File size: 3,089 Bytes
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-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ==========
PlaceObj('CharacterEffectCompositeDef', {
'Id', "Bleeding",
'Parameters', {
PlaceObj('PresetParamNumber', {
'Name', "DamagePerTurn",
'Value', 5,
'Tag', "<DamagePerTurn>",
}),
PlaceObj('PresetParamNumber', {
'Name', "APLoss",
'Value', -1,
'Tag', "<APLoss>",
}),
PlaceObj('PresetParamPercent', {
'Name', "cth_penalty",
'Value', -10,
'Tag', "<cth_penalty>%",
}),
},
'Comment', "reduced ap at start of turn, take damage at end turn; cth penalty",
'object_class', "StatusEffect",
'unit_reactions', {
PlaceObj('UnitReaction', {
Event = "OnEndTurn",
Handler = function (self, target)
if not IsInCombat() then return end
if target:HasStatusEffect("BeingBandaged") then
target:RemoveStatusEffect("Bleeding")
return
end
local value = self:ResolveValue("DamagePerTurn")
local floating_text = T{193053798048, "<num> (bleeding)", num = value}
local pov_team = GetPoVTeam()
local has_visibility = HasVisibilityTo(pov_team, target)
local log_msg = T{729241506274, "<name> bleeds for <em><num> damage</em>", name = target:GetLogName(), num = value}
target:TakeDirectDamage(value, has_visibility and floating_text or false, "short", log_msg)
end,
}),
PlaceObj('UnitReaction', {
Event = "OnCalcChanceToHit",
Handler = function (self, target, attacker, action, attack_target, weapon1, weapon2, data)
if target == attacker then
ApplyCthModifier_Add(self, data, self:ResolveValue("cth_penalty"))
end
end,
}),
PlaceObj('UnitReaction', {
Event = "OnCalcCritChance",
Handler = function (self, target, attacker, attack_target, action, weapon, data)
if target == attack_target and IsKindOf(data.weapon, "GutHookKnife") then
data.guaranteed_crit = true
end
end,
}),
PlaceObj('UnitReaction', {
Event = "OnUnitBandaged",
Handler = function (self, target, healer, patient, hp_restored)
if target == patient then
target:RemoveStatusEffect(self.class)
end
end,
}),
},
'DisplayName', T(779855732255, --[[CharacterEffectCompositeDef Bleeding DisplayName]] "Bleeding"),
'Description', T(303094247377, --[[CharacterEffectCompositeDef Bleeding Description]] "This character will <em>take <DamagePerTurn> damage</em> each turn until they are <em>bandaged</em>. Maximum <em>AP decreased by <APLoss></em>."),
'AddEffectText', T(902710213609, --[[CharacterEffectCompositeDef Bleeding AddEffectText]] "<em><DisplayName></em> is bleeding"),
'OnAdded', function (self, obj)
if g_Teams[g_CurrentTeam] == obj.team and not obj:HasStatusEffect("BeingBandaged") then
obj:ConsumeAP(-self:ResolveValue("APLoss") * const.Scale.AP)
end
end,
'OnRemoved', function (self, obj)
if g_Combat and not obj:HasStatusEffect("BeingBandaged") then
obj:ConsumeAP(self:ResolveValue("APLoss") * const.Scale.AP)
end
end,
'type', "Debuff",
'Icon', "UI/Hud/Status effects/bleeding",
'RemoveOnEndCombat', true,
'Shown', true,
'HasFloatingText', true,
})
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