@rpg-engine/long-bow 0.6.53 → 0.6.55
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 +1 -1
- package/dist/long-bow.cjs.development.js +9 -10
- 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 +10 -11
- package/dist/long-bow.esm.js.map +1 -1
- package/package.json +1 -1
- package/src/components/SkillProgressBar.tsx +15 -13
- package/src/components/SkillsContainer.tsx +7 -4
- package/src/mocks/skills.mocks.ts +14 -14
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@@ -4,9 +4,9 @@ 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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skillPointsToNextLevel: number;
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atlasJSON: any;
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atlasIMG: any;
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buffAndDebuff?: number;
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@@ -32139,18 +32139,16 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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atlasJSON = _ref.atlasJSON,
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buffAndDebuff = _ref.buffAndDebuff;
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// Base skill points for the previous level (0 for level 1)
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var baseSkillPointsPrevLevel = shared.getSPForLevel(level);
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var baseSkillPointsPrevLevel = level > 1 ? shared.getSPForLevel(level - 1) : 0;
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// Total skill points needed for the next level
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var nextLevelSkillPoints = skillPointsToNextLevel;
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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 =
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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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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,
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@@ -32162,7 +32160,7 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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}))) : React__default.createElement(React__default.Fragment, null)), React__default.createElement(ProgressBarContainer$1, null, React__default.createElement(SimpleProgressBar, {
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value: progress,
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bgColor: bgColor
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}))), showSkillPoints && React__default.createElement(SkillDisplayContainer, null, React__default.createElement(SkillPointsDisplay, null,
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}))), showSkillPoints && React__default.createElement(SkillDisplayContainer, null, React__default.createElement(SkillPointsDisplay, null, progress.toFixed(2), "%")));
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};
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var ProgressBarContainer$1 = /*#__PURE__*/styled__default.div.withConfig({
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displayName: "SkillProgressBar__ProgressBarContainer",
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@@ -32302,13 +32300,14 @@ var SkillsContainer = function SkillsContainer(_ref) {
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if (!skillDetails) {
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continue;
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}
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var skillPointsToNextLevel = shared.calculateSPToNextLevel(skillDetails.skillPoints, skillDetails.level);
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output.push(React__default.createElement(SkillProgressBar, {
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key: key,
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skillName: skillNameMap[key],
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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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skillPointsToNextLevel: skillPointsToNextLevel,
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texturePath: value,
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atlasIMG: atlasIMG,
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atlasJSON: atlasJSON,
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