@rpg-engine/long-bow 0.8.83 → 0.8.85

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@@ -36038,7 +36038,8 @@ var ProgressBar$1 = function ProgressBar(_ref) {
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  if (value > max) {
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  value = max;
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  }
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- return value * 100 / max;
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+ var percentage = value * 100 / max;
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+ return Math.min(99.99, percentage);
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  };
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  return React.createElement(Container$B, {
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  className: "rpgui-progress",
@@ -36467,8 +36468,8 @@ var SimpleProgressBar = function SimpleProgressBar(_ref) {
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  bgColor = _ref$bgColor === void 0 ? 'red' : _ref$bgColor,
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  _ref$margin = _ref.margin,
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  margin = _ref$margin === void 0 ? 20 : _ref$margin;
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- // Ensure the width is at least 1% if value is greater than 0
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- var width = value > 0 ? Math.max(1, Math.min(100, value)) : 0;
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+ // Ensure the width is at least 1% if value is greater than 0, capped at 99.99%
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+ var width = value > 0 ? Math.max(1, Math.min(99.99, value)) : 0;
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  return React.createElement(Container$D, {
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  className: "simple-progress-bar"
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  }, React.createElement(ProgressBarContainer, {
@@ -36531,7 +36532,7 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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  b = _getSkillConstants.b,
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  c = _getSkillConstants.c;
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  var actualLevel = Math.floor(getLevelFromSP(currentSkillPoints, A, b, c));
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- return Math.max(c, actualLevel); // At least starting level
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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();
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  // Calculate progress based on actual SP position
@@ -36542,19 +36543,22 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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  var _spForNextLevel = getSPForLevel(level + 1);
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  var _range = _spForNextLevel - spForCurrentLevel;
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  var _progress = currentSkillPoints - spForCurrentLevel;
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- return Math.min(100, Math.max(0, _progress / _range * 100));
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+ return Math.min(99.99, Math.max(0, _progress / _range * 100));
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  }
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  var _getSkillConstants2 = getSkillConstants(skillKey, effectiveClass),
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  A = _getSkillConstants2.A,
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  b = _getSkillConstants2.b,
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  c = _getSkillConstants2.c;
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- // Calculate SP thresholds for current effective level
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- var spForEffectiveLevel = getSPForLevelExponential(effectiveLevel, A, b, c);
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- var spForNextLevel = getSPForLevelExponential(effectiveLevel + 1, A, b, c);
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- // Progress within current effective level
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- var range = spForNextLevel - spForEffectiveLevel;
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- var progressInLevel = currentSkillPoints - spForEffectiveLevel;
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- return Math.min(100, Math.max(0, progressInLevel / Math.max(1, range) * 100));
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+ // Get the actual calculated level (might be 0 for magic)
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+ var actualLevel = Math.floor(getLevelFromSP(currentSkillPoints, A, b, 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 spForCalcLevel = getSPForLevelExponential(calcLevel, A, b, c);
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+ var spForNextLevel = getSPForLevelExponential(calcLevel + 1, A, b, c);
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+ // Progress within current level range
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+ var range = spForNextLevel - spForCalcLevel;
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+ var progressInLevel = currentSkillPoints - spForCalcLevel;
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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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  var progress = calculateProgress();
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  var formatBuffAndDebuff = function formatBuffAndDebuff(value) {
@@ -36575,7 +36579,7 @@ var SkillProgressBar = function SkillProgressBar(_ref) {
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  }))) : React.createElement(React.Fragment, null)), React.createElement(ProgressBarWrapper, null, React.createElement(SimpleProgressBar, {
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  value: progress,
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  bgColor: bgColor
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- }), React.createElement(Tooltip, null, "SP: ", currentSkillPoints))), showSkillPoints && React.createElement(SkillDisplayContainer, null, React.createElement(SkillPointsDisplay, null, progress.toFixed(2), "%")));
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+ }), React.createElement(Tooltip, null, skillKey ? 'SP' : 'XP', ": ", currentSkillPoints))), showSkillPoints && React.createElement(SkillDisplayContainer, null, React.createElement(SkillPointsDisplay, null, progress.toFixed(2), "%")));
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  };
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  var ProgressBarWrapper = /*#__PURE__*/styled.div.withConfig({
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  displayName: "SkillProgressBar__ProgressBarWrapper",