Updates to save system.
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@ -184,7 +184,10 @@ function SkillBox(p) {
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return <div className={p.className} style={{ gridArea: ConvertCoordinate(Number(p.skill[0]),Number(p.skill[1])) }}><img className="skillIcon" alt="" src={DisplayIcon(p.GetData("class_skill",p.skill[2],"icon",true))} /><span className="skillAllocated">{(p.skillPointData[p.page-1][p.boxId]?p.skillPointData[p.page-1][p.boxId]:0)+"/"+p.maxPoints}</span><em className="skillName">{typeof p.GetData("class_skill",p.skill[2],"name",true)==="string"&&p.GetData("class_skill",p.skill[2],"name",true)}</em><div className="skillButtons">
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return <div className={p.className} style={{ gridArea: ConvertCoordinate(Number(p.skill[0]),Number(p.skill[1])) }}><img className="skillIcon" alt="" src={DisplayIcon(p.GetData("class_skill",p.skill[2],"icon",true))} /><span className="skillAllocated">{(p.skillPointData[p.page-1][p.boxId]?p.skillPointData[p.page-1][p.boxId]:0)+"/"+p.maxPoints}</span><em className="skillName">{typeof p.GetData("class_skill",p.skill[2],"name",true)==="string"&&p.GetData("class_skill",p.skill[2],"name",true)}</em><div className="skillButtons">
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<LeftButton onClick={()=>{
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<LeftButton onClick={()=>{
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var temp=[...p.points]
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var temp=[...p.points]
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var tempData=[...p.skillPointData]
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var tempData={...p.skillPointData}
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if (!tempData[p.page-1]) {
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tempData[p.page-1]={}
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}
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if (!tempData[p.page-1][p.boxId]) {
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if (!tempData[p.page-1][p.boxId]) {
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tempData[p.page-1][p.boxId]=0
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tempData[p.page-1][p.boxId]=0
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}
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}
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@ -196,7 +199,10 @@ function SkillBox(p) {
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}}}/>
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}}}/>
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<RightButton onClick={()=>{
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<RightButton onClick={()=>{
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var temp=[...p.points]
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var temp=[...p.points]
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var tempData=[...p.skillPointData]
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var tempData={...p.skillPointData}
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if (!tempData[p.page-1]) {
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tempData[p.page-1]={}
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}
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if (!tempData[p.page-1][p.boxId]) {
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if (!tempData[p.page-1][p.boxId]) {
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tempData[p.page-1][p.boxId]=0
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tempData[p.page-1][p.boxId]=0
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}
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}
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@ -229,7 +235,7 @@ function SkillTreeBoxes(p) {
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return <>
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return <>
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{p.skillTreeSkillData&&p.skillTreeSkillData.map((skill,i)=>{
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{p.skillTreeSkillData&&p.skillTreeSkillData.map((skill,i)=>{
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var splitter = skill.split(",")
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var splitter = skill.split(",")
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return splitter[0]!==""&&splitter[1]!==""&&splitter[2]!==""&&<SkillBox key={i} className={isLocked(splitter[2])?"skillLocked":p.skillPointData[p.page-1][i]===GetHighestLevel(splitter[2])?"skillMaxed":p.skillPointData[p.page-1][i]>0?"skillActive":""} boxId={splitter[0]+"_"+splitter[1]} skillPointData={p.skillPointData} setSkillPointData={p.setSkillPointData} page={p.page} cl={p.cl} maxPoints={GetHighestLevel(splitter[2])} points={p.points} setPoints={p.setPoints} GetData={p.GetData} skill={splitter.map((numb)=>Number(numb))}/>
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return splitter[0]!==""&&splitter[1]!==""&&splitter[2]!==""&&<SkillBox key={i} className={isLocked(splitter[2])?"skillLocked":p.skillPointData[p.page-1][splitter[0]+"_"+splitter[1]]===GetHighestLevel(splitter[2])?"skillMaxed":p.skillPointData[p.page-1][splitter[0]+"_"+splitter[1]]>0?"skillActive":""} boxId={splitter[0]+"_"+splitter[1]} skillPointData={p.skillPointData} setSkillPointData={p.setSkillPointData} page={p.page} cl={p.cl} maxPoints={GetHighestLevel(splitter[2])} points={p.points} setPoints={p.setPoints} GetData={p.GetData} skill={splitter.map((numb)=>Number(numb))}/>
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})}
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})}
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</>
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</>
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}
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}
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@ -322,7 +328,11 @@ const [armorSlotSelection,setArmorSlotSelection] = useState(1)
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const [classNameSetter,setClassNameSetter] = useState(0)
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const [classNameSetter,setClassNameSetter] = useState(0)
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const [points,setPoints] = useState([])
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const [points,setPoints] = useState([])
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const [skillPointData,setSkillPointData] = useState([])
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const [skillPointData,setSkillPointData] = useState({})
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useEffect(()=>{
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console.log(skillPointData)
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},[skillPointData])
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function SaveData() {
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function SaveData() {
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var saveObj = {
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var saveObj = {
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