fix nonexistent DIV_ID

This commit is contained in:
ReznoRMichael 2021-06-27 11:20:01 +02:00
parent 366e76c3db
commit f05886889c
3 changed files with 1672 additions and 1631 deletions

File diff suppressed because it is too large Load diff

File diff suppressed because one or more lines are too long

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@ -90,150 +90,150 @@ function HKCheckCompletion(jsonObject) {
} else return false; } else return false;
// Pre-Cleaning and filling initial data (h2, id) needed for PrepareHTMLString() // Pre-Cleaning and filling initial data (h2, id) needed for PrepareHTMLString()
PrefillHTML(HK.DIV_ID); PrefillHTML(HK.SECTION);
// Prevents adding current percent data after each function call (each click of Analyze button) // Prevents adding current percent data after each function call (each click of Analyze button)
ResetCompletion(HK.DIV_ID); ResetCompletion(HK.SECTION);
// ================================================================================== // // ================================================================================== //
// ---------------- Time Played ----------------- // // ---------------- Time Played ----------------- //
CheckPlayTime(HK.DIV_ID.intro, HKPlayerData.playTime); CheckPlayTime(HK.SECTION.intro, HKPlayerData.playTime);
// ---------------- Game Completion Status ----------------- // // ---------------- Game Completion Status ----------------- //
CheckCompletionPercent(HK.DIV_ID.intro, HKPlayerData.completionPercentage); CheckCompletionPercent(HK.SECTION.intro, HKPlayerData.completionPercentage);
// ---------------- Game Completion Status ----------------- // // ---------------- Game Completion Status ----------------- //
CheckSaveFileVersion(HK.DIV_ID.intro, HKPlayerData.version); CheckSaveFileVersion(HK.SECTION.intro, HKPlayerData.version);
// ---------------- Fleur Divide ----------------- // // ---------------- Fleur Divide ----------------- //
AppendHTML(HK.DIV_ID.intro, FLEUR_DIVIDE); AppendHTML(HK.SECTION.intro, FLEUR_DIVIDE);
// ---------------- Health Masks ----------------- // // ---------------- Health Masks ----------------- //
CheckHealthMasks(HK.DIV_ID.intro, HKPlayerData.maxHealthBase, HKPlayerData.permadeathMode); CheckHealthMasks(HK.SECTION.intro, HKPlayerData.maxHealthBase, HKPlayerData.permadeathMode);
// ---------------- Soul Orbs ----------------- // // ---------------- Soul Orbs ----------------- //
CheckSoulOrbs(HK.DIV_ID.intro, HKPlayerData.maxMP + HKPlayerData.MPReserveMax); CheckSoulOrbs(HK.SECTION.intro, HKPlayerData.maxMP + HKPlayerData.MPReserveMax);
// ---------------- Charm Notches (Slots) ----------------- // // ---------------- Charm Notches (Slots) ----------------- //
CheckNotches(HK.DIV_ID.intro, HKPlayerData.charmSlots, HKPlayerData.charmSlotsFilled); CheckNotches(HK.SECTION.intro, HKPlayerData.charmSlots, HKPlayerData.charmSlotsFilled);
// ---------------- Geo Amount ----------------- // // ---------------- Geo Amount ----------------- //
CheckGeo(HK.DIV_ID.intro, HKPlayerData.geo, HKPlayerData.geoPool); CheckGeo(HK.SECTION.intro, HKPlayerData.geo, HKPlayerData.geoPool);
// ---------------- Bosses (Base Game) --------------------- // // ---------------- Bosses (Base Game) --------------------- //
CheckIfDataTrue(HK.DIV_ID.bosses, HK.BOSSES, HKPlayerData, HKWorldItems); CheckIfDataTrue(HK.SECTION.bosses, HK.BOSSES, HKPlayerData, HKWorldItems);
// ---------------- Charms --------------------- // // ---------------- Charms --------------------- //
CheckIfDataTrue(HK.DIV_ID.charms, HK.CHARMS, HKPlayerData); CheckIfDataTrue(HK.SECTION.charms, HK.CHARMS, HKPlayerData);
// ---------------- Colosseum of Fools --------------------- // // ---------------- Colosseum of Fools --------------------- //
CheckIfDataTrue(HK.DIV_ID.colosseum, HK.COLOSSEUM, HKPlayerData); CheckIfDataTrue(HK.SECTION.colosseum, HK.COLOSSEUM, HKPlayerData);
// ---------------- Dreamers --------------------- // // ---------------- Dreamers --------------------- //
CheckIfDataTrue(HK.DIV_ID.dreamers, HK.DREAMERS, HKPlayerData); CheckIfDataTrue(HK.SECTION.dreamers, HK.DREAMERS, HKPlayerData);
// ---------------- Dream Nail and Essence --------------------- // // ---------------- Dream Nail and Essence --------------------- //
CheckIfDataTrue(HK.DIV_ID.dreamNail, HK.DREAMNAIL, HKPlayerData); CheckIfDataTrue(HK.SECTION.dreamNail, HK.DREAMNAIL, HKPlayerData);
// ---------------- Equipment --------------------- // // ---------------- Equipment --------------------- //
CheckIfDataTrue(HK.DIV_ID.equipment, HK.EQUIPMENT, HKPlayerData); CheckIfDataTrue(HK.SECTION.equipment, HK.EQUIPMENT, HKPlayerData);
// ---------------- Nail Upgrades --------------------- // // ---------------- Nail Upgrades --------------------- //
CheckNailUpgrades(HK.DIV_ID.nailUpgrades, HK.NAILUPGRADES, HKPlayerData); CheckNailUpgrades(HK.SECTION.nailUpgrades, HK.NAILUPGRADES, HKPlayerData);
// ---------------- Mask Shards --------------------- // // ---------------- Mask Shards --------------------- //
CheckIfDataTrue(HK.DIV_ID.maskShards, HK.MASKSHARDS, HKPlayerData); CheckIfDataTrue(HK.SECTION.maskShards, HK.MASKSHARDS, HKPlayerData);
// ---------------- Mask Shards (World Map) --------------------- // // ---------------- Mask Shards (World Map) --------------------- //
CheckWorldDataTrue(HK.DIV_ID.maskShards, "Heart Piece", HK.MASKSHARDS_WORLD, HKWorldItems); CheckWorldDataTrue(HK.SECTION.maskShards, "Heart Piece", HK.MASKSHARDS_WORLD, HKWorldItems);
// ---------------- Nail Arts --------------------- // // ---------------- Nail Arts --------------------- //
CheckIfDataTrue(HK.DIV_ID.nailArts, HK.NAILARTS, HKPlayerData); CheckIfDataTrue(HK.SECTION.nailArts, HK.NAILARTS, HKPlayerData);
// ---------------- Spells --------------------- // // ---------------- Spells --------------------- //
CheckSpellLevel(HK.DIV_ID.spells, HK.SPELLS, HKPlayerData); CheckSpellLevel(HK.SECTION.spells, HK.SPELLS, HKPlayerData);
// ---------------- Vessel Fragments --------------------- // // ---------------- Vessel Fragments --------------------- //
CheckIfDataTrue(HK.DIV_ID.vesselFragments, HK.VESSELFRAGMENTS, HKPlayerData); CheckIfDataTrue(HK.SECTION.vesselFragments, HK.VESSELFRAGMENTS, HKPlayerData);
// ---------------- Vessel Fragments (World Map) --------------------- // // ---------------- Vessel Fragments (World Map) --------------------- //
CheckWorldDataTrue(HK.DIV_ID.vesselFragments, "Vessel Fragment", HK.VESSELFRAGMENTS_WORLD, HKWorldItems); CheckWorldDataTrue(HK.SECTION.vesselFragments, "Vessel Fragment", HK.VESSELFRAGMENTS_WORLD, HKWorldItems);
// ---------------- Warrior Dreams --------------------- // // ---------------- Warrior Dreams --------------------- //
CheckWarriorDreams(HK.DIV_ID.warriorDreams, HK.WARRIORDREAMS, HKPlayerData); CheckWarriorDreams(HK.SECTION.warriorDreams, HK.WARRIORDREAMS, HKPlayerData);
// ---------------- Grimm Troupe Content Pack --------------------- // // ---------------- Grimm Troupe Content Pack --------------------- //
CheckIfDataTrue(HK.DIV_ID.grimmTroupe, HK.GRIMMTROUPE, HKPlayerData); CheckIfDataTrue(HK.SECTION.grimmTroupe, HK.GRIMMTROUPE, HKPlayerData);
// ---------------- Lifeblood Content Pack --------------------- // // ---------------- Lifeblood Content Pack --------------------- //
CheckIfDataTrue(HK.DIV_ID.lifeblood, HK.LIFEBLOOD, HKPlayerData); CheckIfDataTrue(HK.SECTION.lifeblood, HK.LIFEBLOOD, HKPlayerData);
// ---------------- Godmaster Content Pack --------------------- // // ---------------- Godmaster Content Pack --------------------- //
CheckIfDataTrue(HK.DIV_ID.godmaster, HK.GODMASTER, HKPlayerData); CheckIfDataTrue(HK.SECTION.godmaster, HK.GODMASTER, HKPlayerData);
CheckGodmasterDoors(HK.DIV_ID.godmaster, HK.GODMASTER_DOORS, HKPlayerData); CheckGodmasterDoors(HK.SECTION.godmaster, HK.GODMASTER_DOORS, HKPlayerData);
// ---------------- Fleur Divide ----------------- // // ---------------- Fleur Divide ----------------- //
AppendHTML(HK.DIV_ID.godmaster, FLEUR_DIVIDE); AppendHTML(HK.SECTION.godmaster, FLEUR_DIVIDE);
// ------------------------- Essential Things ----------------------------- // // ------------------------- Essential Things ----------------------------- //
CheckAdditionalThings(HK.DIV_ID.essential, HK.ESSENTIAL, HKPlayerData, HKWorldItems); CheckAdditionalThings(HK.SECTION.essential, HK.ESSENTIAL, HKPlayerData, HKWorldItems);
// ---------------- Fleur Divide ----------------- // // ---------------- Fleur Divide ----------------- //
AppendHTML(HK.DIV_ID.essential, FLEUR_DIVIDE); AppendHTML(HK.SECTION.essential, FLEUR_DIVIDE);
// ------------------------- Achievements ----------------------------- // // ------------------------- Achievements ----------------------------- //
CheckAdditionalThings(HK.DIV_ID.achievements, HK.ACHIEVEMENTS, HKPlayerData, HKWorldItems); CheckAdditionalThings(HK.SECTION.achievements, HK.ACHIEVEMENTS, HKPlayerData, HKWorldItems);
// ---------------- Fleur Divide ----------------- // // ---------------- Fleur Divide ----------------- //
AppendHTML(HK.DIV_ID.achievements, FLEUR_DIVIDE); AppendHTML(HK.SECTION.achievements, FLEUR_DIVIDE);
// ------------------------- Game Statistics ----------------------------- // // ------------------------- Game Statistics ----------------------------- //
CheckAdditionalThings(HK.DIV_ID.statistics, HK.STATISTICS, HKPlayerData, HKWorldItems, HKSceneData); CheckAdditionalThings(HK.SECTION.statistics, HK.STATISTICS, HKPlayerData, HKWorldItems, HKSceneData);
// ------------------------- Godhome Statistics ----------------------------- // // ------------------------- Godhome Statistics ----------------------------- //
CheckAdditionalThings(HK.DIV_ID.godhomeStatistics, HK.GODHOME_STATISTICS, HKPlayerData, HKWorldItems, HKSceneData); CheckAdditionalThings(HK.SECTION.godhomeStatistics, HK.GODHOME_STATISTICS, HKPlayerData, HKWorldItems, HKSceneData);
// ------------------------- Hints ----------------------------- // // ------------------------- Hints ----------------------------- //
CheckHintsTrue(HK.DIV_ID.hints, HK.HINTS, HKPlayerData, HKWorldItems); CheckHintsTrue(HK.SECTION.hints, HK.HINTS, HKPlayerData, HKWorldItems);
// ------------------------- Fill completion ----------------------------- // // ------------------------- Fill completion ----------------------------- //
CompletionHTML(HK.DIV_ID, HKPlayerData.completionPercentage); CompletionHTML(HK.SECTION, HKPlayerData.completionPercentage);
GenerateInnerHTML(HK); GenerateInnerHTML(HK);
@ -358,7 +358,7 @@ function CheckCompletionPercent(divId, completionPercentage) {
* @param {object} divId ID of the HTML element for data appending * @param {object} divId ID of the HTML element for data appending
* @param {string} saveVersion Save File version in format 0.0.0.0 * @param {string} saveVersion Save File version in format 0.0.0.0
*/ */
function CheckSaveFileVersion(divId, saveVersion = HK.DIV_ID.intro.saveVersion) { function CheckSaveFileVersion(divId, saveVersion = HK.SECTION.intro.saveVersion) {
CurrentDataBlank(); CurrentDataBlank();
let textFill = `Save Version:${pSpan}<b>${saveVersion}</b>${pSpan}`; let textFill = `Save Version:${pSpan}<b>${saveVersion}</b>${pSpan}`;
@ -1271,7 +1271,7 @@ function CheckHintsTrue(divId, dataObject, playerData, worldData) {
function HKReadTextArea(textAreaId = "") { function HKReadTextArea(textAreaId = "") {
// refresh and prepare document for filling with data from the save // refresh and prepare document for filling with data from the save
InitialHTMLPopulate(HK.DIV_ID); InitialHTMLPopulate(HK.SECTION);
let contents = document.getElementById(textAreaId).value; let contents = document.getElementById(textAreaId).value;
@ -1446,7 +1446,7 @@ function FillInnerHTML(elementId, textFill) {
// Populate HTML at load (before img and css) // Populate HTML at load (before img and css)
document.addEventListener("DOMContentLoaded", () => { document.addEventListener("DOMContentLoaded", () => {
InitialHTMLPopulate(HK.DIV_ID); InitialHTMLPopulate(HK.SECTION);
}); });
// Does an action when the save file location input text is clicked once (auto select & copy to clipboard) // Does an action when the save file location input text is clicked once (auto select & copy to clipboard)