@rpg-engine/long-bow 0.8.83 → 0.8.85
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.
- package/dist/long-bow.cjs.development.js +17 -13
- package/dist/long-bow.cjs.development.js.map +1 -1
- package/dist/long-bow.cjs.production.min.js +1 -1
- package/dist/long-bow.cjs.production.min.js.map +1 -1
- package/dist/long-bow.esm.js +17 -13
- package/dist/long-bow.esm.js.map +1 -1
- package/package.json +2 -2
- package/src/components/ProgressBar.tsx +2 -1
- package/src/components/SimpleProgressBar.tsx +2 -2
- package/src/components/SkillProgressBar.tsx +14 -10
- package/src/mocks/skills.mocks.ts +0 -1
package/dist/long-bow.esm.js
CHANGED
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@@ -36038,7 +36038,8 @@ var ProgressBar$1 = function ProgressBar(_ref) {
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if (value > max) {
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value = max;
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}
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-
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+
var percentage = value * 100 / max;
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return Math.min(99.99, percentage);
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};
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return React.createElement(Container$B, {
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className: "rpgui-progress",
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@@ -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$margin;
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// Ensure the width is at least 1% if value is greater than 0
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var width = value > 0 ? Math.max(1, Math.min(
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// Ensure the width is at least 1% if value is greater than 0, capped at 99.99%
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var width = value > 0 ? Math.max(1, Math.min(99.99, value)) : 0;
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return React.createElement(Container$D, {
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className: "simple-progress-bar"
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}, React.createElement(ProgressBarContainer, {
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@@ -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(
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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
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@@ -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(
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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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//
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var
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var
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//
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-
var
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var
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-
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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) {
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@@ -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,
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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",
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