@rpg-engine/long-bow 0.7.12 → 0.7.13

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@@ -32330,12 +32330,15 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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  return Math.min(100, Math.max(0, excessSkillPoints / totalPointsForLevelUp * 100));
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  };
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  var progress = calculateProgress();
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+ var formatBuffAndDebuff = function formatBuffAndDebuff(value) {
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+ return value !== undefined ? value.toFixed(2) : '0';
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+ };
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  var skillsBuffsCalc = function skillsBuffsCalc(level, buffAndDebuff) {
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  if (buffAndDebuff === 0) return '0';
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  var result = level * (buffAndDebuff / 100);
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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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+ 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, "(+", formatBuffAndDebuff(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, "(", formatBuffAndDebuff(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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  atlasJSON: atlasJSON,
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  spriteKey: texturePath,