@rpg-engine/long-bow 0.6.51 → 0.6.54
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/components/SkillProgressBar.d.ts +0 -1
- package/dist/long-bow.cjs.development.js +3 -9
- 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 -10
- package/dist/long-bow.esm.js.map +1 -1
- package/package.json +1 -1
- package/src/components/SkillProgressBar.tsx +9 -20
- package/src/components/SkillsContainer.tsx +1 -12
- package/src/mocks/skills.mocks.ts +20 -20
package/package.json
CHANGED
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@@ -11,7 +11,6 @@ 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;
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@@ -24,7 +23,6 @@ export const SkillProgressBar: React.FC<ISkillProgressBarProps> = ({
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skillName,
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level,
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skillPoints: currentSkillPoints,
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-
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texturePath,
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showSkillPoints = true,
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atlasIMG,
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@@ -38,30 +36,21 @@ export const SkillProgressBar: React.FC<ISkillProgressBarProps> = ({
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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 =
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const excessSkillPoints = Math.max(
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currentSkillPoints - baseSkillPointsPrevLevel,
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0
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);
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// Calculate progress percentage towards the next level
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const progress =
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-
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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 progress = Math.min(
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100,
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Math.max(0, (excessSkillPoints / nextLevelSkillPoints) * 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 `+${result.toFixed(2)}`;
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} else {
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return `${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 (
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@@ -1,9 +1,4 @@
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import {
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ISkill,
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ISkillDetails,
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getSPForLevel,
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getXPForLevel,
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} from '@rpg-engine/shared';
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import { ISkill, ISkillDetails } from '@rpg-engine/shared';
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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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@@ -117,9 +112,6 @@ export const SkillsContainer: React.FC<ISkillContainerProps> = ({
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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={
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Math.round(getSPForLevel(skillDetails.level + 1)) || 0
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}
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texturePath={value}
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atlasIMG={atlasIMG}
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atlasJSON={atlasJSON}
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@@ -151,9 +143,6 @@ export const SkillsContainer: React.FC<ISkillContainerProps> = ({
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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={
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Math.round(getXPForLevel(skill.level + 1)) || 0
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}
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texturePath={'swords/broad-sword.png'}
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atlasIMG={atlasIMG}
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atlasJSON={atlasJSON}
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@@ -1,6 +1,6 @@
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import { ISkill, SkillType, getSPForLevel } from '@rpg-engine/shared';
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for (let level =
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for (let level = 60; level <= 70; level++) {
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console.log(`SP for level ${level}: ${getSPForLevel(level)}`);
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}
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@@ -48,43 +48,43 @@ export const skillMock = {
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type: SkillType.Combat,
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level: 1,
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skillPoints: 22,
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skillPointsToNextLevel:
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skillPointsToNextLevel: getSPForLevel(2),
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},
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club: {
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type: SkillType.Combat,
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level:
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skillPoints:
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skillPointsToNextLevel:
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level: 2,
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skillPoints: 25,
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skillPointsToNextLevel: getSPForLevel(3),
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},
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sword: {
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type: SkillType.Combat,
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level:
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skillPoints:
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skillPointsToNextLevel:
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level: 3,
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skillPoints: 120,
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skillPointsToNextLevel: getSPForLevel(4),
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},
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dagger: {
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type: SkillType.Combat,
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level:
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skillPoints:
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skillPointsToNextLevel:
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level: 4,
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skillPoints: 300,
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skillPointsToNextLevel: getSPForLevel(5),
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},
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axe: {
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type: SkillType.Combat,
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level:
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skillPoints:
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skillPointsToNextLevel:
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level: 5,
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skillPoints: 400,
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skillPointsToNextLevel: getSPForLevel(6),
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},
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distance: {
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type: SkillType.Combat,
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level:
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skillPoints:
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skillPointsToNextLevel:
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level: 3,
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skillPoints: 120,
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skillPointsToNextLevel: getSPForLevel(4),
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},
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shielding: {
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type: SkillType.Combat,
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level:
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skillPoints:
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skillPointsToNextLevel:
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level: 3,
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skillPoints: 120,
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skillPointsToNextLevel: getSPForLevel(4),
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},
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fishing: {
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type: SkillType.Gathering,
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