prevent blurring for bindings and hall of gods

This commit is contained in:
ReznoRMichael 2021-08-06 10:37:16 +02:00
parent 09d892ab98
commit cef46ddb4f
3 changed files with 49 additions and 1 deletions

View file

@ -8809,34 +8809,58 @@ function GenerateInnerHTML(db) {
case "bindingNail":
obj.icon = SYMBOL_BINDING_NAIL;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "bindingShell":
obj.icon = SYMBOL_BINDING_SHELL;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "bindingCharms":
obj.icon = SYMBOL_BINDING_CHARMS;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "bindingSoul":
obj.icon = SYMBOL_BINDING_SOUL;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "bindingAll":
obj.icon = SYMBOL_BINDING_ALL;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "attuned":
obj.icon = SYMBOL_ATTUNED;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "ascended":
obj.icon = SYMBOL_ASCENDED;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "radiant":
obj.icon = SYMBOL_RADIANT;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "red":

File diff suppressed because one or more lines are too long

View file

@ -509,34 +509,58 @@ function GenerateInnerHTML(db) {
case "bindingNail":
obj.icon = SYMBOL_BINDING_NAIL;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "bindingShell":
obj.icon = SYMBOL_BINDING_SHELL;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "bindingCharms":
obj.icon = SYMBOL_BINDING_CHARMS;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "bindingSoul":
obj.icon = SYMBOL_BINDING_SOUL;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "bindingAll":
obj.icon = SYMBOL_BINDING_ALL;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "attuned":
obj.icon = SYMBOL_ATTUNED;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "ascended":
obj.icon = SYMBOL_ASCENDED;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "radiant":
obj.icon = SYMBOL_RADIANT;
/* -------- Prevents blurring when a player has already completed the entry --------- */
obj.span[0] = "<span class='spoiler-span-green'>";
break;
case "red":