@rpg-engine/long-bow 0.4.92 → 0.4.93

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@@ -17014,13 +17014,15 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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  if (!skillPointsToNextLevel) {
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  skillPointsToNextLevel = getSPForLevel(level + 1);
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  }
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- var skillsBuffsCalc = function skillsBuffsCalc() {
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- if (buffAndDebuff) {
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- return 1 + buffAndDebuff / 100;
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+ var skillsBuffsCalc = function skillsBuffsCalc(level, buffAndDebuff) {
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+ var result = level * (buffAndDebuff / 100);
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+ if (result > 0) {
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+ return "+" + result.toFixed(2);
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+ } else {
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+ return "" + result.toFixed(2);
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  }
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- return;
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  };
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- return React.createElement(React.Fragment, null, React.createElement(ProgressTitle, null, buffAndDebuff !== undefined && React.createElement(React.Fragment, null, buffAndDebuff > 0 ? React.createElement(BuffAndDebuffContainer, null, React.createElement(TitleNameContainer, null, React.createElement(TitleNameBuff, null, skillName), React.createElement(TitleNameBuff, null, "lv ", level, " (", skillsBuffsCalc(), ")")), React.createElement(TitleNameBuffContainer, null, React.createElement(TitleNameBuff, null, "(+", buffAndDebuff, "%)"))) : buffAndDebuff < 0 ? React.createElement(React.Fragment, null, React.createElement(TitleNameContainer, null, React.createElement(TitleNameDebuff, null, skillName), React.createElement(TitleNameDebuff, null, "lv ", level, " (", skillsBuffsCalc(), ")")), React.createElement("div", null, React.createElement(TitleNameDebuff, null, "(", buffAndDebuff, "%)"))) : React.createElement(TitleName, null, skillName)), !buffAndDebuff && React.createElement(TitleNameContainer, null, React.createElement(TitleName, null, skillName), React.createElement(ValueDisplay, null, "lv ", level))), React.createElement(ProgressBody, null, React.createElement(ProgressIconContainer, null, atlasIMG && atlasJSON ? React.createElement(SpriteContainer$1, null, React.createElement(ErrorBoundary, null, React.createElement(SpriteFromAtlas, {
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+ return React.createElement(React.Fragment, null, React.createElement(ProgressTitle, null, buffAndDebuff !== undefined && React.createElement(React.Fragment, null, buffAndDebuff > 0 ? React.createElement(BuffAndDebuffContainer, null, React.createElement(TitleNameContainer, null, React.createElement(TitleNameBuff, null, skillName), React.createElement(TitleNameBuff, null, "lv ", level, " (", skillsBuffsCalc(level, buffAndDebuff), ")")), React.createElement(TitleNameBuffContainer, null, React.createElement(TitleNameBuff, null, "(+", buffAndDebuff, "%)"))) : buffAndDebuff < 0 ? React.createElement(React.Fragment, null, React.createElement(TitleNameContainer, null, React.createElement(TitleNameDebuff, null, skillName), React.createElement(TitleNameDebuff, null, "lv ", level, " (", skillsBuffsCalc(level, buffAndDebuff), ")")), React.createElement("div", null, React.createElement(TitleNameDebuff, null, "(", buffAndDebuff, "%)"))) : React.createElement(TitleName, null, skillName)), !buffAndDebuff && React.createElement(TitleNameContainer, null, React.createElement(TitleName, null, skillName), React.createElement(ValueDisplay, null, "lv ", level))), React.createElement(ProgressBody, null, React.createElement(ProgressIconContainer, null, atlasIMG && atlasJSON ? React.createElement(SpriteContainer$1, null, React.createElement(ErrorBoundary, null, React.createElement(SpriteFromAtlas, {
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  atlasIMG: atlasIMG,
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  atlasJSON: atlasJSON,
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  spriteKey: texturePath,