@rpg-engine/long-bow 0.6.48 → 0.6.50

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@rpg-engine/long-bow",
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- "version": "0.6.48",
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+ "version": "0.6.50",
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  "license": "MIT",
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  "main": "dist/index.js",
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  "typings": "dist/index.d.ts",
@@ -1,5 +1,5 @@
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  import { getSPForLevel } from '@rpg-engine/shared';
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- import React, { useEffect, useState } from 'react';
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+ import React from 'react';
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  import styled from 'styled-components';
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  import { uiColors } from '../constants/uiColors';
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  import { ErrorBoundary } from './Item/Inventory/ErrorBoundary';
@@ -22,37 +22,36 @@ export interface ISkillProgressBarProps {
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  export const SkillProgressBar: React.FC<ISkillProgressBarProps> = ({
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  bgColor,
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  skillName,
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- level: initialLevel,
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- skillPoints: initialSkillPoints,
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- skillPointsToNextLevel: initialSkillPointsToNextLevel,
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+ level,
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+ skillPoints,
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+ skillPointsToNextLevel,
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  texturePath,
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  showSkillPoints = true,
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  atlasIMG,
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  atlasJSON,
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  buffAndDebuff,
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  }) => {
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- const [level, setLevel] = useState(initialLevel);
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- const [skillPoints, setSkillPoints] = useState(initialSkillPoints);
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- const [skillPointsToNextLevel, setSkillPointsToNextLevel] = useState(
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- initialSkillPointsToNextLevel || getSPForLevel(initialLevel + 1)
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- );
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+ if (!skillPointsToNextLevel) {
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+ skillPointsToNextLevel = getSPForLevel(level + 1);
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+ }
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- useEffect(() => {
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- if (skillPoints >= skillPointsToNextLevel) {
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- const excessSkillPoints = skillPoints - skillPointsToNextLevel;
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- const newLevel = level + 1;
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- setLevel(newLevel);
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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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+ const baseSkillPoints = getSPForLevel(level);
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- // Calculate the ratio, ensuring it doesn't exceed 100%
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- const ratio = Math.min((skillPoints / skillPointsToNextLevel) * 100, 100);
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+ const excessSkillPoints = skillPoints - baseSkillPoints;
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+
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+ const ratio = Math.min(
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+ (excessSkillPoints / skillPointsToNextLevel) * 100,
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+ 100
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+ );
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  const skillsBuffsCalc = (level: number, buffAndDebuff: number): string => {
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  const result = level * (buffAndDebuff / 100);
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- return result > 0 ? `+${result}` : `${result}`;
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+
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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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  };
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  return (
@@ -124,7 +123,7 @@ export const SkillProgressBar: React.FC<ISkillProgressBarProps> = ({
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  {showSkillPoints && (
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  <SkillDisplayContainer>
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  <SkillPointsDisplay>
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- {skillPoints} / {skillPointsToNextLevel} ({ratio.toFixed(2)}%)
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+ {ratio.toFixed(2)}% ({skillPoints} SP)
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  </SkillPointsDisplay>
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  </SkillDisplayContainer>
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  )}
@@ -1,18 +1,22 @@
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  import { ISkill, SkillType, getSPForLevel } from '@rpg-engine/shared';
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+ for (let level = 2; level <= 10; level++) {
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+ console.log(`SP for level ${level}: ${getSPForLevel(level)}`);
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+ }
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+
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  export const skillMock = {
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  _id: '62aebda8785a9f0089a4f757',
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  stamina: {
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  type: SkillType.BasicAttributes,
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- level: 2,
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- skillPoints: 50.03,
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+ level: 1,
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+ skillPoints: 5,
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  skillPointsToNextLevel: getSPForLevel(2),
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  },
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  magic: {
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  type: SkillType.BasicAttributes,
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- level: 2,
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- skillPoints: 22,
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- skillPointsToNextLevel: getSPForLevel(2.4),
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+ level: 1,
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+ skillPoints: 12,
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+ skillPointsToNextLevel: getSPForLevel(2),
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  buffAndDebuff: -10,
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  },
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  magicResistance: {