@rpg-engine/long-bow 0.6.51 → 0.6.54

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@@ -4,7 +4,6 @@ export interface ISkillProgressBarProps {
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  bgColor: string;
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  level: number;
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  skillPoints: number;
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- skillPointsToNextLevel?: number;
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  texturePath: string;
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  showSkillPoints?: boolean;
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  atlasJSON: any;
@@ -32142,16 +32142,12 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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  // Total skill points needed for the next level
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  var nextLevelSkillPoints = shared.getSPForLevel(level + 1);
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  // Calculate excess skill points above the previous level
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- var excessSkillPoints = currentSkillPoints - baseSkillPointsPrevLevel;
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+ var excessSkillPoints = Math.max(currentSkillPoints - baseSkillPointsPrevLevel, 0);
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  // Calculate progress percentage towards the next level
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- var progress = nextLevelSkillPoints > baseSkillPointsPrevLevel ? Math.max(Math.min(excessSkillPoints / (nextLevelSkillPoints - baseSkillPointsPrevLevel) * 100, 100), 0) : 0;
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+ var progress = Math.min(100, Math.max(0, excessSkillPoints / nextLevelSkillPoints * 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,
@@ -32309,7 +32305,6 @@ var SkillsContainer = function SkillsContainer(_ref) {
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  bgColor: skillCategoryColor,
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  level: skillDetails.level || 0,
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  skillPoints: Math.round(skillDetails.skillPoints) || 0,
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- skillPointsToNextLevel: Math.round(shared.getSPForLevel(skillDetails.level + 1)) || 0,
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  texturePath: value,
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  atlasIMG: atlasIMG,
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  atlasJSON: atlasJSON,
@@ -32334,7 +32329,6 @@ var SkillsContainer = function SkillsContainer(_ref) {
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  bgColor: uiColors.navyBlue,
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  level: Math.round(skill.level) || 0,
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  skillPoints: Math.round(skill.experience) || 0,
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- skillPointsToNextLevel: Math.round(shared.getXPForLevel(skill.level + 1)) || 0,
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  texturePath: 'swords/broad-sword.png',
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  atlasIMG: atlasIMG,
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  atlasJSON: atlasJSON