quick loop fill from database
This commit is contained in:
parent
3acd8a626e
commit
757fb1ef77
3 changed files with 91 additions and 40 deletions
62
build/app.js
62
build/app.js
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@ -1255,40 +1255,60 @@ function HKReadTextArea() {
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}
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}
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/**
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/**
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* Populate all HTML with given ID and their initial data set as false (used at DOM load)
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* Populate all HTML with given ID and their initial data set as false (used at DOM load)
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* @param {object} divIdObj JavaScript Object containing all HTML IDs to populate
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* @param {object} sections JavaScript Object containing all HTML IDs to populate
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*/
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*/
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function InitialHTMLPopulate(divIdObj) {
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function InitialHTMLPopulate(sections) {
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var sFillText = "";
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var sFillText = "";
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CurrentDataFalse();
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CurrentDataFalse();
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(0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.PrefillHTML)(divIdObj); // Play Time
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(0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.PrefillHTML)(sections); // Play Time
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CheckPlayTime(divIdObj.intro, 0); // Game Completion
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CheckPlayTime(sections.intro, 0); // Game Completion
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CheckCompletionPercent(divIdObj.intro, 0); // Save File Version
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CheckCompletionPercent(sections.intro, 0); // Save File Version
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CheckSaveFileVersion(divIdObj.intro); // Fleur Divide
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CheckSaveFileVersion(sections.intro); // Fleur Divide
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(0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.intro, FLEUR_DIVIDE); // Health Masks
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(0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(sections.intro, FLEUR_DIVIDE); // Health Masks
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CheckHealthMasks(divIdObj.intro); // Soul Orbs
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CheckHealthMasks(sections.intro); // Soul Orbs
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CheckSoulOrbs(divIdObj.intro, 99); // Charm Notches
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CheckSoulOrbs(sections.intro, 99); // Charm Notches
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CheckNotches(divIdObj.intro); // Geo
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CheckNotches(sections.intro); // Geo
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CheckGeo(divIdObj.intro); // Keep symbol False
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CheckGeo(sections.intro); // Keep symbol False
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CurrentDataFalse(); // First Hint Only
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CurrentDataFalse(); // First Hint Only
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(0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.hints, divIdObj.hints.entries.fireballLevel.spoiler);
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(0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(sections.hints, sections.hints.entries.fireballLevel.spoiler);
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/* // Temp arrays storing references (addresses) to objects for looping through them (duplicates important)
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var entries = {};
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for (var section in sections) {
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entries = sections[section].entries;
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switch (section) {
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case "intro":
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case "hints":
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break;
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default:
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for (var entry in entries) {
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sFillText += PrepareHTMLString(sections[section], entries[entry].name, entries[entry].spoiler, entries[entry].wiki);
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}
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(0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(sections[section], sFillText);
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}
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sFillText = "";
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}
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/*
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// Temp arrays storing references (addresses) to objects for looping through them (duplicates important)
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let hkObjArray = [HK.BOSSES, HK.CHARMS, HK.EQUIPMENT, HK.NAILARTS, HK.MASKSHARDS, HK.MASKSHARDS_WORLD, HK.VESSELFRAGMENTS, HK.VESSELFRAGMENTS_WORLD, HK.DREAMERS, HK.COLOSSEUM, HK.DREAMNAIL, HK.WARRIORDREAMS, HK.GRIMMTROUPE, HK.LIFEBLOOD, HK.GODMASTER, HK.ESSENTIAL, HK.ACHIEVEMENTS, HK.STATISTICS, HK.GODHOME_STATISTICS];
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let hkObjArray = [HK.BOSSES, HK.CHARMS, HK.EQUIPMENT, HK.NAILARTS, HK.MASKSHARDS, HK.MASKSHARDS_WORLD, HK.VESSELFRAGMENTS, HK.VESSELFRAGMENTS_WORLD, HK.DREAMERS, HK.COLOSSEUM, HK.DREAMNAIL, HK.WARRIORDREAMS, HK.GRIMMTROUPE, HK.LIFEBLOOD, HK.GODMASTER, HK.ESSENTIAL, HK.ACHIEVEMENTS, HK.STATISTICS, HK.GODHOME_STATISTICS];
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// duplicates and order important - must be the same as in hkObjArray[]
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// duplicates and order important - must be the same as in hkObjArray[]
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let divObjArray = [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, divIdObj.godhomeStatistics]; */
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let divObjArray = [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, divIdObj.godhomeStatistics];
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// Looped filling to reduce redundancy
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/* // Looped filling to reduce redundancy
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do {
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do {
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for (let entry in hkObjArray[0]) {
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for (let entry in hkObjArray[0]) {
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if (entry === "mrMushroomState") continue;
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if (entry === "mrMushroomState") continue;
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@ -1321,11 +1341,13 @@ function InitialHTMLPopulate(divIdObj) {
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// Mr Mushroom 1 - 7
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// Mr Mushroom 1 - 7
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sFillText = CheckMrMushroomState(divIdObj.achievements, divIdObj.achievements.entries.mrMushroomState);
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sFillText = CheckMrMushroomState(divIdObj.achievements, divIdObj.achievements.entries.mrMushroomState);
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AppendHTML(divIdObj.achievements, sFillText);
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AppendHTML(divIdObj.achievements, sFillText);
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*/
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// Fleur Dividers
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// Fleur Dividers
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AppendHTML(divIdObj.godmaster, FLEUR_DIVIDE);
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AppendHTML(divIdObj.essential, FLEUR_DIVIDE);
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AppendHTML(divIdObj.achievements, FLEUR_DIVIDE); */
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(0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(sections.godmaster, FLEUR_DIVIDE);
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// Check local storage first to set proper checkbox state before the below functions start (default is always unchecked)
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(0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(sections.essential, FLEUR_DIVIDE);
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(0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(sections.achievements, FLEUR_DIVIDE); // Check local storage first to set proper checkbox state before the below functions start (default is always unchecked)
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if ((0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.StorageAvailable)('localStorage')) {
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if ((0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.StorageAvailable)('localStorage')) {
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if (localStorage.getItem("hkCheckboxHints") === "checked") document.getElementById("checkbox-hints").checked = true;
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if (localStorage.getItem("hkCheckboxHints") === "checked") document.getElementById("checkbox-hints").checked = true;
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File diff suppressed because one or more lines are too long
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@ -1292,53 +1292,80 @@ function HKReadTextArea(textAreaId = "") {
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/**
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/**
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* Populate all HTML with given ID and their initial data set as false (used at DOM load)
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* Populate all HTML with given ID and their initial data set as false (used at DOM load)
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* @param {object} divIdObj JavaScript Object containing all HTML IDs to populate
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* @param {object} sections JavaScript Object containing all HTML IDs to populate
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*/
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*/
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function InitialHTMLPopulate(divIdObj) {
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function InitialHTMLPopulate(sections) {
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let sFillText = "";
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let sFillText = "";
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CurrentDataFalse();
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CurrentDataFalse();
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PrefillHTML(divIdObj);
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PrefillHTML(sections);
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// Play Time
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// Play Time
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CheckPlayTime(divIdObj.intro, 0)
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CheckPlayTime(sections.intro, 0)
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// Game Completion
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// Game Completion
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CheckCompletionPercent(divIdObj.intro, 0);
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CheckCompletionPercent(sections.intro, 0);
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// Save File Version
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// Save File Version
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CheckSaveFileVersion(divIdObj.intro);
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CheckSaveFileVersion(sections.intro);
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// Fleur Divide
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// Fleur Divide
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AppendHTML(divIdObj.intro, FLEUR_DIVIDE);
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AppendHTML(sections.intro, FLEUR_DIVIDE);
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// Health Masks
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// Health Masks
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CheckHealthMasks(divIdObj.intro);
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CheckHealthMasks(sections.intro);
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// Soul Orbs
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// Soul Orbs
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CheckSoulOrbs(divIdObj.intro, 99);
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CheckSoulOrbs(sections.intro, 99);
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// Charm Notches
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// Charm Notches
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CheckNotches(divIdObj.intro);
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CheckNotches(sections.intro);
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// Geo
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// Geo
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CheckGeo(divIdObj.intro);
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CheckGeo(sections.intro);
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// Keep symbol False
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// Keep symbol False
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CurrentDataFalse();
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CurrentDataFalse();
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// First Hint Only
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// First Hint Only
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AppendHTML(divIdObj.hints, divIdObj.hints.entries.fireballLevel.spoiler);
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AppendHTML(sections.hints, sections.hints.entries.fireballLevel.spoiler);
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/* // Temp arrays storing references (addresses) to objects for looping through them (duplicates important)
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let entries = {};
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for (let section in sections) {
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entries = sections[section].entries;
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switch(section) {
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case "intro":
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case "hints":
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break;
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default:
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for (let entry in entries) {
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sFillText += PrepareHTMLString(sections[section], entries[entry].name, entries[entry].spoiler, entries[entry].wiki);
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}
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AppendHTML(sections[section], sFillText);
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}
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sFillText = "";
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}
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/*
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// Temp arrays storing references (addresses) to objects for looping through them (duplicates important)
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let hkObjArray = [HK.BOSSES, HK.CHARMS, HK.EQUIPMENT, HK.NAILARTS, HK.MASKSHARDS, HK.MASKSHARDS_WORLD, HK.VESSELFRAGMENTS, HK.VESSELFRAGMENTS_WORLD, HK.DREAMERS, HK.COLOSSEUM, HK.DREAMNAIL, HK.WARRIORDREAMS, HK.GRIMMTROUPE, HK.LIFEBLOOD, HK.GODMASTER, HK.ESSENTIAL, HK.ACHIEVEMENTS, HK.STATISTICS, HK.GODHOME_STATISTICS];
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let hkObjArray = [HK.BOSSES, HK.CHARMS, HK.EQUIPMENT, HK.NAILARTS, HK.MASKSHARDS, HK.MASKSHARDS_WORLD, HK.VESSELFRAGMENTS, HK.VESSELFRAGMENTS_WORLD, HK.DREAMERS, HK.COLOSSEUM, HK.DREAMNAIL, HK.WARRIORDREAMS, HK.GRIMMTROUPE, HK.LIFEBLOOD, HK.GODMASTER, HK.ESSENTIAL, HK.ACHIEVEMENTS, HK.STATISTICS, HK.GODHOME_STATISTICS];
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// duplicates and order important - must be the same as in hkObjArray[]
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// duplicates and order important - must be the same as in hkObjArray[]
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let divObjArray = [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, divIdObj.godhomeStatistics]; */
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let divObjArray = [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, divIdObj.godhomeStatistics];
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/* // Looped filling to reduce redundancy
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// Looped filling to reduce redundancy
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do {
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do {
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for (let entry in hkObjArray[0]) {
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for (let entry in hkObjArray[0]) {
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if (entry === "mrMushroomState") continue;
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if (entry === "mrMushroomState") continue;
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@ -1376,10 +1403,12 @@ function InitialHTMLPopulate(divIdObj) {
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sFillText = CheckMrMushroomState(divIdObj.achievements, divIdObj.achievements.entries.mrMushroomState);
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sFillText = CheckMrMushroomState(divIdObj.achievements, divIdObj.achievements.entries.mrMushroomState);
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AppendHTML(divIdObj.achievements, sFillText);
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AppendHTML(divIdObj.achievements, sFillText);
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*/
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// Fleur Dividers
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// Fleur Dividers
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AppendHTML(divIdObj.godmaster, FLEUR_DIVIDE);
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AppendHTML(sections.godmaster, FLEUR_DIVIDE);
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AppendHTML(divIdObj.essential, FLEUR_DIVIDE);
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AppendHTML(sections.essential, FLEUR_DIVIDE);
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AppendHTML(divIdObj.achievements, FLEUR_DIVIDE); */
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AppendHTML(sections.achievements, FLEUR_DIVIDE);
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// Check local storage first to set proper checkbox state before the below functions start (default is always unchecked)
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// Check local storage first to set proper checkbox state before the below functions start (default is always unchecked)
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if (StorageAvailable('localStorage')) {
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if (StorageAvailable('localStorage')) {
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