// const SYMBOL_INFO = \"\"; // \"ℹ \"\n\nvar SYMBOL_EMPTY = \"\";\nvar FLEUR_DIVIDE = \"\"; // ---------------- Variables ----------------- //\n// let currentData = DATA_UNKNOWN;\n\nvar completionSymbol = SYMBOL_FALSE;\nvar divStart = [\"\"].join(\"\\n\");\nvar divStartCenter = [\"
\"].join(\"\\n\");\nvar divEnd = [\"
\"].join(\"\\n\");\nvar pSpan = \"
\";\nvar benchHKCCBegin, benchHKCCEnd; // ---------------- Functions ----------------- //\n\n/**\r\n * Main Function. Checks Hollow Knight game completion by analyzing the save file\r\n * @param {object} jsonObject Decoded save data in JavaScript Object Notation form (JSON)\r\n */\n\nfunction HKCheckCompletion(jsonObject) {\n // start benchmark\n benchHKCCBegin = new Date();\n var HKPlayerData;\n var HKWorldItems;\n\n if (jsonObject.hasOwnProperty(\"playerData\")) {\n HKPlayerData = jsonObject.playerData;\n } else return false;\n\n if (jsonObject.hasOwnProperty(\"sceneData\")) {\n if (jsonObject.sceneData.hasOwnProperty(\"persistentBoolItems\")) {\n HKWorldItems = jsonObject.sceneData.persistentBoolItems;\n } else return false;\n } else return false; // Pre-Cleaning and filling initial data (h2, id) needed for FillHTML()\n\n\n PrefillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID); // Prevents adding current percent data after each function call (each click of Analyze button)\n\n ResetCompletion(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID); // Shallow Clone const objects (used for destructive functions)\n\n var HK_HINTS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.HINTS);\n var HK_BOSSES_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES);\n var HK_BOSSES_WORLD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES_WORLD);\n var HK_CHARMS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.CHARMS);\n var HK_COLOSSEUM_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.COLOSSEUM);\n var HK_DREAMERS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMERS);\n var HK_DREAMNAIL_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMNAIL);\n var HK_EQUIPMENT_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.EQUIPMENT);\n var HK_MASKSHARDS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS);\n var HK_MASKSHARDS_WORLD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS_WORLD);\n var HK_NAILARTS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILARTS);\n var HK_VESSELFRAGMENTS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS);\n var HK_VESSELFRAGMENTS_WORLD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS_WORLD);\n var HK_WARRIORDREAMS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.WARRIORDREAMS);\n var HK_GRIMMTROUPE_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GRIMMTROUPE);\n var HK_LIFEBLOOD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.LIFEBLOOD);\n var HK_GODMASTER_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER); // Shallow Clone const arrays (used for destructive functions)\n\n var HK_GODMASTER_DOORS_temp = Array.from(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS);\n var HK_NAILUPGRADES_temp = Array.from(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES); // Deep Clone const spells multi-layer object (used for destructive functions)\n\n var HK_SPELLS_temp = JSON.parse(JSON.stringify(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS)); // ================================================================================== //\n // ---------------- Time Played ----------------- //\n\n CheckPlayTime(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.playTime); // ---------------- Game Completion Status ----------------- //\n\n CheckCompletionPercent(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.completionPercentage); // ---------------- Fleur Divide ----------------- //\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, FLEUR_DIVIDE); // ---------------- Health Masks ----------------- //\n\n CheckHealthMasks(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.maxHealthBase, HKPlayerData.permadeathMode); // ---------------- Soul Orbs ----------------- //\n\n CheckSoulOrbs(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.maxMP + HKPlayerData.MPReserveMax); // ---------------- Charm Notches (Slots) ----------------- //\n\n CheckNotches(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.charmSlots); // ---------------- Geo Amount ----------------- //\n\n CheckGeo(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.geo); // ---------------- Bosses (Base Game) --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.bosses, HK_BOSSES_temp, HKPlayerData); // ---------------- Gruz Mother and Mawlek (World Map) --------------------- //\n\n if (HKWorldItems) CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.bosses, \"Battle Scene\", HK_BOSSES_WORLD_temp, HKWorldItems); // ---------------- Charms --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.charms, HK_CHARMS_temp, HKPlayerData); // ---------------- Colosseum of Fools --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.colosseum, HK_COLOSSEUM_temp, HKPlayerData); // ---------------- Dreamers --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.dreamers, HK_DREAMERS_temp, HKPlayerData); // ---------------- Dream Nail and Essence --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.dreamNail, HK_DREAMNAIL_temp, HKPlayerData); // ---------------- Equipment --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.equipment, HK_EQUIPMENT_temp, HKPlayerData); // ---------------- Nail Upgrades --------------------- //\n\n for (var i = 0, length = HK_NAILUPGRADES_temp.length; i < length; i++) {\n HKPlayerData.nailSmithUpgrades >= i ? CurrentDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades) : CurrentDataFalse();\n FillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades, HK_NAILUPGRADES_temp[i][0], HK_NAILUPGRADES_temp[i][1]);\n }\n\n if (_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades.percent) _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades.percent--; // subject one for the Old Nail\n // ---------------- Mask Shards --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.maskShards, HK_MASKSHARDS_temp, HKPlayerData); // ---------------- Mask Shards (World Map) --------------------- //\n\n CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.maskShards, \"Heart Piece\", HK_MASKSHARDS_WORLD_temp, HKWorldItems); // ---------------- Nail Arts --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailArts, HK_NAILARTS_temp, HKPlayerData); // ---------------- Spells --------------------- //\n\n CheckSpellLevel(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.spells, HK_SPELLS_temp, HKPlayerData); // ---------------- Vessel Fragments --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.vesselFragments, HK_VESSELFRAGMENTS_temp, HKPlayerData); // ---------------- Vessel Fragments (World Map) --------------------- //\n\n CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.vesselFragments, \"Vessel Fragment\", HK_VESSELFRAGMENTS_WORLD_temp, HKWorldItems); // ---------------- Warrior Dreams --------------------- //\n\n CheckWarriorDreams(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.warriorDreams, HK_WARRIORDREAMS_temp, HKPlayerData); // ---------------- Grimm Troupe Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.grimmTroupe, HK_GRIMMTROUPE_temp, HKPlayerData);\n HKPlayerData.grimmChildLevel >= 4 ? CurrentDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.grimmTroupe) : CurrentDataFalse();\n FillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.grimmTroupe, \"Nightmare King Grimm / Banishment\", \"Dirtmouth or Howling Cliffs\"); // ---------------- Lifeblood Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.lifeblood, HK_LIFEBLOOD_temp, HKPlayerData); // ---------------- Godmaster Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster, HK_GODMASTER_temp, HKPlayerData);\n\n for (var _i = 1; _i <= 4; _i++) {\n HKPlayerData[\"bossDoorStateTier\" + _i].completed === true ? CurrentDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster) : CurrentDataFalse();\n FillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster, HK_GODMASTER_DOORS_temp[_i - 1][0], HK_GODMASTER_DOORS_temp[_i - 1][1]);\n } // ---------------- Fleur Divide ----------------- //\n\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster, FLEUR_DIVIDE); // ------------------------- Essential Things ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.essential, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ESSENTIAL, HKPlayerData, HKWorldItems); // ---------------- Fleur Divide ----------------- //\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.essential, FLEUR_DIVIDE); // ------------------------- Achievements ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.achievements, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ACHIEVEMENTS, HKPlayerData, HKWorldItems); // ---------------- Fleur Divide ----------------- //\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.achievements, FLEUR_DIVIDE); // ------------------------- Game Statistics ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.statistics, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.STATISTICS, HKPlayerData, HKWorldItems); // ------------------------- Hints ----------------------------- //\n\n CheckHintsTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.hints, HK_HINTS_temp, HKPlayerData, HKWorldItems); // ------------------------- Fill completion ----------------------------- //\n\n CompletionHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID); // Prevents wrong checkbox behaviour (must run after everything is finished)\n\n CheckboxHintsToggle();\n CheckboxLocationsToggle(); // finish and show benchmark\n\n benchHKCCEnd = new Date();\n console.info(\"HKCheckCompletion() time (ms) =\", benchHKCCEnd - benchHKCCBegin);\n return true;\n}\n/**\r\n * Cleans \"generated\" and fills all HTML elements of ids from a given list. Creates only div with id, and h2 with title inside it.\r\n * @param {object} jsObj Object with HTML data to fill\r\n */\n\n\nfunction PrefillHTML(jsObj) {\n // Clean \"generated\" div\n document.getElementById(\"generated\").innerHTML = \"\";\n var id = \"\";\n var h2 = \"\";\n var h2id = \"\";\n var mp = \"\"; // max Percent\n\n var cl = \"\"; // class\n\n for (var i in jsObj) {\n id = jsObj[i].id;\n h2 = jsObj[i].h2;\n h2id = \"h2-\" + jsObj[i].id;\n mp = \" – \" + jsObj[i].maxPercent + \"%\";\n if (!jsObj[i].hasOwnProperty(\"maxPercent\") || i === \"intro\") mp = \"\";\n document.getElementById(\"generated\").innerHTML += \"
\" + \"
\";\n document.getElementById(id).innerHTML += \"
\" + h2 + mp + \"
\";\n }\n}\n/**\r\n * Replaces the h2 titles with a current percent/max percent values as read from the save file\r\n * @param {object} jsObj Object with HTML data to fill\r\n */\n\n\nfunction CompletionHTML(jsObj) {\n var h2 = \"\";\n var h2id = \"\";\n var cp = \"\"; // current Percent\n\n var mp = \"\"; // max Percent\n\n for (var i in jsObj) {\n h2 = jsObj[i].h2;\n h2id = \"h2-\" + jsObj[i].id;\n jsObj[i].hasOwnProperty(\"percent\") ? cp = jsObj[i].percent : cp = \"\";\n\n if (!jsObj[i].hasOwnProperty(\"maxPercent\") || i === \"intro\") {\n mp = \"\";\n } else {\n if (i === \"maskShards\") {\n var perc = jsObj[i].percent;\n perc % 4 ? cp = Math.floor(perc / 4) : cp = perc / 4;\n } else if (i === \"vesselFragments\") {\n var _perc = jsObj[i].percent;\n _perc % 3 ? cp = Math.floor(_perc / 3) : cp = _perc / 3;\n }\n\n if (jsObj[i].hasOwnProperty(\"percent\")) cp += \"/\";\n mp = \" – \" + cp + jsObj[i].maxPercent + \"%\";\n }\n\n document.getElementById(h2id).innerHTML = h2 + mp;\n }\n}\n/**\r\n * Generates and appends a new entry inside the HTML of a given ID\r\n * @param {object} divId object containing div ID and h2 title of the HTML element\r\n * @param {string} textPrefix Main name of the entry\r\n * @param {string} textSuffix Optional suffix after the main name (locations, costs etc.)\r\n */\n\n\nfunction FillHTML(divId) {\n var textPrefix = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : \"Unknown Completion Element: \";\n var textSuffix = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : \"Unknown Description Element\";\n var icon = completionSymbol;\n var b = [\"
\", \"\"];\n if (!textPrefix.length) b = [\"\", \"\"];\n var span = [\"
\", \"\"];\n var spoilerSpan = [\"
\", \"\"];\n\n if (divId === _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.hints) {\n span[0] = \"
\";\n icon = \"\";\n }\n\n var dash = \"\";\n if (textSuffix.length && textPrefix.length) dash = \"— \";\n document.getElementById(divId.id).innerHTML += divStart + icon + b[0] + textPrefix + b[1] + span[0] + pSpan + spoilerSpan[0] + dash + textSuffix + spoilerSpan[1] + span[1] + divEnd;\n}\n/**\r\n * Adds HTML string to an element with a given ID.\r\n * @param {object} divId object containing div ID of the HTML element to append to\r\n * @param {string} content HTML contents to append\r\n */\n\n\nfunction AppendHTML(divId, content) {\n document.getElementById(divId.id).innerHTML += \"\\n\" + content;\n}\n/**\r\n * Switches global variable to a \"completed\" symbol. Adds +1 or +2 to percent property.\r\n */\n\n\nfunction CurrentDataTrue() {\n var divId = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n completionSymbol = SYMBOL_TRUE;\n\n if (divId) {\n divId.percent++;\n if (divId.id === \"hk-equipment\") divId.percent++; // double % for equipment\n }\n}\n/**\r\n * Switches global variable to a \"not completed\" symbol\r\n */\n\n\nfunction CurrentDataFalse() {\n completionSymbol = SYMBOL_FALSE;\n}\n/**\r\n * Switches global variable to an \"information\" symbol\r\n */\n\n/* function CurrentDataInfo() {\r\n completionSymbol = SYMBOL_INFO;\r\n} */\n\n/**\r\n * Switches global variable to no symbol (span with left padding)\r\n */\n\n\nfunction CurrentDataBlank() {\n completionSymbol = SYMBOL_EMPTY;\n}\n/**\r\n * Fills HTML with the playTime value of the save file\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} playTime Number of total gameplay time in seconds\r\n */\n\n\nfunction CheckPlayTime(divId, playTime) {\n var icon = \"\";\n var seconds = Math.floor(playTime);\n var minutes = Math.floor(seconds / 60 % 60);\n var hours = Math.floor(seconds / 3600);\n var sec = Math.floor(seconds % 60);\n if (sec < 10) sec = \"0\" + sec;\n if (minutes < 10) minutes = \"0\" + minutes;\n var textFill = \"Time Played:\" + pSpan + \"\" + hours + \" h \" + minutes + \" min \" + sec + \" sec\";\n document.getElementById(divId.id).innerHTML += divStart + icon + textFill + divEnd;\n}\n/**\r\n * Searches for completionPercentage in playerData and fills HTML with the value of the save file\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} completionPercentage Number of completion percentage\r\n */\n\n\nfunction CheckCompletionPercent(divId, completionPercentage) {\n completionPercentage >= 112 ? CurrentDataTrue() : CurrentDataFalse();\n var textFill = \"Game Completion:\" + pSpan + \"\" + completionPercentage + \" %\" + pSpan + \"(out of \" + divId.maxPercent + \" %)\";\n document.getElementById(divId.id).innerHTML += divStart + completionSymbol + textFill + divEnd;\n}\n/**\r\n * Fills HTML with appropriate number of health mask images\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} masks Number of max health masks from the save (baseline without charms and lifeblood)\r\n * @param {number} permadeathMode Value of permadeathMode property. 0 = Normal, 1 = Steel Soul\r\n */\n\n\nfunction CheckHealthMasks(divId) {\n var masks = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 5;\n var permadeathMode = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var icon = SYMBOL_EMPTY;\n var textFill = \"Health:\";\n var maskImages = \"\";\n var maskNormal = \"
\");\n var maskSteel = \"
\");\n var maskImg = \"\";\n permadeathMode === 1 ? maskImg = maskSteel : maskImg = maskNormal;\n\n for (var i = 0; i < masks; i++) {\n maskImages += maskImg;\n }\n\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + maskImages + divEnd;\n}\n/**\r\n * Fills HTML with appropriate number of soul orbs images\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} totalSoul Number of max Soul reserve from the save. 99 = full Soul Orb\r\n */\n\n\nfunction CheckSoulOrbs(divId, totalSoul) {\n var icon = SYMBOL_EMPTY;\n var textFill = \"Soul:\";\n var soulImages = \"\";\n var soulNormal = \"
\");\n var soulImg = soulNormal;\n\n for (var i = 0, total = totalSoul / 33; i < total; i++) {\n soulImages += soulImg;\n }\n\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + soulImages + divEnd;\n}\n/**\r\n * Fills HTML with the Geo value of the save file\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} geoValue Number of total Geo value\r\n */\n\n\nfunction CheckGeo(divId, geoValue) {\n var icon = SYMBOL_EMPTY;\n var textFill = \"Geo:
\").concat(geoValue, \"\");\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + divEnd;\n}\n/**\r\n * Fills HTML with appropriate number of notch images\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} totalNotches Number of total Charm Notches the player has. 11 = max\r\n */\n\n\nfunction CheckNotches(divId) {\n var totalNotches = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 3;\n var icon = SYMBOL_EMPTY;\n var textFill = \"Notches:\".concat(pSpan);\n var notchImages = \"\";\n var notchImg = \"
\");\n\n for (var i = 0; i < totalNotches; i++) {\n notchImages += notchImg;\n }\n\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + notchImages + divEnd;\n}\n/**\r\n * Verifies if the data in a specific object is true or false, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckIfDataTrue(divId, dataObject, playerData) {\n for (var i in dataObject) {\n switch (i) {\n case \"gotCharm_36\":\n // prevents green checkbox and adding 1% when only got one white fragment\n playerData.gotQueenFragment === true && playerData.gotKingFragment === true ? CurrentDataTrue(divId) : CurrentDataFalse();\n break;\n\n default:\n playerData[i] === true ? CurrentDataTrue(divId) : CurrentDataFalse();\n }\n\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n }\n}\n/**\r\n * Verifies if the data in a specific object is 0 or > 0, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckSpellLevel(divId, dataObject, playerData) {\n for (var i in dataObject) {\n for (var j = 1; j <= 2; j++) {\n playerData[i] >= j ? CurrentDataTrue(divId) : CurrentDataFalse();\n FillHTML(divId, dataObject[i][j][0], dataObject[i][j][1]);\n }\n }\n}\n/**\r\n * Verifies if the data in a specific object is 0 or > 0, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckWarriorDreams(divId, dataObject, playerData) {\n for (var i in dataObject) {\n playerData[i] > 0 ? CurrentDataTrue(divId) : CurrentDataFalse();\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n }\n}\n/**\r\n * Verifies if the data in a specific object are true or false, and appends HTML accordingly. Creates a copy of dataObject.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {string} idText Text string inside save data to search for\r\n * @param {object} dataObject Object containing data to be verified\r\n * @param {object} worldData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckWorldDataTrue(divId, idText, dataObject, worldData) {\n var orderedArray = [];\n var size = ObjectLength(dataObject); // Order the items before displaying them (creates a copy of dataObject)\n\n for (var i in dataObject) {\n orderedArray.push([i, dataObject[i][0], dataObject[i][1], false]);\n } // Search for completed items and mark them for display\n\n\n for (var _i2 = 0, length = worldData.length; _i2 < length; _i2++) {\n for (var j = 0; j < size; j++) {\n if (worldData[_i2].id === idText && worldData[_i2].sceneName === orderedArray[j][0] && worldData[_i2].activated === true) {\n orderedArray[j][3] = true;\n }\n }\n } // Display the items as they were initially ordered\n\n\n for (var _i3 = 0; _i3 < size; _i3++) {\n CurrentDataFalse();\n if (orderedArray[_i3][3] === true) CurrentDataTrue(divId);\n FillHTML(divId, orderedArray[_i3][1], orderedArray[_i3][2]);\n }\n}\n/**\r\n * Verifies if the data in a specific object are true or false, or checks what values they have, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n * @param {object} worldData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckAdditionalThings(divId, dataObject, playerData, worldData) {\n var textPrefix = \"\";\n var textSuffix = \"\";\n /**\r\n * Searches for a given item in the in-game area and returns true when found and collected.\r\n * @param {string} itemArea Code of the in-game area on the map\r\n * @param {string} itemId Name of the item\r\n * @returns {boolean}\r\n */\n\n function FindWorldItem() {\n var itemArea = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n var itemId = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : \"Shiny Item\";\n\n for (var i = 0, length = worldData.length; i < length; i++) {\n if (worldData[i].id === itemId) {\n if (worldData[i].sceneName === itemArea) {\n if (worldData[i].activated === true) return true;\n }\n }\n }\n\n return false;\n }\n /**\r\n * Searches for a given item that the player has found and returns the amount of them that the player completed.\r\n * @param {string} itemId Name of the item\r\n * @returns {number}\r\n */\n\n\n function CountWorldItem() {\n var itemId = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n var total = 0;\n\n for (var i = 0, length = worldData.length; i < length; i++) {\n if (worldData[i].id === itemId) {\n if (worldData[i].activated === true) total++;\n }\n }\n\n return total;\n }\n /**\r\n * Counts the number of maps the player has acquired (from the list in an array)\r\n * @param {array} mapArray Array of strings with area map names\r\n * @returns {number}\r\n */\n\n\n function CountMaps(mapArray) {\n var totalMaps = 0;\n\n for (var i = 0, len = mapArray.length; i < len; i++) {\n if (playerData[mapArray[i]] === true) totalMaps++;\n }\n\n return totalMaps;\n }\n\n for (var i in dataObject) {\n textPrefix = dataObject[i][0];\n dataObject[i][1] ? textSuffix = dataObject[i][1] : textSuffix = \"\";\n var amount = 0;\n var countTotal = 0;\n var total = 0;\n\n switch (i) {\n case \"areaMaps\":\n case \"grubsCollected\":\n case \"dreamOrbs\":\n case \"fountainGeo\":\n case \"nailDamage\":\n case \"stationsOpened\":\n case \"charmSlots\":\n case \"whisperingRoots\":\n case \"journalEntriesCompleted\":\n case \"journalNotesCompleted\":\n case \"whiteDefenderDefeats\":\n case \"greyPrinceDefeats\":\n if (i === \"areaMaps\") {\n amount = CountMaps(dataObject[i][3]);\n } else if (i === \"whisperingRoots\") {\n amount = CountWorldItem(\"Dream Plant\");\n } else {\n amount = playerData[i];\n }\n\n if (i === \"stationsOpened\") {\n if (playerData.openedHiddenStation === true) amount++;\n }\n\n countTotal = amount;\n\n if (i === \"journalEntriesCompleted\" || i === \"journalNotesCompleted\") {\n countTotal = amount + \" / \" + playerData.journalEntriesTotal;\n }\n\n textPrefix += \": \" + countTotal;\n amount >= dataObject[i][2] ? CurrentDataTrue() : CurrentDataBlank();\n break;\n\n case \"ghostCoins\":\n case \"rancidEggs\":\n case \"xunFlowerBrokeTimes\":\n CurrentDataBlank();\n textPrefix += \": \" + Math.abs(playerData[i]);\n if (i === \"ghostCoins\" && playerData[i] <= 0) CurrentDataTrue();\n break;\n\n case \"shopkeeperKey\":\n playerData.hasSlykey === true || playerData.gaveSlykey === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"elegantKey\":\n playerData.hasWhiteKey === true || playerData.usedWhiteKey === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"loveKey\":\n playerData.hasLoveKey === true || playerData.openedLoveDoor === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"simpleKeyCityOfTears\":\n // #2\n FindWorldItem(\"Ruins1_17\", \"Shiny Item\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"simpleKeyAncientBasin\":\n // #3\n FindWorldItem(\"Abyss_20\", \"Shiny Item Stand\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreAncientBasin\":\n // #1\n FindWorldItem(\"Abyss_17\", \"Battle Scene Ore\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreSeer\":\n // #2\n playerData.dreamReward2 === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreCrystalPeak\":\n // #3\n FindWorldItem(\"Mines_34\", \"Shiny Item Stand\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreDeepnest\":\n // #4\n FindWorldItem(\"Deepnest_32\", \"Shiny Item Stand\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreGrubfather\":\n // #5\n FindWorldItem(\"Crossroads_38\", \"Shiny Item Ore\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreColosseum\":\n // #6\n FindWorldItem(\"Room_Colosseum_Silver\", \"Shiny Item\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"relicsWandererJournal\":\n case \"relicsHallownestSeal\":\n case \"relicsKingsIdol\":\n case \"relicsArcaneEgg\":\n total = playerData[dataObject[i][3]] + playerData[dataObject[i][4]];\n total >= dataObject[i][2] ? CurrentDataTrue() : CurrentDataBlank();\n textPrefix += \": \" + total;\n break;\n\n case \"bossDoorStateTier5\":\n playerData[i].completed === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"killsBindingSeal\":\n playerData[i] == 0 ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"killedVoidIdol_1\":\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n if (playerData[i] === false && (playerData.killedVoidIdol_2 === true || playerData.killedVoidIdol_3 === true)) CurrentDataTrue();\n break;\n\n case \"killedVoidIdol_2\":\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n if (playerData[i] === false && playerData.killedVoidIdol_3 === true) CurrentDataTrue();\n break;\n\n case \"greyPrinceDefeated\":\n case \"zoteDead\":\n case \"nailsmithSpared\":\n playerData[i] === true ? CurrentDataTrue() : CurrentDataBlank();\n break;\n\n default:\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n }\n\n FillHTML(divId, textPrefix, textSuffix);\n }\n}\n/**\r\n * Checks, validates and shows hints to the player depending on their save progression, in chronological order. Shows only hint for the last uncompleted event. If Hollow Knight is defeated, shows a dummy text.\r\n * @param {object} divId object containing div hints ID and h2 title\r\n * @param {object} dataObject object containing all hints data\r\n * @param {object} playerData object containing HK Player Data to look in\r\n * @param {object} worldData object containing HK World Data to look in\r\n * @returns {bool} true when defeated Hollow Knight, false if not\r\n */\n\n\nfunction CheckHintsTrue(divId, dataObject, playerData, worldData) {\n if (playerData.killedHollowKnight === true) {\n // a text to show when player already finished their first playthrough (killed Hollow Knight first time)\n FillHTML(divId, \"\", \"...a successful Knight who doesn't need hints anymore. The Knight explores the world of Hallownest patiently in constant search of its remaining secrets...\");\n return true;\n }\n\n for (var i in dataObject) {\n if (playerData[i] === true) {\n continue;\n } else if (i === \"fireballLevel\") {\n if (playerData[i] >= 1) {\n continue;\n } else {\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else if (i === \"Crossroads_04\") {\n var GruzMotherDefeated = false;\n\n for (var k = 0, length = worldData.length; k < length; k++) {\n if (worldData[k].id === \"Battle Scene\" && worldData[k].sceneName === \"Crossroads_04\" && worldData[k].activated === true) {\n GruzMotherDefeated = true;\n break;\n }\n }\n\n if (GruzMotherDefeated) {\n continue; // next dataObject (i)\n } else {\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else if (i === \"dungDefenderOrHornet2\") {\n if (playerData.defeatedDungDefender === true) {\n continue;\n } else if (playerData.hornetOutskirtsDefeated === true) {\n continue;\n } else {\n // if no Dung Defender or Hornet 2\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else if (i === \"ismaTearOrShadeCloak\") {\n if (playerData.hasAcidArmour === true) {\n continue;\n } else if (playerData.hasKingsBrand === true) {\n if (playerData.hasShadowDash === true) {\n continue;\n } else {\n // if Kings Brand but no Shade Cloak\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else {\n // if no Isma's Tear or Kings Brand\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else {\n // if anything from the hints list is not done\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } // end: for (let i in dataObject)\n\n} // function CheckHintsTrue()\n\n/**\r\n * Pre-Cleans HTML. Reads contents inside text area and parses it to a JavaScript object. If not empty, runs HKCheckCompletion() to check data.\r\n */\n\n\nfunction HKReadTextArea() {\n InitialHTMLPopulate(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID);\n var textAreaId = \"save-area\";\n var contents = document.getElementById(textAreaId).value;\n\n if (contents.length) {\n var jsonObject = JSON.parse(contents); // console.log(jsonObject);\n\n if (jsonObject.hasOwnProperty(\"playerData\")) HKCheckCompletion(jsonObject); // console.log(jsonObject);\n }\n}\n/**\r\n * Checks the length of a JavaScript Object like Array.length\r\n * @param {object} object JavaScript Object\r\n * @return {number} length of the Object\r\n */\n\n\nfunction ObjectLength(object) {\n var length = 0;\n\n for (var key in object) {\n if (object.hasOwnProperty(key)) {\n ++length;\n }\n }\n\n return length;\n}\n/**\r\n * Populate all HTML with given ID and their initial data set as false (used at DOM load)\r\n * @param {object} divIdObj JavaScript Object containing all HTML IDs to populate\r\n */\n\n\nfunction InitialHTMLPopulate(divIdObj) {\n PrefillHTML(divIdObj);\n CurrentDataFalse(); // Play Time\n\n CheckPlayTime(divIdObj.intro, 0); // Game Completion\n\n CheckCompletionPercent(divIdObj.intro, 0); // Fleur Divide\n\n AppendHTML(divIdObj.intro, FLEUR_DIVIDE); // Health Masks\n\n CheckHealthMasks(divIdObj.intro); // Soul Orbs\n\n CheckSoulOrbs(divIdObj.intro, 99); // Charm Notches\n\n CheckNotches(divIdObj.intro); // Geo\n\n CheckGeo(divIdObj.intro, 0); // First Hint Only\n\n FillHTML(divIdObj.hints, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.HINTS.fireballLevel[0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.HINTS.fireballLevel[1]); // Temp arrays storing references (addresses) to objects for looping through them (duplicates important)\n\n var hkObjArray = [_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.CHARMS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.EQUIPMENT, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILARTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMERS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.COLOSSEUM, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMNAIL, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.WARRIORDREAMS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GRIMMTROUPE, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.LIFEBLOOD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ESSENTIAL, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ACHIEVEMENTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.STATISTICS]; // duplicates and order important - must be the same as in hkObjArray[]\n\n var divObjArray = [divIdObj.bosses, divIdObj.bosses, divIdObj.charms, divIdObj.equipment, divIdObj.nailArts, divIdObj.maskShards, divIdObj.maskShards, divIdObj.vesselFragments, divIdObj.vesselFragments, divIdObj.dreamers, divIdObj.colosseum, divIdObj.dreamNail, divIdObj.warriorDreams, divIdObj.grimmTroupe, divIdObj.lifeblood, divIdObj.godmaster, divIdObj.essential, divIdObj.achievements, divIdObj.statistics]; // Looped filling to reduce redundancy\n\n do {\n for (var parameter in hkObjArray[0]) {\n FillHTML(divObjArray[0], hkObjArray[0][parameter][0], hkObjArray[0][parameter][1]);\n }\n\n divObjArray.shift();\n } while (hkObjArray.shift()); // Nail Upgrades Misc\n\n\n for (var i = 0; i < _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES.length; i++) {\n FillHTML(divIdObj.nailUpgrades, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES[i][0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES[i][1]);\n } // Spells Misc\n\n\n for (var _i4 in _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS) {\n for (var j = 1; j <= 2; j++) {\n FillHTML(divIdObj.spells, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS[_i4][j][0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS[_i4][j][1]);\n }\n } // Nightmare King Grimm / Banishment Misc\n\n\n FillHTML(divIdObj.grimmTroupe, \"Nightmare King Grimm / Banishment\", \"Dirtmouth or Howling Cliffs\"); // Godmaster Doors Misc\n\n for (var _i5 = 0; _i5 < ObjectLength(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS); _i5++) {\n FillHTML(divIdObj.godmaster, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS[_i5][0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS[_i5][1]);\n } // Fleur Dividers\n\n\n AppendHTML(divIdObj.godmaster, FLEUR_DIVIDE);\n AppendHTML(divIdObj.essential, FLEUR_DIVIDE);\n AppendHTML(divIdObj.achievements, FLEUR_DIVIDE); // Check local storage first to set proper checkbox state before the below functions start (default is always unchecked)\n\n if (localStorage.getItem(\"checkboxHints\") === \"checked\") document.getElementById(\"checkbox-hints\").checked = true;\n if (localStorage.getItem(\"checkboxSpoilers\") === \"checked\") document.getElementById(\"checkbox-locations\").checked = true; // Prevents wrong checkbox behaviour (must run after everything is finished)\n\n CheckboxHintsToggle();\n CheckboxLocationsToggle();\n}\n/**\r\n * Toggles display of \"hk-hints\". On click with no parameters or on demand when called with a parameter\r\n * @param {string} param \"hide\", \"show\" or none (optional)\r\n */\n\n\nfunction CheckboxHintsToggle() {\n var param = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"none\";\n var checkboxId = document.getElementById(\"checkbox-hints\");\n\n switch (param) {\n case \"hide\":\n document.getElementById(\"hk-hints\").classList.add(\"hidden\");\n checkboxId.value = \"hints-off\";\n checkboxId.checked = false; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"checkboxHints\", \"unchecked\");\n break;\n\n case \"show\":\n document.getElementById(\"hk-hints\").classList.remove(\"hidden\");\n checkboxId.value = \"hints-on\";\n checkboxId.checked = true; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"checkboxHints\", \"checked\");\n break;\n\n default:\n // This runs when the checkbox is not checked\n if (checkboxId.checked === false) {\n document.getElementById(\"hk-hints\").classList.add(\"hidden\");\n checkboxId.value = \"hints-off\"; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"checkboxHints\", \"unchecked\");\n } // This runs when the checkbox is checked\n else {\n document.getElementById(\"hk-hints\").classList.remove(\"hidden\");\n checkboxId.value = \"hints-on\"; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"checkboxHints\", \"checked\");\n }\n\n }\n}\n/**\r\n * Toggles display of \".location\" class. On click with no parameters or on demand when called with a parameter\r\n * @param {string} param \"hide\", \"show\" or none (optional)\r\n */\n\n\nfunction CheckboxLocationsToggle() {\n var param = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"none\";\n var checkboxId = document.getElementById(\"checkbox-locations\");\n var allClassElements = document.querySelectorAll(\".location\");\n var length = allClassElements.length;\n\n switch (param) {\n case \"hide\":\n for (var i = 0; i < length; i++) {\n allClassElements[i].classList.add(\"hidden\");\n }\n\n checkboxId.value = \"locations-off\";\n checkboxId.checked = false; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"checkboxSpoilers\", \"unchecked\");\n break;\n\n case \"show\":\n for (var _i6 = 0; _i6 < length; _i6++) {\n allClassElements[_i6].classList.remove(\"hidden\");\n }\n\n checkboxId.value = \"locations-on\";\n checkboxId.checked = true; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"checkboxSpoilers\", \"checked\");\n break;\n\n default:\n // This runs when the checkbox is not checked\n if (checkboxId.checked === false) {\n for (var _i7 = 0; _i7 < length; _i7++) {\n allClassElements[_i7].classList.add(\"hidden\");\n }\n\n checkboxId.value = \"locations-off\"; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"checkboxSpoilers\", \"unchecked\");\n } // This runs when the checkbox is checked\n else {\n for (var _i8 = 0; _i8 < length; _i8++) {\n allClassElements[_i8].classList.remove(\"hidden\");\n }\n\n checkboxId.value = \"locations-on\"; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"checkboxSpoilers\", \"checked\");\n }\n\n }\n}\n/**\r\n * Zero-fill all \"percent\" properties in the JSON Object (reset to default)\r\n * @param {object} jsObj object containing the \"percent\" properties to be reset to 0\r\n */\n\n\nfunction ResetCompletion(jsObj) {\n for (var i in jsObj) {\n if (jsObj[i].hasOwnProperty(\"percent\")) jsObj[i].percent = 0;\n }\n} // Populate HTML at load (before img and css)\n\n\ndocument.addEventListener(\"DOMContentLoaded\", InitialHTMLPopulate(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID)); // Make functions global so they can be used on click and change events (for Webpack)\n\nwindow.HKReadTextArea = HKReadTextArea;\nwindow.InitialHTMLPopulate = InitialHTMLPopulate;\nwindow.CheckboxLocationsToggle = CheckboxLocationsToggle;\nwindow.CheckboxHintsToggle = CheckboxHintsToggle;\n\n//# sourceURL=webpack://hollow-knight-completion-check/./src/js/HKCheckCompletion.js?");
/***/ }),
diff --git a/src/js/HKCheckCompletion.js b/src/js/HKCheckCompletion.js
index 173fdd9..033a945 100644
--- a/src/js/HKCheckCompletion.js
+++ b/src/js/HKCheckCompletion.js
@@ -921,6 +921,10 @@ function InitialHTMLPopulate(divIdObj) {
AppendHTML(divIdObj.essential, FLEUR_DIVIDE);
AppendHTML(divIdObj.achievements, FLEUR_DIVIDE);
+ // Check local storage first to set proper checkbox state before the below functions start (default is always unchecked)
+ if (localStorage.getItem("checkboxHints") === "checked") document.getElementById("checkbox-hints").checked = true;
+ if (localStorage.getItem("checkboxSpoilers") === "checked") document.getElementById("checkbox-locations").checked = true;
+
// Prevents wrong checkbox behaviour (must run after everything is finished)
CheckboxHintsToggle();
CheckboxLocationsToggle();
@@ -938,19 +942,34 @@ function CheckboxHintsToggle(param = "none") {
document.getElementById("hk-hints").classList.add("hidden");
checkboxId.value = "hints-off";
checkboxId.checked = false;
+
+ // remember this choice for subsequent page visits and browser restarts
+ localStorage.setItem("checkboxHints", "unchecked");
break;
case "show":
document.getElementById("hk-hints").classList.remove("hidden");
checkboxId.value = "hints-on";
checkboxId.checked = true;
+
+ // remember this choice for subsequent page visits and browser restarts
+ localStorage.setItem("checkboxHints", "checked");
break;
default:
+ // This runs when the checkbox is not checked
if (checkboxId.checked === false) {
document.getElementById("hk-hints").classList.add("hidden");
checkboxId.value = "hints-off";
- } else {
+
+ // remember this choice for subsequent page visits and browser restarts
+ localStorage.setItem("checkboxHints", "unchecked");
+ }
+ // This runs when the checkbox is checked
+ else {
document.getElementById("hk-hints").classList.remove("hidden");
checkboxId.value = "hints-on";
+
+ // remember this choice for subsequent page visits and browser restarts
+ localStorage.setItem("checkboxHints", "checked");
}
}
}
@@ -971,6 +990,9 @@ function CheckboxLocationsToggle(param = "none") {
}
checkboxId.value = "locations-off";
checkboxId.checked = false;
+
+ // remember this choice for subsequent page visits and browser restarts
+ localStorage.setItem("checkboxSpoilers", "unchecked");
break;
case "show":
for (let i = 0; i < length; i++) {
@@ -978,18 +1000,30 @@ function CheckboxLocationsToggle(param = "none") {
}
checkboxId.value = "locations-on";
checkboxId.checked = true;
+
+ // remember this choice for subsequent page visits and browser restarts
+ localStorage.setItem("checkboxSpoilers", "checked");
break;
default:
+ // This runs when the checkbox is not checked
if (checkboxId.checked === false) {
for (let i = 0; i < length; i++) {
allClassElements[i].classList.add("hidden");
}
checkboxId.value = "locations-off";
- } else {
+
+ // remember this choice for subsequent page visits and browser restarts
+ localStorage.setItem("checkboxSpoilers", "unchecked");
+ }
+ // This runs when the checkbox is checked
+ else {
for (let i = 0; i < length; i++) {
allClassElements[i].classList.remove("hidden");
}
checkboxId.value = "locations-on";
+
+ // remember this choice for subsequent page visits and browser restarts
+ localStorage.setItem("checkboxSpoilers", "checked");
}
}
}