@rpg-engine/long-bow 0.8.101 → 0.8.103

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.
@@ -2,7 +2,7 @@ import React, { useState, useEffect, Component, useRef, useCallback, useContext,
2
2
  import styled, { css, keyframes, createGlobalStyle } from 'styled-components';
3
3
  import { BeatLoader } from 'react-spinners';
4
4
  import { v4 } from 'uuid';
5
- import { GRID_WIDTH, GRID_HEIGHT, ShortcutType, getItemTextureKeyPath, ItemContainerType, ItemType, DepotSocketEvents, ItemSocketEvents, ItemSocketEventsDisplayLabels, ActionsForInventory, ActionsForEquipmentSet, ActionsForLoot, ActionsForMapContainer, ItemQualityLevel, ItemRarities, ItemSubType, isMobile, TaskType, TaskStatus, isMobileOrTablet, RewardType, ItemSlotType, NPCSubtype, EntityAttackType, NPCAlignment, VideoGuideCategory, VideoGuideLanguage, CharacterClass, QuestStatus, getLevelFromXP, getSkillConstants, getLevelFromSP, getXPForLevel, getSPForLevelExponential, MetadataType, PurchaseType, UserAccountTypes, PaymentCurrency, PeriodOfDay } from '@rpg-engine/shared';
5
+ import { GRID_WIDTH, GRID_HEIGHT, ShortcutType, getItemTextureKeyPath, ItemContainerType, ItemType, DepotSocketEvents, ItemSocketEvents, ItemSocketEventsDisplayLabels, ActionsForInventory, ActionsForEquipmentSet, ActionsForLoot, ActionsForMapContainer, ItemQualityLevel, ItemRarities, ItemSubType, isMobile, TaskType, TaskStatus, isMobileOrTablet, RewardType, ItemSlotType, NPCSubtype, EntityAttackType, NPCAlignment, VideoGuideCategory, VideoGuideLanguage, CharacterClass, QuestStatus, getLevelFromXP, getSkillConstants, getLevelFromSPTiered, getXPForLevel, getSPForLevelTiered, MetadataType, PurchaseType, UserAccountTypes, PaymentCurrency, PeriodOfDay } from '@rpg-engine/shared';
6
6
  import dayjs from 'dayjs';
7
7
  import { ErrorBoundary as ErrorBoundary$1 } from 'react-error-boundary';
8
8
  import { FaTimes, FaDiscord, FaWhatsapp, FaSearch, FaThumbtack, FaBoxOpen, FaChevronLeft, FaChevronRight, FaClipboardList, FaChevronUp, FaChevronDown, FaReddit, FaTrash, FaShoppingBag, FaInfoCircle, FaCartPlus, FaArrowLeft, FaHistory, FaShoppingCart } from 'react-icons/fa';
@@ -36544,12 +36544,12 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
36544
36544
  // Character level: uses cubic formula (level³ * 3)
36545
36545
  return Math.max(1, getLevelFromXP(currentSkillPoints));
36546
36546
  }
36547
- // Skills: use exponential formula with class-based constants
36547
+ // Skills: use tiered exponential formula with class-based constants
36548
36548
  var _getSkillConstants = getSkillConstants(skillKey, effectiveClass),
36549
36549
  A = _getSkillConstants.A,
36550
- b = _getSkillConstants.b,
36550
+ baseAffinityB = _getSkillConstants.b,
36551
36551
  c = _getSkillConstants.c;
36552
- var actualLevel = Math.floor(getLevelFromSP(currentSkillPoints, A, b, c));
36552
+ var actualLevel = Math.floor(getLevelFromSPTiered(currentSkillPoints, A, baseAffinityB, c));
36553
36553
  return Math.max(1, actualLevel); // Minimum level is always 1 in our system
36554
36554
  };
36555
36555
  var effectiveLevel = calculateEffectiveLevel();
@@ -36565,17 +36565,17 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
36565
36565
  var _progressInLevel = currentSkillPoints - currentLevelXP;
36566
36566
  return Math.min(99.99, Math.max(0, _progressInLevel / Math.max(1, _range) * 100));
36567
36567
  }
36568
- // Skills: use exponential formula with class-based constants
36568
+ // Skills: use tiered exponential formula with class-based constants
36569
36569
  var _getSkillConstants2 = getSkillConstants(skillKey, effectiveClass),
36570
36570
  A = _getSkillConstants2.A,
36571
- b = _getSkillConstants2.b,
36571
+ baseAffinityB = _getSkillConstants2.b,
36572
36572
  c = _getSkillConstants2.c;
36573
36573
  // Get the actual calculated level (might be 0 for magic)
36574
- var actualLevel = Math.floor(getLevelFromSP(currentSkillPoints, A, b, c));
36574
+ var actualLevel = Math.floor(getLevelFromSPTiered(currentSkillPoints, A, baseAffinityB, c));
36575
36575
  var calcLevel = Math.max(c, actualLevel); // Use c as minimum for calculation
36576
36576
  // Calculate SP thresholds based on actual position
36577
- var currentLevelSP = getSPForLevelExponential(calcLevel, A, b, c);
36578
- var nextLevelSP = getSPForLevelExponential(calcLevel + 1, A, b, c);
36577
+ var currentLevelSP = getSPForLevelTiered(calcLevel, A, baseAffinityB, c);
36578
+ var nextLevelSP = getSPForLevelTiered(calcLevel + 1, A, baseAffinityB, c);
36579
36579
  // Progress within current level range: (currentSP - currentLevelSP) / (nextLevelSP - currentLevelSP)
36580
36580
  var range = nextLevelSP - currentLevelSP;
36581
36581
  var progressInLevel = currentSkillPoints - currentLevelSP;
@@ -36741,14 +36741,14 @@ var SkillsContainer = function SkillsContainer(_ref) {
36741
36741
  if (!skillDetails) {
36742
36742
  return 0; // continue
36743
36743
  }
36744
- // Calculate skillPointsToNextLevel using exponential formula with character class
36744
+ // Calculate skillPointsToNextLevel using tiered exponential formula with character class
36745
36745
  var calcSkillPointsToNextLevel = function calcSkillPointsToNextLevel() {
36746
36746
  var effectiveClass = characterClass != null ? characterClass : CharacterClass.None;
36747
36747
  var _getSkillConstants = getSkillConstants(key, effectiveClass),
36748
36748
  A = _getSkillConstants.A,
36749
- b = _getSkillConstants.b,
36749
+ baseAffinityB = _getSkillConstants.b,
36750
36750
  c = _getSkillConstants.c;
36751
- return Math.round(getSPForLevelExponential(skillDetails.level + 1, A, b, c));
36751
+ return Math.round(getSPForLevelTiered(skillDetails.level + 1, A, baseAffinityB, c));
36752
36752
  };
36753
36753
  output.push(React.createElement(SkillProgressBar, {
36754
36754
  key: key,