@rpg-engine/long-bow 0.8.102 → 0.8.103

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@@ -36547,12 +36547,12 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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  // Character level: uses cubic formula (level³ * 3)
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  return Math.max(1, shared.getLevelFromXP(currentSkillPoints));
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  }
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- // Skills: use exponential formula with class-based constants
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+ // Skills: use tiered exponential formula with class-based constants
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  var _getSkillConstants = shared.getSkillConstants(skillKey, effectiveClass),
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  A = _getSkillConstants.A,
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- b = _getSkillConstants.b,
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+ baseAffinityB = _getSkillConstants.b,
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  c = _getSkillConstants.c;
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- var actualLevel = Math.floor(shared.getLevelFromSP(currentSkillPoints, A, b, c));
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+ var actualLevel = Math.floor(shared.getLevelFromSPTiered(currentSkillPoints, A, baseAffinityB, c));
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  return Math.max(1, actualLevel); // Minimum level is always 1 in our system
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  };
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  var effectiveLevel = calculateEffectiveLevel();
@@ -36568,17 +36568,17 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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  var _progressInLevel = currentSkillPoints - currentLevelXP;
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  return Math.min(99.99, Math.max(0, _progressInLevel / Math.max(1, _range) * 100));
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  }
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- // Skills: use exponential formula with class-based constants
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+ // Skills: use tiered exponential formula with class-based constants
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  var _getSkillConstants2 = shared.getSkillConstants(skillKey, effectiveClass),
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  A = _getSkillConstants2.A,
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- b = _getSkillConstants2.b,
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+ baseAffinityB = _getSkillConstants2.b,
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  c = _getSkillConstants2.c;
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  // Get the actual calculated level (might be 0 for magic)
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- var actualLevel = Math.floor(shared.getLevelFromSP(currentSkillPoints, A, b, c));
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+ var actualLevel = Math.floor(shared.getLevelFromSPTiered(currentSkillPoints, A, baseAffinityB, c));
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  var calcLevel = Math.max(c, actualLevel); // Use c as minimum for calculation
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  // Calculate SP thresholds based on actual position
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- var currentLevelSP = shared.getSPForLevelExponential(calcLevel, A, b, c);
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- var nextLevelSP = shared.getSPForLevelExponential(calcLevel + 1, A, b, c);
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+ var currentLevelSP = shared.getSPForLevelTiered(calcLevel, A, baseAffinityB, c);
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+ var nextLevelSP = shared.getSPForLevelTiered(calcLevel + 1, A, baseAffinityB, c);
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  // Progress within current level range: (currentSP - currentLevelSP) / (nextLevelSP - currentLevelSP)
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  var range = nextLevelSP - currentLevelSP;
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  var progressInLevel = currentSkillPoints - currentLevelSP;
@@ -36744,14 +36744,14 @@ var SkillsContainer = function SkillsContainer(_ref) {
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  if (!skillDetails) {
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  return 0; // continue
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  }
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- // Calculate skillPointsToNextLevel using exponential formula with character class
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+ // Calculate skillPointsToNextLevel using tiered exponential formula with character class
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  var calcSkillPointsToNextLevel = function calcSkillPointsToNextLevel() {
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  var effectiveClass = characterClass != null ? characterClass : shared.CharacterClass.None;
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  var _getSkillConstants = shared.getSkillConstants(key, effectiveClass),
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  A = _getSkillConstants.A,
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- b = _getSkillConstants.b,
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+ baseAffinityB = _getSkillConstants.b,
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  c = _getSkillConstants.c;
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- return Math.round(shared.getSPForLevelExponential(skillDetails.level + 1, A, b, c));
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+ return Math.round(shared.getSPForLevelTiered(skillDetails.level + 1, A, baseAffinityB, c));
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  };
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  output.push(React__default.createElement(SkillProgressBar, {
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  key: key,