function InitialHTMLPopulate(), playerData check
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2 changed files with 117 additions and 4 deletions
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@ -381,6 +381,8 @@ function HKCheckCompletion(jsonObject) {
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}
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}
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// Outside playerData checks
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// ---------------- Mask Shards (World Map) --------------------- //
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// ---------------- Mask Shards (World Map) --------------------- //
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CheckWorldDataTrue(DIV_ID.maskShards, "Heart Piece", HK_MASKSHARDS_WORLD_temp, HKWorldItems);
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CheckWorldDataTrue(DIV_ID.maskShards, "Heart Piece", HK_MASKSHARDS_WORLD_temp, HKWorldItems);
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@ -518,14 +520,16 @@ function CheckWorldDataTrue(divId, idText, dataObject, worldData) {
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* Pre-Cleans HTML. Reads contents inside text area and parses it to a JavaScript object. If not empty, runs HKCheckCompletion() to check data.
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* Pre-Cleans HTML. Reads contents inside text area and parses it to a JavaScript object. If not empty, runs HKCheckCompletion() to check data.
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*/
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*/
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function HKReadTextArea() {
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function HKReadTextArea() {
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CleanHTML(DIV_ID);
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InitialHTMLPopulate(DIV_ID);
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let textAreaId = "save-area";
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let textAreaId = "save-area";
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let contents = document.getElementById(textAreaId).value;
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let contents = document.getElementById(textAreaId).value;
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if (contents.length) {
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if (contents.length) {
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let jsonObject = JSON.parse(contents);
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let jsonObject = JSON.parse(contents);
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HKCheckCompletion(jsonObject);
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// console.log(jsonObject);
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if (jsonObject.hasOwnProperty("playerData")) HKCheckCompletion(jsonObject);
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// console.log(jsonObject);
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// console.log(jsonObject);
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}
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}
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}
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}
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@ -543,4 +547,109 @@ function ObjectLength(object) {
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}
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}
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}
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}
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return length;
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return length;
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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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* @param {object} divIdObj JavaScript Object containing all HTML IDs to populate
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*/
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function InitialHTMLPopulate(divIdObj) {
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CleanHTML(divIdObj);
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CurrentDataFalse();
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// Play Time
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let icon = "<i class='icon-clock'></i>";
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let textFill = "Time Played: <b>0 h 00 min 00 sec</b>";
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document.getElementById(divIdObj.intro).innerHTML += divStart + icon + textFill + divEnd;
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// Game Completion
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textFill = "Game Completion: <b>0 %</b> (out of 112 %)";
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document.getElementById(divIdObj.intro).innerHTML += divStart + completionSymbol + textFill + divEnd;
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// Bosses
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for (let i in HK_BOSSES) {
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FillHTML(divIdObj.bosses, HK_BOSSES[i][0], HK_BOSSES[i][1]);
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}
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// Charms
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for (let i in HK_CHARMS) {
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FillHTML(divIdObj.charms, HK_CHARMS[i][0], HK_CHARMS[i][1]);
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}
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// Equipment
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for (let i in HK_EQUIPMENT) {
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FillHTML(divIdObj.equipment, HK_EQUIPMENT[i][0], HK_EQUIPMENT[i][1]);
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}
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// Nail Upgrades
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for (let i = 0; i < HK_NAILUPGRADES.length; i++) {
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FillHTML(divIdObj.nailUpgrades, HK_NAILUPGRADES[i][0], HK_NAILUPGRADES[i][1]);
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}
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// Nail Arts
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for (let i in HK_NAILARTS) {
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FillHTML(divIdObj.nailArts, HK_NAILARTS[i][0], HK_NAILARTS[i][1]);
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}
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// Spells
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for (let i in HK_SPELLS) {
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for (let j = 1; j <= 2; j++) {
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FillHTML(divIdObj.spells, HK_SPELLS[i][j][0], HK_SPELLS[i][j][1]);
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}
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}
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// Mask Shards
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for (let i in HK_MASKSHARDS) {
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FillHTML(divIdObj.maskShards, HK_MASKSHARDS[i][0], HK_MASKSHARDS[i][1]);
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}
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for (let i in HK_MASKSHARDS_WORLD) {
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FillHTML(divIdObj.maskShards, HK_MASKSHARDS_WORLD[i][0], HK_MASKSHARDS_WORLD[i][1]);
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}
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// Vessel Fragments
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for (let i in HK_VESSELFRAGMENTS) {
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FillHTML(divIdObj.vesselFragments, HK_VESSELFRAGMENTS[i][0], HK_VESSELFRAGMENTS[i][1]);
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}
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for (let i in HK_VESSELFRAGMENTS_WORLD) {
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FillHTML(divIdObj.vesselFragments, HK_VESSELFRAGMENTS_WORLD[i][0], HK_VESSELFRAGMENTS_WORLD[i][1]);
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}
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// Dreamers
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for (let i in HK_DREAMERS) {
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FillHTML(divIdObj.dreamers, HK_DREAMERS[i][0], HK_DREAMERS[i][1]);
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}
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// Colosseum of Fools
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for (let i in HK_COLOSSEUM) {
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FillHTML(divIdObj.colosseum, HK_COLOSSEUM[i][0], HK_COLOSSEUM[i][1]);
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}
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// Dream Nail
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for (let i in HK_DREAMNAIL) {
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FillHTML(divIdObj.dreamNail, HK_DREAMNAIL[i][0], HK_DREAMNAIL[i][1]);
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}
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// Warrior Dreams
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for (let i in HK_WARRIORDREAMS) {
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FillHTML(divIdObj.warriorDreams, HK_WARRIORDREAMS[i][0], HK_WARRIORDREAMS[i][1]);
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}
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// Grimm Troupe
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for (let i in HK_GRIMMTROUPE) {
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FillHTML(divIdObj.grimmTroupe, HK_GRIMMTROUPE[i][0], HK_GRIMMTROUPE[i][1]);
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}
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FillHTML(divIdObj.grimmTroupe, "Nightmare King Grimm / Banishment", "Dirtmouth or Howling Cliffs");
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// Lifeblood
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for (let i in HK_LIFEBLOOD) {
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FillHTML(divIdObj.lifeblood, HK_LIFEBLOOD[i][0], HK_LIFEBLOOD[i][1]);
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}
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// Godmaster
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for (let i in HK_GODMASTER) {
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FillHTML(divIdObj.godmaster, HK_GODMASTER[i][0], HK_GODMASTER[i][1]);
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}
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for (let i = 0; i < ObjectLength(HK_GODMASTER_DOORS); i++) {
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FillHTML(divIdObj.godmaster, HK_GODMASTER_DOORS[i][0], HK_GODMASTER_DOORS[i][1]);
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}
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}
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}
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@ -109,6 +109,7 @@
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</div> <!-- end content -->
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</div> <!-- end content -->
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</body>
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</body>
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</html>
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<!-- Instantly load test file (Debugging script) -->
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<!-- Instantly load test file (Debugging script) -->
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<!-- <script src="loadJson.js"></script> -->
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<!-- <script src="loadJson.js"></script> -->
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@ -116,6 +117,11 @@
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<!-- Main script -->
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<!-- Main script -->
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<script src="HKCheckCompletion.js"></script>
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<script src="HKCheckCompletion.js"></script>
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<!-- Populate HTML at load (before img and css) -->
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<script>
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document.addEventListener("DOMContentLoaded", InitialHTMLPopulate(DIV_ID));
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</script>
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<!-- Global site tag (gtag.js) - Google Analytics -->
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<!-- Global site tag (gtag.js) - Google Analytics -->
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<script async src="https://www.googletagmanager.com/gtag/js?id=UA-136831794-2"></script>
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<script async src="https://www.googletagmanager.com/gtag/js?id=UA-136831794-2"></script>
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<script>
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<script>
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@ -125,5 +131,3 @@
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gtag('config', 'UA-136831794-2');
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gtag('config', 'UA-136831794-2');
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</script>
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</script>
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</html>
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