@rpg-engine/long-bow 0.6.46 → 0.6.47
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/long-bow.cjs.development.js +4 -8
- package/dist/long-bow.cjs.development.js.map +1 -1
- package/dist/long-bow.cjs.production.min.js +1 -1
- package/dist/long-bow.cjs.production.min.js.map +1 -1
- package/dist/long-bow.esm.js +4 -8
- package/dist/long-bow.esm.js.map +1 -1
- package/package.json +1 -1
- package/src/components/SkillProgressBar.tsx +4 -8
package/dist/long-bow.esm.js
CHANGED
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@@ -32142,15 +32142,15 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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var _useState2 = useState(initialSkillPoints),
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skillPoints = _useState2[0],
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setSkillPoints = _useState2[1];
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-
var _useState3 = useState(initialSkillPointsToNextLevel
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+
var _useState3 = useState(initialSkillPointsToNextLevel != null ? initialSkillPointsToNextLevel : getSPForLevel(initialLevel + 1)),
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skillPointsToNextLevel = _useState3[0],
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setSkillPointsToNextLevel = _useState3[1];
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useEffect(function () {
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if (skillPoints >= skillPointsToNextLevel) {
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-
var
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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(
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+
setSkillPoints(excessSkillPoints);
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setSkillPointsToNextLevel(getSPForLevel(newLevel + 1));
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}
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}, [skillPoints, skillPointsToNextLevel, level]);
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@@ -32158,11 +32158,7 @@ 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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-
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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.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$2, null, React.createElement(ErrorBoundary, null, React.createElement(SpriteFromAtlas, {
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atlasIMG: atlasIMG,
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