@rpg-engine/long-bow 0.6.53 → 0.6.55

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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;
@@ -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 = excessSkillPoints / (skillPointsToNextLevel != null ? skillPointsToNextLevel : 1) * 100;
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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,
@@ -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, currentSkillPoints, "/", skillPointsToNextLevel)));
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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",
@@ -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: Math.round(shared.getSPForLevel(skillDetails.level + 1)) || 0,
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+ skillPointsToNextLevel: skillPointsToNextLevel,
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  texturePath: value,
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  atlasIMG: atlasIMG,
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  atlasJSON: atlasJSON,