max completion % depending on the save file version
This commit is contained in:
parent
9a62dd1fce
commit
f1275d00db
5 changed files with 394 additions and 333 deletions
207
build/app.js
207
build/app.js
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@ -145,7 +145,7 @@ function HKCheckCompletion(jsonObject) {
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CheckPlayTime(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.sections.intro, HKPlayerData.playTime); // ---------------- Game Completion Status ----------------- //
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CheckCompletionPercent(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.sections.intro, HKPlayerData.completionPercentage); // ---------------- Game Completion Status ----------------- //
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CheckCompletionPercent(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.sections.intro, HKPlayerData); // ---------------- Game Completion Status ----------------- //
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CheckSaveFileVersion(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.sections.intro, HKPlayerData.version); // ---------------- Fleur Divide ----------------- //
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// AppendHTML(HK.sections.intro, FLEUR_DIVIDE);
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@ -263,8 +263,21 @@ function PrepareHTMLString(section) {
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function CurrentDataTrue() {
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var section = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
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var entry = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : "";
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section.percent++;
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if (section.id === "hk-equipment") section.percent++; // double % for equipment
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/* Increase section percentage except the Game Status and Hints sections */
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switch (section.id) {
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case "hk-intro":
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case "hk-hints":
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break;
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case "hk-equipment":
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// double % for equipment
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section.percent += 2;
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break;
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default:
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section.percent++;
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}
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section.entries[entry].icon = "green";
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}
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@ -323,11 +336,43 @@ function CheckPlayTime(section, playTime) {
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*/
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function CheckCompletionPercent(section, completionPercentage) {
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completionPercentage >= 112 ? CurrentDataTrue(section, "gameCompletion") : CurrentDataFalse(section, "gameCompletion");
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function CheckCompletionPercent(section, playerData) {
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var completionPercentage = Math.round(playerData.completionPercentage);
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var maxPercent = 0;
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/* Normal (current) game version behaviour: 112% */
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section.maxPercent = section.maxPercentDefault;
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maxPercent = section.maxPercentDefault;
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section.entries.gameCompletion.spoilerAfter = section.entries.gameCompletion.spoilerAfterDefault;
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section.percent = completionPercentage;
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section.entries.gameCompletion.spoiler = completionPercentage;
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var textFill = "Game Completion:" + pSpan + "<b>" + completionPercentage + " %</b>" + pSpan + "(out of " + section.maxPercent + " %)"; // document.getElementById(section.id).innerHTML += divStart + completionSymbol + textFill + divEnd;
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/* Lifeblood behaviour: 107% */
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if (!playerData.hasOwnProperty("hasGodfinder")) {
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section.maxPercent = section.maxPercentLifeblood;
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maxPercent = section.maxPercentLifeblood;
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section.entries.gameCompletion.spoilerAfter = section.entries.gameCompletion.spoilerAfterLifeblood;
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}
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/* Grimm Troupe bahaviour: 106% */
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if (!playerData.hasOwnProperty("killedHiveKnight")) {
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section.maxPercent = section.maxPercentGrimmTroupe;
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maxPercent = section.maxPercentGrimmTroupe;
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section.entries.gameCompletion.spoilerAfter = section.entries.gameCompletion.spoilerAfterGrimmTroupe;
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}
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/* Base Game behaviour with no Content Packs: 100% */
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if (!playerData.hasOwnProperty("gotCharm_37")) {
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section.maxPercent = section.maxPercentBaseGame;
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maxPercent = section.maxPercentBaseGame;
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section.entries.gameCompletion.spoilerAfter = section.entries.gameCompletion.spoilerAfterBaseGame;
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}
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completionPercentage >= maxPercent ? CurrentDataTrue(section, "gameCompletion") : CurrentDataFalse(section, "gameCompletion");
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/* let textFill = "Game Completion:" + pSpan + "<b>" + completionPercentage + " %</b>" + pSpan + "(out of " + section.maxPercent + " %)"; */
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// document.getElementById(section.id).innerHTML += divStart + completionSymbol + textFill + divEnd;
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}
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/**
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* Reads the "version" string from the save file and appends it to the selected div ID element
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@ -2692,6 +2737,10 @@ var HK = {
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id: "hk-intro",
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percent: 0,
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maxPercent: 112,
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maxPercentDefault: 112,
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maxPercentBaseGame: 100,
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maxPercentGrimmTroupe: 106,
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maxPercentLifeblood: 107,
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entries: {
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timePlayed: {
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id: "timePlayed",
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@ -2707,7 +2756,11 @@ var HK = {
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icon: "red",
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name: "Game Completion:",
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spoiler: 0,
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spoilerAfter: "(out of 112 %)"
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spoilerAfter: "(out of 112 %)",
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spoilerAfterDefault: "(out of 112 %)",
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spoilerAfterBaseGame: "(out of 100 %)",
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spoilerAfterGrimmTroupe: "(out of 106 %)",
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spoilerAfterLifeblood: "(out of 107 %)"
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},
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saveVersion: {
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id: "saveVersion",
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@ -5580,7 +5633,7 @@ function CompletionFill(section) {
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if (section.id != "hk-intro") cp += "/";
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fillText = "<div class='percent-box".concat(cl, "'>").concat(section.id === "hk-intro" ? cp : cp + section.maxPercent, "%</div>");
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fillText = "<div class='percent-box".concat(cl, "'>").concat(section.id === "hk-intro" ? cp : "".concat(cp).concat(section.maxPercent), "%</div>");
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}
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return "\t".concat(h2id).concat(h2).concat(fillText, "</h2>\n");
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@ -5595,8 +5648,7 @@ function SingleEntryFill(obj) {
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let iconRed = SYMBOL_FALSE;
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let iconClock = SYMBOL_CLOCK;
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let iconNull = SYMBOL_EMPTY;
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let textPrefix = "";
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let textPrefix = "";
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let textSuffix = "";
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let textFill = "";
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let Img = "";
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@ -5609,8 +5661,7 @@ function SingleEntryFill(obj) {
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let geoNormalImage = `<img src='${GEO_IMAGE}' class='geo-symbol' alt='geo symbol image' title='Geo'>`;
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let geoShadeImage = `<img src='${GEO_SHADE_IMAGE}' class='geo-symbol' alt='shade geo symbol image' title='Shade Geo'>`;
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let wiki = "";
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let div = `<div class='single-entry'>`;
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let div = `<div class='single-entry'>`;
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let divFlex = `<div class='flex-container align-center'>`;
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let b = ["<b>", "</b>"];
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let p = "<span class='p-left-small'></span>";
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@ -5621,8 +5672,7 @@ function SingleEntryFill(obj) {
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if (entry.hasOwnProperty("icon")) {
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switch (entry.icon) {
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case "clock":
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case "clock":
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icon = iconClock;
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break;
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case "green":
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@ -5637,132 +5687,99 @@ function SingleEntryFill(obj) {
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} else {
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icon = iconRed;
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}
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if (entry.hasOwnProperty("name")) {
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if (entry.hasOwnProperty("name")) {
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textPrefix = entry.name;
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}
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if (entry.hasOwnProperty("spoiler")) {
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if (entry.hasOwnProperty("spoiler")) {
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textSuffix = entry.spoiler;
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}
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if (entry.hasOwnProperty("wiki")) {
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if (entry.hasOwnProperty("wiki")) {
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wiki = entry.wiki;
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}
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if (!textPrefix.length) b = ["", ""];
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if (!textPrefix.length) b = ["", ""];
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if (wiki.length) b = [`<a class="wiki" href="${WIKI_LINK}${wiki}" target="_blank">`, "</a>"];
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// #################### Different behaviour depending on the section #######################
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switch (section) {
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case "intro":
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// #################### Different behaviour depending on the section #######################
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switch (section) {
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case "intro":
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b = ["", ""];
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span = ["<b>", "</b>"];
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// Different text and images for each entry in the "Game Status" section
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switch (entry.id) {
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// Different text and images for each entry in the "Game Status" section
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switch (entry.id) {
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case "gameCompletion":
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textSuffix = `${entry.spoiler} %`;
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break;
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case "health":
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break;
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case "health":
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div = divFlex;
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span = ["", ""];
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(entry.permadeathMode) ? Img = maskSteel: Img = maskNormal;
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for (let i = 0, total = entry.amountTotal; i < total; i++) {
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(entry.permadeathMode) ? Img = maskSteel: Img = maskNormal;
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for (let i = 0, total = entry.amountTotal; i < total; i++) {
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textSuffix += Img;
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}
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textSuffix += `${p}<sup>(${entry.amountTotal})</sup>`;
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p = "";
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textSuffix += `${p}<sup>(${entry.amountTotal})</sup>`;
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p = "";
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break;
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case "soul":
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case "soul":
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div = divFlex;
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span = ["", ""];
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Img = soulNormal;
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for (let i = 0, total = Math.round(entry.amountTotal / 33); i < total; i++) {
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for (let i = 0, total = Math.round(entry.amountTotal / 33); i < total; i++) {
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textSuffix += Img;
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}
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textSuffix += `${p}<sup>(${Math.round(entry.amountTotal / 33)})</sup>`;
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p = "";
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textSuffix += `${p}<sup>(${Math.round(entry.amountTotal / 33)})</sup>`;
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p = "";
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break;
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case "notches":
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case "notches":
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div = divFlex;
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span = ["", ""];
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// First, check filled (used) notches and fill them (skips if no filled notches)
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// First, check filled (used) notches and fill them (skips if no filled notches)
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if (entry.amountFilled > 0) {
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for (let i = 0, total = entry.amountFilled; i < total; i++) {
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textSuffix += notchFilledImage;
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}
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}
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// Second, check overcharmed notches and fill them (skips if player is not overcharmed)
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// Second, check overcharmed notches and fill them (skips if player is not overcharmed)
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if (entry.amountOvercharmed > 0) {
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for (let i = 0, total = entry.amountOvercharmed; i < total; i++) {
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textSuffix += notchOvercharmedImage;
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}
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}
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// Last, fill all unused notches
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// Last, fill all unused notches
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if (entry.amountUnused > 0) {
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for (let i = 0, total = entry.amountUnused; i < total; i++) {
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textSuffix += notchNormalImage;
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}
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}
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textSuffix += `${p}<sup>(${entry.amountTotal})</sup>`;
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break;
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case "geo":
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textSuffix += `${p}<sup>(${entry.amountTotal})</sup>`;
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break;
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case "geo":
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div = divFlex;
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span = ["", ""];
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textSuffix += `${geoNormalImage}<b>${entry.amount}</b>`;
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textSuffix += `${geoNormalImage}<b>${entry.amount}</b>`;
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// Show Shade Geo value and image only if Shade has at least 1 Geo on it
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if (entry.amountShade > 0) textSuffix += `${p}+${geoShadeImage}<b>${entry.amountShade}</b>`;
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// Show also total Geo (Geo + Shade Geo) if player has at least 1 geo alongside the shade geo
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// Show also total Geo (Geo + Shade Geo) if player has at least 1 geo alongside the shade geo
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if (entry.amount > 0 && entry.amountShade > 0) textSuffix += `${p}=${p}<b>${entry.amountTotal}</b>`;
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p = "";
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break;
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default:
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default:
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}
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// Optimized only for the "intro" section!
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// Optimized only for the "intro" section!
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if (entry.hasOwnProperty("spoilerAfter")) {
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spoilerAfter = `</b> ${entry.spoilerAfter}`;
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span[1] = "";
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}
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break;
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case "hints":
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case "hints":
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b = ["", ""];
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span = ["<span>", "</span>"];
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icon = iconNull;
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break;
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default:
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span = ["<span class='spoiler-span'>", "</span>"];
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span = ["<span class='spoiler-span'>", "</span>"];
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spoiler = ["<span class='spoiler-text'>", "</span>"];
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if (entry.hasOwnProperty("amount")) {
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if (entry.hasOwnProperty("amount")) {
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if (entry.hasOwnProperty("disabled")) {
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if (entry.disabled !== true) {
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textPrefix += `: ${entry.amount}`;
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@ -5771,35 +5788,26 @@ function SingleEntryFill(obj) {
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textPrefix += `: ${entry.amount}`;
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}
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}
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if (entry.hasOwnProperty("amountTotal")) {
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if (entry.hasOwnProperty("amountTotal")) {
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textPrefix += ` / ${entry.amountTotal}`;
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}
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if (entry.hasOwnProperty("id")) {
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switch (entry.id) {
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case "geoRocks":
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if (entry.hasOwnProperty("id")) {
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switch (entry.id) {
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case "geoRocks":
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case "itemsDiscovered":
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textPrefix += `: ${entry.notActivated} | ${entry.activated} | ${entry.discoveredTotal}`;
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break;
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case "zoteStatus":
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break;
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case "zoteStatus":
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case "nailsmithStatus":
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if (entry.hasOwnProperty("currentName") && entry.hasOwnProperty("currentSpoiler")) {
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textPrefix = entry[entry.currentName];
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textSuffix = entry[entry.currentSpoiler];
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}
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break;
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default:
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break;
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default:
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}
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}
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if (entry.hasOwnProperty("disabled")) {
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if (entry.hasOwnProperty("disabled")) {
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if (entry.disabled === true) {
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textPrefix = `<del>${textPrefix}</del>`;
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}
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@ -5808,8 +5816,7 @@ function SingleEntryFill(obj) {
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if (textSuffix.length && textPrefix.length) textSuffix = `— ${textSuffix}`;
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if (textPrefix.includes("<del>")) textSuffix = `<del>${textSuffix}</del>`;
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}
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*/
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*/
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/* return [
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div,
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File diff suppressed because one or more lines are too long
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@ -152,7 +152,7 @@ function HKCheckCompletion(jsonObject) {
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// ---------------- Game Completion Status ----------------- //
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CheckCompletionPercent(HK.sections.intro, HKPlayerData.completionPercentage);
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CheckCompletionPercent(HK.sections.intro, HKPlayerData);
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// ---------------- Game Completion Status ----------------- //
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@ -336,8 +336,22 @@ function PrepareHTMLString(section, textPrefix = "Unknown Completion Element: ",
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*/
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function CurrentDataTrue(section = {}, entry = "") {
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section.percent++;
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if (section.id === "hk-equipment") section.percent++; // double % for equipment
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/* Increase section percentage except the Game Status and Hints sections */
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switch (section.id) {
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case "hk-intro":
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case "hk-hints":
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break;
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case "hk-equipment":
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// double % for equipment
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section.percent += 2;
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break;
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default:
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section.percent++;
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}
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section.entries[entry].icon = "green";
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}
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@ -396,14 +410,46 @@ function CheckPlayTime(section, playTime) {
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* @param {object} section ID of the HTML element for data appending
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* @param {number} completionPercentage Number of completion percentage
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*/
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function CheckCompletionPercent(section, completionPercentage) {
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function CheckCompletionPercent(section, playerData) {
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(completionPercentage >= 112) ? CurrentDataTrue(section, "gameCompletion"): CurrentDataFalse(section, "gameCompletion");
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let completionPercentage = Math.round(playerData.completionPercentage);
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let maxPercent = 0;
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/* Normal (current) game version behaviour: 112% */
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section.maxPercent = section.maxPercentDefault;
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maxPercent = section.maxPercentDefault;
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section.entries.gameCompletion.spoilerAfter = section.entries.gameCompletion.spoilerAfterDefault;
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section.percent = completionPercentage;
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section.entries.gameCompletion.spoiler = completionPercentage;
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let textFill = "Game Completion:" + pSpan + "<b>" + completionPercentage + " %</b>" + pSpan + "(out of " + section.maxPercent + " %)";
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/* Lifeblood behaviour: 107% */
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if (!playerData.hasOwnProperty("hasGodfinder")) {
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section.maxPercent = section.maxPercentLifeblood;
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maxPercent = section.maxPercentLifeblood;
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section.entries.gameCompletion.spoilerAfter = section.entries.gameCompletion.spoilerAfterLifeblood;
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}
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/* Grimm Troupe bahaviour: 106% */
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if (!playerData.hasOwnProperty("killedHiveKnight")) {
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section.maxPercent = section.maxPercentGrimmTroupe;
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maxPercent = section.maxPercentGrimmTroupe;
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section.entries.gameCompletion.spoilerAfter = section.entries.gameCompletion.spoilerAfterGrimmTroupe;
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}
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/* Base Game behaviour with no Content Packs: 100% */
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if (!playerData.hasOwnProperty("gotCharm_37")) {
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section.maxPercent = section.maxPercentBaseGame;
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maxPercent = section.maxPercentBaseGame;
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section.entries.gameCompletion.spoilerAfter = section.entries.gameCompletion.spoilerAfterBaseGame;
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}
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(completionPercentage >= maxPercent) ? CurrentDataTrue(section, "gameCompletion"): CurrentDataFalse(section, "gameCompletion");
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/* let textFill = "Game Completion:" + pSpan + "<b>" + completionPercentage + " %</b>" + pSpan + "(out of " + section.maxPercent + " %)"; */
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// document.getElementById(section.id).innerHTML += divStart + completionSymbol + textFill + divEnd;
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}
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|
|
@ -666,7 +712,7 @@ function CheckIfDataTrue(section, dataObject, playerData, worldData = []) {
|
|||
dataObject[i].name = dataObject[i].nameGrimmchildP2;
|
||||
dataObject[i].spoiler = dataObject[i].spoilerGrimmchildP2;
|
||||
dataObject[i].wiki = dataObject[i].wikiGrimmchild;
|
||||
|
||||
|
||||
CurrentDataTrue(section, i);
|
||||
|
||||
break;
|
||||
|
|
@ -674,7 +720,7 @@ function CheckIfDataTrue(section, dataObject, playerData, worldData = []) {
|
|||
dataObject[i].name = dataObject[i].nameGrimmchildP3;
|
||||
dataObject[i].spoiler = dataObject[i].spoilerGrimmchildP3;
|
||||
dataObject[i].wiki = dataObject[i].wikiGrimmchild;
|
||||
|
||||
|
||||
CurrentDataTrue(section, i);
|
||||
|
||||
break;
|
||||
|
|
@ -682,7 +728,7 @@ function CheckIfDataTrue(section, dataObject, playerData, worldData = []) {
|
|||
dataObject[i].name = dataObject[i].nameGrimmchildP4;
|
||||
dataObject[i].spoiler = dataObject[i].spoilerGrimmchildP4;
|
||||
dataObject[i].wiki = dataObject[i].wikiGrimmchild;
|
||||
|
||||
|
||||
CurrentDataTrue(section, i);
|
||||
|
||||
break;
|
||||
|
|
@ -690,7 +736,7 @@ function CheckIfDataTrue(section, dataObject, playerData, worldData = []) {
|
|||
dataObject[i].name = dataObject[i].nameCarefreeMelody;
|
||||
dataObject[i].spoiler = dataObject[i].spoilerCarefreeMelody;
|
||||
dataObject[i].wiki = dataObject[i].wikiCarefreeMelody;
|
||||
|
||||
|
||||
CurrentDataTrue(section, i);
|
||||
|
||||
break;
|
||||
|
|
|
|||
|
|
@ -16,6 +16,10 @@ const HK = {
|
|||
id: "hk-intro",
|
||||
percent: 0,
|
||||
maxPercent: 112,
|
||||
maxPercentDefault: 112,
|
||||
maxPercentBaseGame: 100,
|
||||
maxPercentGrimmTroupe: 106,
|
||||
maxPercentLifeblood: 107,
|
||||
entries: {
|
||||
timePlayed: {
|
||||
id: "timePlayed",
|
||||
|
|
@ -32,6 +36,10 @@ const HK = {
|
|||
name: "Game Completion:",
|
||||
spoiler: 0,
|
||||
spoilerAfter: "(out of 112 %)",
|
||||
spoilerAfterDefault: "(out of 112 %)",
|
||||
spoilerAfterBaseGame: "(out of 100 %)",
|
||||
spoilerAfterGrimmTroupe: "(out of 106 %)",
|
||||
spoilerAfterLifeblood: "(out of 107 %)",
|
||||
},
|
||||
saveVersion: {
|
||||
id: "saveVersion",
|
||||
|
|
|
|||
|
|
@ -135,7 +135,7 @@ function GenerateInnerHTML(db) {
|
|||
|
||||
// start benchmarking
|
||||
benchmarkTimes.GenerateInnerHTML.timeStart = new Date();
|
||||
|
||||
|
||||
let sections = db.sections;
|
||||
|
||||
/* console.log(sections); */
|
||||
|
|
@ -162,7 +162,7 @@ function GenerateInnerHTML(db) {
|
|||
|
||||
let finalHTMLFill = "";
|
||||
let textFill = "";
|
||||
|
||||
|
||||
let Img = "";
|
||||
let maskNormal = `<img src='${HEALTH_MASK_IMAGE}' class='health-mask' alt='health mask image' title='Health Mask'>`;
|
||||
let maskSteel = `<img src='${HEALTH_MASK_STEEL_IMAGE}' class='health-mask' alt='steel health mask image' title='Steel Health Mask'>`;
|
||||
|
|
@ -177,7 +177,7 @@ function GenerateInnerHTML(db) {
|
|||
|
||||
|
||||
/* ############################## create all main entries ############################## */
|
||||
|
||||
|
||||
|
||||
for (let section in sections) {
|
||||
|
||||
|
|
@ -196,7 +196,7 @@ function GenerateInnerHTML(db) {
|
|||
|
||||
|
||||
/* #################### Different behaviour depending on the section ####################### */
|
||||
|
||||
|
||||
|
||||
switch (section) {
|
||||
|
||||
|
|
@ -215,9 +215,9 @@ function GenerateInnerHTML(db) {
|
|||
|
||||
/* -------- Icons (next to each entry) --------- */
|
||||
if (entries[entry].hasOwnProperty("icon")) {
|
||||
|
||||
|
||||
switch (entries[entry].icon) {
|
||||
|
||||
|
||||
case "clock":
|
||||
obj.icon = iconClock;
|
||||
break;
|
||||
|
|
@ -236,7 +236,7 @@ function GenerateInnerHTML(db) {
|
|||
|
||||
obj.textPrefix = entries[entry].name;
|
||||
obj.textSuffix = entries[entry].spoiler;
|
||||
obj.spoilerAfter = "";
|
||||
obj.spoilerAfter = "";
|
||||
|
||||
/* Different text and images for each entry in the "Game Status" (intro) section */
|
||||
|
||||
|
|
@ -249,7 +249,7 @@ function GenerateInnerHTML(db) {
|
|||
break;
|
||||
|
||||
case "health":
|
||||
|
||||
|
||||
/* ----------------- Horizontal Line after save version ---------------- */
|
||||
textFill += FLEUR_DIVIDE;
|
||||
|
||||
|
|
@ -322,7 +322,7 @@ function GenerateInnerHTML(db) {
|
|||
if (entries[entry].amount > 0 && entries[entry].amountShade > 0) {
|
||||
obj.textSuffix += `${obj.p}=${obj.p}<b>${entries[entry].amountTotal}</b>`;
|
||||
}
|
||||
|
||||
|
||||
obj.p = "";
|
||||
break;
|
||||
|
||||
|
|
@ -334,7 +334,7 @@ function GenerateInnerHTML(db) {
|
|||
|
||||
break;
|
||||
|
||||
/* #################### Hints (hints) #################### */
|
||||
/* #################### Hints (hints) #################### */
|
||||
|
||||
case "hints":
|
||||
obj.b = ["", ""];
|
||||
|
|
@ -350,7 +350,7 @@ function GenerateInnerHTML(db) {
|
|||
|
||||
break;
|
||||
|
||||
/* ###################### Create all other sections ##################### */
|
||||
/* ###################### Create all other sections ##################### */
|
||||
|
||||
default:
|
||||
|
||||
|
|
@ -374,9 +374,9 @@ function GenerateInnerHTML(db) {
|
|||
|
||||
/* -------- Icons (next to each entry) --------- */
|
||||
if (entries[entry].hasOwnProperty("icon")) {
|
||||
|
||||
|
||||
switch (entries[entry].icon) {
|
||||
|
||||
|
||||
case "clock":
|
||||
obj.icon = iconClock;
|
||||
break;
|
||||
|
|
@ -407,7 +407,7 @@ function GenerateInnerHTML(db) {
|
|||
case "none":
|
||||
obj.iconClass = " spoiler-red blurred";
|
||||
break;
|
||||
|
||||
|
||||
default:
|
||||
obj.iconClass = "";
|
||||
}
|
||||
|
|
@ -415,7 +415,7 @@ function GenerateInnerHTML(db) {
|
|||
obj.iconClass = "";
|
||||
}
|
||||
|
||||
obj.b = [`<a class="wiki${obj.iconClass}" href="${WIKI_LINK}${obj.wiki}" target="_blank">`, "</a>"];
|
||||
obj.b = [`<a class="wiki${obj.iconClass}" href="${WIKI_LINK}${obj.wiki}" target="_blank">`, "</a>"];
|
||||
|
||||
if (entries[entry].hasOwnProperty("amount")) {
|
||||
if (entries[entry].hasOwnProperty("disabled")) {
|
||||
|
|
@ -450,9 +450,9 @@ function GenerateInnerHTML(db) {
|
|||
obj.textPrefix = `<del>${obj.textPrefix}</del>`;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (obj.textPrefix.includes("<del>")) obj.textSuffix = `<del>${obj.textSuffix}</del>`;
|
||||
|
||||
|
||||
|
||||
|
||||
/* textFill += SingleEntryFill(section, entries[entry]); */
|
||||
|
|
@ -502,7 +502,7 @@ function SectionStart(section) {
|
|||
/**
|
||||
* Replaces the h2 titles with max percent values as read from the database
|
||||
*/
|
||||
function CompletionFillNoSave(section) {
|
||||
function CompletionFillNoSave(section) {
|
||||
|
||||
let id = "";
|
||||
let h2 = "";
|
||||
|
|
@ -528,7 +528,7 @@ function SectionStart(section) {
|
|||
/**
|
||||
* Replaces the h2 titles with a current percent/max percent values as read from the database
|
||||
*/
|
||||
function CompletionFill(section) {
|
||||
function CompletionFill(section) {
|
||||
|
||||
let h2 = section.h2;
|
||||
let h2id = `<h2 id="h2-${section.id}">`;
|
||||
|
|
@ -572,236 +572,236 @@ function SectionStart(section) {
|
|||
// needed for Game Status to show percentage properly (adds a slash for all boxes except the Game Status one)
|
||||
if (section.id != "hk-intro") cp += "/";
|
||||
|
||||
fillText = `<div class='percent-box${cl}'>${(section.id === "hk-intro") ? cp: cp + section.maxPercent}%</div>`;
|
||||
fillText = `<div class='percent-box${cl}'>${(section.id === "hk-intro") ? cp: `${cp}${section.maxPercent}`}%</div>`;
|
||||
}
|
||||
|
||||
return `\t${h2id}${h2}${fillText}</h2>\n`;
|
||||
|
||||
|
||||
}
|
||||
|
||||
/* function SingleEntryFill(section, entry) { */
|
||||
function SingleEntryFill(obj) {
|
||||
/*
|
||||
let icon = "";
|
||||
let iconGreen = SYMBOL_TRUE;
|
||||
let iconRed = SYMBOL_FALSE;
|
||||
let iconClock = SYMBOL_CLOCK;
|
||||
let iconNull = SYMBOL_EMPTY;
|
||||
/*
|
||||
let icon = "";
|
||||
let iconGreen = SYMBOL_TRUE;
|
||||
let iconRed = SYMBOL_FALSE;
|
||||
let iconClock = SYMBOL_CLOCK;
|
||||
let iconNull = SYMBOL_EMPTY;
|
||||
|
||||
let textPrefix = "";
|
||||
let textSuffix = "";
|
||||
let textFill = "";
|
||||
let Img = "";
|
||||
let maskNormal = `<img src='${HEALTH_MASK_IMAGE}' class='health-mask' alt='health mask image' title='Health Mask'>`;
|
||||
let maskSteel = `<img src='${HEALTH_MASK_STEEL_IMAGE}' class='health-mask' alt='steel health mask image' title='Steel Health Mask'>`;
|
||||
let soulNormal = `<img src='${SOUL_ORB_IMAGE}' class='soul-orb' alt='soul orb image' title='Single Soul Orb (one spell cast)'>`;
|
||||
let notchNormalImage = `<img src='${NOTCH_IMAGE}' class='notch' alt='notch image' title='Charm Notch (Free)'>`;
|
||||
let notchFilledImage = `<img src='${NOTCH_FILLED_IMAGE}' class='notch' alt='notch image' title='Charm Notch (Used)'>`;
|
||||
let notchOvercharmedImage = `<img src='${NOTCH_OVERCHARMED_IMAGE}' class='notch' alt='notch image' title='Charm Notch (Overcharmed)'>`;
|
||||
let geoNormalImage = `<img src='${GEO_IMAGE}' class='geo-symbol' alt='geo symbol image' title='Geo'>`;
|
||||
let geoShadeImage = `<img src='${GEO_SHADE_IMAGE}' class='geo-symbol' alt='shade geo symbol image' title='Shade Geo'>`;
|
||||
let wiki = "";
|
||||
let textPrefix = "";
|
||||
let textSuffix = "";
|
||||
let textFill = "";
|
||||
let Img = "";
|
||||
let maskNormal = `<img src='${HEALTH_MASK_IMAGE}' class='health-mask' alt='health mask image' title='Health Mask'>`;
|
||||
let maskSteel = `<img src='${HEALTH_MASK_STEEL_IMAGE}' class='health-mask' alt='steel health mask image' title='Steel Health Mask'>`;
|
||||
let soulNormal = `<img src='${SOUL_ORB_IMAGE}' class='soul-orb' alt='soul orb image' title='Single Soul Orb (one spell cast)'>`;
|
||||
let notchNormalImage = `<img src='${NOTCH_IMAGE}' class='notch' alt='notch image' title='Charm Notch (Free)'>`;
|
||||
let notchFilledImage = `<img src='${NOTCH_FILLED_IMAGE}' class='notch' alt='notch image' title='Charm Notch (Used)'>`;
|
||||
let notchOvercharmedImage = `<img src='${NOTCH_OVERCHARMED_IMAGE}' class='notch' alt='notch image' title='Charm Notch (Overcharmed)'>`;
|
||||
let geoNormalImage = `<img src='${GEO_IMAGE}' class='geo-symbol' alt='geo symbol image' title='Geo'>`;
|
||||
let geoShadeImage = `<img src='${GEO_SHADE_IMAGE}' class='geo-symbol' alt='shade geo symbol image' title='Shade Geo'>`;
|
||||
let wiki = "";
|
||||
|
||||
let div = `<div class='single-entry'>`;
|
||||
let divFlex = `<div class='flex-container align-center'>`;
|
||||
let b = ["<b>", "</b>"];
|
||||
let p = "<span class='p-left-small'></span>";
|
||||
let span = ["", ""];
|
||||
let spoiler = ["", ""];
|
||||
let spoilerAfter = "";
|
||||
|
||||
if (entry.hasOwnProperty("icon")) {
|
||||
let div = `<div class='single-entry'>`;
|
||||
let divFlex = `<div class='flex-container align-center'>`;
|
||||
let b = ["<b>", "</b>"];
|
||||
let p = "<span class='p-left-small'></span>";
|
||||
let span = ["", ""];
|
||||
let spoiler = ["", ""];
|
||||
let spoilerAfter = "";
|
||||
|
||||
switch (entry.icon) {
|
||||
|
||||
case "clock":
|
||||
icon = iconClock;
|
||||
break;
|
||||
case "green":
|
||||
icon = iconGreen;
|
||||
break;
|
||||
case "red":
|
||||
icon = iconRed;
|
||||
break;
|
||||
default:
|
||||
icon = iconNull;
|
||||
}
|
||||
} else {
|
||||
icon = iconRed;
|
||||
}
|
||||
|
||||
if (entry.hasOwnProperty("name")) {
|
||||
textPrefix = entry.name;
|
||||
}
|
||||
|
||||
if (entry.hasOwnProperty("spoiler")) {
|
||||
textSuffix = entry.spoiler;
|
||||
}
|
||||
|
||||
if (entry.hasOwnProperty("wiki")) {
|
||||
wiki = entry.wiki;
|
||||
}
|
||||
|
||||
if (!textPrefix.length) b = ["", ""];
|
||||
if (wiki.length) b = [`<a class="wiki" href="${WIKI_LINK}${wiki}" target="_blank">`, "</a>"];
|
||||
|
||||
// #################### Different behaviour depending on the section #######################
|
||||
|
||||
switch (section) {
|
||||
|
||||
case "intro":
|
||||
b = ["", ""];
|
||||
span = ["<b>", "</b>"];
|
||||
|
||||
// Different text and images for each entry in the "Game Status" section
|
||||
|
||||
switch (entry.id) {
|
||||
case "gameCompletion":
|
||||
textSuffix = `${entry.spoiler} %`;
|
||||
if (entry.hasOwnProperty("icon")) {
|
||||
|
||||
switch (entry.icon) {
|
||||
|
||||
case "clock":
|
||||
icon = iconClock;
|
||||
break;
|
||||
|
||||
case "health":
|
||||
div = divFlex;
|
||||
span = ["", ""];
|
||||
|
||||
(entry.permadeathMode) ? Img = maskSteel: Img = maskNormal;
|
||||
|
||||
for (let i = 0, total = entry.amountTotal; i < total; i++) {
|
||||
textSuffix += Img;
|
||||
}
|
||||
|
||||
textSuffix += `${p}<sup>(${entry.amountTotal})</sup>`;
|
||||
|
||||
p = "";
|
||||
case "green":
|
||||
icon = iconGreen;
|
||||
break;
|
||||
|
||||
case "soul":
|
||||
div = divFlex;
|
||||
span = ["", ""];
|
||||
Img = soulNormal;
|
||||
|
||||
for (let i = 0, total = Math.round(entry.amountTotal / 33); i < total; i++) {
|
||||
textSuffix += Img;
|
||||
}
|
||||
|
||||
textSuffix += `${p}<sup>(${Math.round(entry.amountTotal / 33)})</sup>`;
|
||||
|
||||
p = "";
|
||||
case "red":
|
||||
icon = iconRed;
|
||||
break;
|
||||
|
||||
case "notches":
|
||||
div = divFlex;
|
||||
span = ["", ""];
|
||||
|
||||
// First, check filled (used) notches and fill them (skips if no filled notches)
|
||||
if (entry.amountFilled > 0) {
|
||||
for (let i = 0, total = entry.amountFilled; i < total; i++) {
|
||||
textSuffix += notchFilledImage;
|
||||
}
|
||||
}
|
||||
|
||||
// Second, check overcharmed notches and fill them (skips if player is not overcharmed)
|
||||
if (entry.amountOvercharmed > 0) {
|
||||
for (let i = 0, total = entry.amountOvercharmed; i < total; i++) {
|
||||
textSuffix += notchOvercharmedImage;
|
||||
}
|
||||
}
|
||||
|
||||
// Last, fill all unused notches
|
||||
if (entry.amountUnused > 0) {
|
||||
for (let i = 0, total = entry.amountUnused; i < total; i++) {
|
||||
textSuffix += notchNormalImage;
|
||||
}
|
||||
}
|
||||
|
||||
textSuffix += `${p}<sup>(${entry.amountTotal})</sup>`;
|
||||
|
||||
break;
|
||||
|
||||
case "geo":
|
||||
div = divFlex;
|
||||
span = ["", ""];
|
||||
|
||||
textSuffix += `${geoNormalImage}<b>${entry.amount}</b>`;
|
||||
// Show Shade Geo value and image only if Shade has at least 1 Geo on it
|
||||
if (entry.amountShade > 0) textSuffix += `${p}+${geoShadeImage}<b>${entry.amountShade}</b>`;
|
||||
|
||||
// Show also total Geo (Geo + Shade Geo) if player has at least 1 geo alongside the shade geo
|
||||
if (entry.amount > 0 && entry.amountShade > 0) textSuffix += `${p}=${p}<b>${entry.amountTotal}</b>`;
|
||||
|
||||
p = "";
|
||||
break;
|
||||
|
||||
default:
|
||||
icon = iconNull;
|
||||
}
|
||||
} else {
|
||||
icon = iconRed;
|
||||
}
|
||||
|
||||
// Optimized only for the "intro" section!
|
||||
if (entry.hasOwnProperty("spoilerAfter")) {
|
||||
spoilerAfter = `</b> ${entry.spoilerAfter}`;
|
||||
span[1] = "";
|
||||
}
|
||||
break;
|
||||
if (entry.hasOwnProperty("name")) {
|
||||
textPrefix = entry.name;
|
||||
}
|
||||
|
||||
case "hints":
|
||||
b = ["", ""];
|
||||
span = ["<span>", "</span>"];
|
||||
icon = iconNull;
|
||||
break;
|
||||
|
||||
default:
|
||||
if (entry.hasOwnProperty("spoiler")) {
|
||||
textSuffix = entry.spoiler;
|
||||
}
|
||||
|
||||
span = ["<span class='spoiler-span'>", "</span>"];
|
||||
spoiler = ["<span class='spoiler-text'>", "</span>"];
|
||||
if (entry.hasOwnProperty("wiki")) {
|
||||
wiki = entry.wiki;
|
||||
}
|
||||
|
||||
if (entry.hasOwnProperty("amount")) {
|
||||
if (entry.hasOwnProperty("disabled")) {
|
||||
if (entry.disabled !== true) {
|
||||
textPrefix += `: ${entry.amount}`;
|
||||
}
|
||||
} else {
|
||||
textPrefix += `: ${entry.amount}`;
|
||||
}
|
||||
}
|
||||
if (!textPrefix.length) b = ["", ""];
|
||||
if (wiki.length) b = [`<a class="wiki" href="${WIKI_LINK}${wiki}" target="_blank">`, "</a>"];
|
||||
|
||||
if (entry.hasOwnProperty("amountTotal")) {
|
||||
textPrefix += ` / ${entry.amountTotal}`;
|
||||
}
|
||||
// #################### Different behaviour depending on the section #######################
|
||||
|
||||
if (entry.hasOwnProperty("id")) {
|
||||
switch (section) {
|
||||
|
||||
case "intro":
|
||||
b = ["", ""];
|
||||
span = ["<b>", "</b>"];
|
||||
|
||||
// Different text and images for each entry in the "Game Status" section
|
||||
|
||||
switch (entry.id) {
|
||||
|
||||
case "geoRocks":
|
||||
case "itemsDiscovered":
|
||||
textPrefix += `: ${entry.notActivated} | ${entry.activated} | ${entry.discoveredTotal}`;
|
||||
case "gameCompletion":
|
||||
textSuffix = `${entry.spoiler} %`;
|
||||
|
||||
break;
|
||||
|
||||
case "zoteStatus":
|
||||
case "nailsmithStatus":
|
||||
if (entry.hasOwnProperty("currentName") && entry.hasOwnProperty("currentSpoiler")) {
|
||||
textPrefix = entry[entry.currentName];
|
||||
textSuffix = entry[entry.currentSpoiler];
|
||||
case "health":
|
||||
div = divFlex;
|
||||
span = ["", ""];
|
||||
|
||||
(entry.permadeathMode) ? Img = maskSteel: Img = maskNormal;
|
||||
|
||||
for (let i = 0, total = entry.amountTotal; i < total; i++) {
|
||||
textSuffix += Img;
|
||||
}
|
||||
|
||||
textSuffix += `${p}<sup>(${entry.amountTotal})</sup>`;
|
||||
|
||||
p = "";
|
||||
break;
|
||||
|
||||
case "soul":
|
||||
div = divFlex;
|
||||
span = ["", ""];
|
||||
Img = soulNormal;
|
||||
|
||||
for (let i = 0, total = Math.round(entry.amountTotal / 33); i < total; i++) {
|
||||
textSuffix += Img;
|
||||
}
|
||||
|
||||
textSuffix += `${p}<sup>(${Math.round(entry.amountTotal / 33)})</sup>`;
|
||||
|
||||
p = "";
|
||||
break;
|
||||
|
||||
case "notches":
|
||||
div = divFlex;
|
||||
span = ["", ""];
|
||||
|
||||
// First, check filled (used) notches and fill them (skips if no filled notches)
|
||||
if (entry.amountFilled > 0) {
|
||||
for (let i = 0, total = entry.amountFilled; i < total; i++) {
|
||||
textSuffix += notchFilledImage;
|
||||
}
|
||||
}
|
||||
|
||||
// Second, check overcharmed notches and fill them (skips if player is not overcharmed)
|
||||
if (entry.amountOvercharmed > 0) {
|
||||
for (let i = 0, total = entry.amountOvercharmed; i < total; i++) {
|
||||
textSuffix += notchOvercharmedImage;
|
||||
}
|
||||
}
|
||||
|
||||
// Last, fill all unused notches
|
||||
if (entry.amountUnused > 0) {
|
||||
for (let i = 0, total = entry.amountUnused; i < total; i++) {
|
||||
textSuffix += notchNormalImage;
|
||||
}
|
||||
}
|
||||
|
||||
textSuffix += `${p}<sup>(${entry.amountTotal})</sup>`;
|
||||
|
||||
break;
|
||||
|
||||
case "geo":
|
||||
div = divFlex;
|
||||
span = ["", ""];
|
||||
|
||||
textSuffix += `${geoNormalImage}<b>${entry.amount}</b>`;
|
||||
// Show Shade Geo value and image only if Shade has at least 1 Geo on it
|
||||
if (entry.amountShade > 0) textSuffix += `${p}+${geoShadeImage}<b>${entry.amountShade}</b>`;
|
||||
|
||||
// Show also total Geo (Geo + Shade Geo) if player has at least 1 geo alongside the shade geo
|
||||
if (entry.amount > 0 && entry.amountShade > 0) textSuffix += `${p}=${p}<b>${entry.amountTotal}</b>`;
|
||||
|
||||
p = "";
|
||||
break;
|
||||
|
||||
default:
|
||||
}
|
||||
}
|
||||
|
||||
if (entry.hasOwnProperty("disabled")) {
|
||||
if (entry.disabled === true) {
|
||||
textPrefix = `<del>${textPrefix}</del>`;
|
||||
// Optimized only for the "intro" section!
|
||||
if (entry.hasOwnProperty("spoilerAfter")) {
|
||||
spoilerAfter = `</b> ${entry.spoilerAfter}`;
|
||||
span[1] = "";
|
||||
}
|
||||
}
|
||||
|
||||
if (textSuffix.length && textPrefix.length) textSuffix = `— ${textSuffix}`;
|
||||
if (textPrefix.includes("<del>")) textSuffix = `<del>${textSuffix}</del>`;
|
||||
}
|
||||
break;
|
||||
|
||||
*/
|
||||
case "hints":
|
||||
b = ["", ""];
|
||||
span = ["<span>", "</span>"];
|
||||
icon = iconNull;
|
||||
break;
|
||||
|
||||
default:
|
||||
|
||||
span = ["<span class='spoiler-span'>", "</span>"];
|
||||
spoiler = ["<span class='spoiler-text'>", "</span>"];
|
||||
|
||||
if (entry.hasOwnProperty("amount")) {
|
||||
if (entry.hasOwnProperty("disabled")) {
|
||||
if (entry.disabled !== true) {
|
||||
textPrefix += `: ${entry.amount}`;
|
||||
}
|
||||
} else {
|
||||
textPrefix += `: ${entry.amount}`;
|
||||
}
|
||||
}
|
||||
|
||||
if (entry.hasOwnProperty("amountTotal")) {
|
||||
textPrefix += ` / ${entry.amountTotal}`;
|
||||
}
|
||||
|
||||
if (entry.hasOwnProperty("id")) {
|
||||
|
||||
switch (entry.id) {
|
||||
|
||||
case "geoRocks":
|
||||
case "itemsDiscovered":
|
||||
textPrefix += `: ${entry.notActivated} | ${entry.activated} | ${entry.discoveredTotal}`;
|
||||
|
||||
break;
|
||||
|
||||
case "zoteStatus":
|
||||
case "nailsmithStatus":
|
||||
if (entry.hasOwnProperty("currentName") && entry.hasOwnProperty("currentSpoiler")) {
|
||||
textPrefix = entry[entry.currentName];
|
||||
textSuffix = entry[entry.currentSpoiler];
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
default:
|
||||
}
|
||||
}
|
||||
|
||||
if (entry.hasOwnProperty("disabled")) {
|
||||
if (entry.disabled === true) {
|
||||
textPrefix = `<del>${textPrefix}</del>`;
|
||||
}
|
||||
}
|
||||
|
||||
if (textSuffix.length && textPrefix.length) textSuffix = `— ${textSuffix}`;
|
||||
if (textPrefix.includes("<del>")) textSuffix = `<del>${textSuffix}</del>`;
|
||||
}
|
||||
|
||||
*/
|
||||
/* return [
|
||||
div,
|
||||
icon,
|
||||
|
|
@ -819,13 +819,13 @@ function SingleEntryFill(obj) {
|
|||
return [
|
||||
obj.div,
|
||||
obj.icon,
|
||||
`${obj.b[0]}${obj.textPrefix}${obj.b[1]}`,
|
||||
obj.span[0],
|
||||
obj.p,
|
||||
obj.spoiler[0],
|
||||
`${obj.textSuffix}${obj.spoilerAfter}`,
|
||||
obj.spoiler[1],
|
||||
obj.span[1],
|
||||
`${obj.b[0]}${obj.textPrefix}${obj.b[1]}`,
|
||||
obj.span[0],
|
||||
obj.p,
|
||||
obj.spoiler[0],
|
||||
`${obj.textSuffix}${obj.spoilerAfter}`,
|
||||
obj.spoiler[1],
|
||||
obj.span[1],
|
||||
"</div>\n"
|
||||
].join("");
|
||||
|
||||
|
|
@ -1016,7 +1016,7 @@ function StorageAvailable(type) {
|
|||
* @param {string} elementId Element ID to update
|
||||
* @param {string} textFill Updated contents (innerHTML)
|
||||
*/
|
||||
function FillInnerHTML(elementId, textFill) {
|
||||
function FillInnerHTML(elementId, textFill) {
|
||||
|
||||
const element = document.getElementById(elementId);
|
||||
element.innerHTML = textFill;
|
||||
|
|
@ -1028,7 +1028,7 @@ function StorageAvailable(type) {
|
|||
* @param {string} tooltipId Element ID of the tooltip to update
|
||||
* @param {string} tooltipFill Updated contents of the tooltip
|
||||
*/
|
||||
function SelectCopyInputText(mouseEvent, tooltipId = "", tooltipFill = "") {
|
||||
function SelectCopyInputText(mouseEvent, tooltipId = "", tooltipFill = "") {
|
||||
|
||||
const element = document.getElementById(mouseEvent.target.id);
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue