@rpg-engine/long-bow 0.6.46 → 0.6.47

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@@ -32144,15 +32144,15 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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  var _useState2 = React.useState(initialSkillPoints),
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  skillPoints = _useState2[0],
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  setSkillPoints = _useState2[1];
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- var _useState3 = React.useState(initialSkillPointsToNextLevel || shared.getSPForLevel(initialLevel + 1)),
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+ var _useState3 = React.useState(initialSkillPointsToNextLevel != null ? initialSkillPointsToNextLevel : shared.getSPForLevel(initialLevel + 1)),
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  skillPointsToNextLevel = _useState3[0],
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  setSkillPointsToNextLevel = _useState3[1];
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  React.useEffect(function () {
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  if (skillPoints >= skillPointsToNextLevel) {
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- var newSkillPoints = skillPoints - skillPointsToNextLevel;
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+ var excessSkillPoints = skillPoints - skillPointsToNextLevel;
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  var newLevel = level + 1;
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  setLevel(newLevel);
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- setSkillPoints(newSkillPoints);
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+ setSkillPoints(excessSkillPoints);
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  setSkillPointsToNextLevel(shared.getSPForLevel(newLevel + 1));
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  }
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  }, [skillPoints, skillPointsToNextLevel, level]);
@@ -32160,11 +32160,7 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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  var ratio = Math.min(skillPoints / skillPointsToNextLevel * 100, 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 result > 0 ? "+" + result.toFixed(2) : "" + result.toFixed(2);
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  };
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  return React__default.createElement(React__default.Fragment, null, React__default.createElement(ProgressTitle, null, buffAndDebuff !== undefined && React__default.createElement(React__default.Fragment, null, buffAndDebuff > 0 ? React__default.createElement(BuffAndDebuffContainer, null, React__default.createElement(TitleNameContainer, null, React__default.createElement(TitleNameBuff, null, skillName), React__default.createElement(TitleNameBuff, null, "lv ", level, " (", skillsBuffsCalc(level, buffAndDebuff), ")")), React__default.createElement(TitleNameBuffContainer, null, React__default.createElement(TitleNameBuff, null, "(+", buffAndDebuff, "%)"))) : buffAndDebuff < 0 ? React__default.createElement(React__default.Fragment, null, React__default.createElement(TitleNameContainer, null, React__default.createElement(TitleNameDebuff, null, skillName), React__default.createElement(TitleNameDebuff, null, "lv ", level, " (", skillsBuffsCalc(level, buffAndDebuff), ")")), React__default.createElement("div", null, React__default.createElement(TitleNameDebuff, null, "(", buffAndDebuff, "%)"))) : React__default.createElement(TitleName, null, skillName)), !buffAndDebuff && React__default.createElement(TitleNameContainer, null, React__default.createElement(TitleName, null, skillName), React__default.createElement(ValueDisplay, null, "lv ", level))), React__default.createElement(ProgressBody, null, React__default.createElement(ProgressIconContainer, null, atlasIMG && atlasJSON ? React__default.createElement(SpriteContainer$2, null, React__default.createElement(ErrorBoundary, null, React__default.createElement(SpriteFromAtlas, {
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  atlasIMG: atlasIMG,