@rpg-engine/long-bow 0.6.49 → 0.6.51
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 +17 -32
- 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 +17 -32
- package/dist/long-bow.esm.js.map +1 -1
- package/package.json +1 -1
- package/src/components/SkillProgressBar.tsx +34 -36
- package/src/mocks/skills.mocks.ts +9 -5
package/package.json
CHANGED
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@@ -1,5 +1,5 @@
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import { getSPForLevel } from '@rpg-engine/shared';
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-
import 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';
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@@ -22,46 +22,46 @@ 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
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skillPoints:
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level,
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skillPoints: currentSkillPoints,
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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
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);
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//
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}
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}, [skillPoints, skillPointsToNextLevel, 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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// Base skill points for the previous level (0 for level 1)
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const baseSkillPointsPrevLevel = level > 1 ? getSPForLevel(level - 1) : 0;
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// Total skill points needed for the next level
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const nextLevelSkillPoints = getSPForLevel(level + 1);
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// Calculate excess skill points above the previous level
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const excessSkillPoints = currentSkillPoints - baseSkillPointsPrevLevel;
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// Calculate progress percentage towards the next level
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const progress =
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nextLevelSkillPoints > baseSkillPointsPrevLevel
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? Math.max(
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Math.min(
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(excessSkillPoints /
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(nextLevelSkillPoints - baseSkillPointsPrevLevel)) *
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100,
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100
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),
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0
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)
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: 0;
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const skillsBuffsCalc = (level: number, buffAndDebuff: number): string => {
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const 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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};
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return (
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@@ -127,14 +127,12 @@ export const SkillProgressBar: React.FC<ISkillProgressBarProps> = ({
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</ProgressIconContainer>
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<ProgressBarContainer>
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<SimpleProgressBar value={
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<SimpleProgressBar value={progress} bgColor={bgColor} />
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</ProgressBarContainer>
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</ProgressBody>
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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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</SkillPointsDisplay>
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<SkillPointsDisplay>{progress.toFixed(2)}%</SkillPointsDisplay>
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</SkillDisplayContainer>
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)}
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</>
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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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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:
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skillPoints:
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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:
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skillPoints:
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skillPointsToNextLevel: getSPForLevel(2
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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: {
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