@rpg-engine/long-bow 0.4.83 → 0.4.84

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@@ -10,5 +10,6 @@ export interface ISkillProgressBarProps {
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  atlasJSON: any;
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  atlasIMG: any;
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  buffAndDebuff?: number;
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+ ratio: number;
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  }
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  export declare const SkillProgressBar: React.FC<ISkillProgressBarProps>;
@@ -16681,12 +16681,11 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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  showSkillPoints = _ref$showSkillPoints === void 0 ? true : _ref$showSkillPoints,
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  atlasIMG = _ref.atlasIMG,
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  atlasJSON = _ref.atlasJSON,
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- buffAndDebuff = _ref.buffAndDebuff;
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+ buffAndDebuff = _ref.buffAndDebuff,
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+ ratio = _ref.ratio;
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  if (!skillPointsToNextLevel) {
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  skillPointsToNextLevel = shared.getSPForLevel(level + 1);
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  }
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- var nextLevelSPWillbe = skillPoints + skillPointsToNextLevel;
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- var ratio = skillPoints / nextLevelSPWillbe * 100;
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  var skillsBuffsCalc = function skillsBuffsCalc() {
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  if (buffAndDebuff) {
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  return 1 + buffAndDebuff / 100;
@@ -16703,7 +16702,7 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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  }))) : React__default.createElement(React__default.Fragment, null)), React__default.createElement(ProgressBarContainer$1, null, React__default.createElement(SimpleProgressBar, {
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  value: ratio,
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  bgColor: bgColor
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- }))), showSkillPoints && React__default.createElement(SkillDisplayContainer, null, React__default.createElement(SkillPointsDisplay, null, skillPoints, "/", nextLevelSPWillbe)));
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+ }))), showSkillPoints && React__default.createElement(SkillDisplayContainer, null, React__default.createElement(SkillPointsDisplay, null, skillPoints, "/", skillPointsToNextLevel)));
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  };
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  var ProgressBarContainer$1 = /*#__PURE__*/styled.div.withConfig({
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  displayName: "SkillProgressBar__ProgressBarContainer",
@@ -16825,6 +16824,24 @@ var SkillsContainer = function SkillsContainer(_ref) {
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  atlasIMG = _ref.atlasIMG,
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  atlasJSON = _ref.atlasJSON,
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  scale = _ref.scale;
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+ var SPRatio = function SPRatio(level, skillPoints) {
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+ var SPLevelActual = shared.getSPForLevel(level + 1);
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+ var SPLevelBefore = shared.getSPForLevel(level);
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+ var SPCalc = SPLevelActual - SPLevelBefore;
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+ if (level === 1) {
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+ return skillPoints / SPLevelActual * 100;
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+ }
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+ return (skillPoints - SPLevelBefore) / SPCalc * 100;
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+ };
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+ var XPRatio = function XPRatio(level, skillPoints) {
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+ var XPLevelActual = shared.getXPForLevel(level + 1);
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+ var XPLevelBefore = shared.getXPForLevel(level);
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+ var XPCalc = XPLevelActual - XPLevelBefore;
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+ if (level === 1) {
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+ return skillPoints / XPLevelActual * 100;
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+ }
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+ return (skillPoints - XPLevelBefore) / XPCalc * 100;
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+ };
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  var onRenderSkillCategory = function onRenderSkillCategory(category) {
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  var skillCategory = skillProps[category];
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  var skillCategoryColor = skillCategory.color;
@@ -16844,11 +16861,12 @@ var SkillsContainer = function SkillsContainer(_ref) {
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  bgColor: skillCategoryColor,
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  level: skillDetails.level || 0,
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  skillPoints: Math.round(skillDetails.skillPoints) || 0,
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- skillPointsToNextLevel: Math.round(skillDetails.skillPointsToNextLevel) || 0,
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+ skillPointsToNextLevel: Math.round(shared.getSPForLevel(skillDetails.level + 1)) || 0,
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  texturePath: value,
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  atlasIMG: atlasIMG,
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  atlasJSON: atlasJSON,
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- buffAndDebuff: skillDetails.buffAndDebuff
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+ buffAndDebuff: skillDetails.buffAndDebuff,
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+ ratio: SPRatio(skillDetails.level, skillDetails.skillPoints)
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  }));
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  }
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  return output;
@@ -16869,10 +16887,11 @@ var SkillsContainer = function SkillsContainer(_ref) {
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  bgColor: uiColors.navyBlue,
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  level: Math.round(skill.level) || 0,
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  skillPoints: Math.round(skill.experience) || 0,
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- skillPointsToNextLevel: Math.round(skill.xpToNextLevel) || 0,
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+ skillPointsToNextLevel: Math.round(shared.getXPForLevel(skill.level + 1)) || 0,
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  texturePath: 'swords/broad-sword.png',
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  atlasIMG: atlasIMG,
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- atlasJSON: atlasJSON
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+ atlasJSON: atlasJSON,
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+ ratio: XPRatio(skill.level, skill.experience)
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  }), React__default.createElement("p", null, "Combat Skills"), React__default.createElement("hr", {
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  className: "golden"
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  })), onRenderSkillCategory('combat'), React__default.createElement(SkillSplitDiv, null, React__default.createElement("p", null, "Crafting Skills"), React__default.createElement("hr", {