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-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ==========
PlaceObj('CharacterEffectCompositeDef', {
'Group', "System",
'Id', "Bloodthirst",
'Parameters', {
PlaceObj('PresetParamPercent', {
'Name', "damageMod",
'Value', 20,
'Tag', "<damageMod>%",
}),
},
'object_class', "CharacterEffect",
'unit_reactions', {
PlaceObj('UnitReaction', {
Event = "OnCalcDamageAndEffects",
Handler = function (self, target, attacker, attack_target, action, weapon, attack_args, hit, data)
if target == attacker then
local damageBonus = self:ResolveValue("damageMod")
data.base_damage = MulDivRound(data.base_damage, 100 + damageBonus, 100)
data.breakdown[#data.breakdown + 1] = { name = self.DisplayName, value = damageBonus }
end
end,
}),
},
'DisplayName', T(664271538492, --[[CharacterEffectCompositeDef Bloodthirst DisplayName]] "Bloodthirst"),
'Description', T(616307363329, --[[CharacterEffectCompositeDef Bloodthirst Description]] "Deal <em><percent(damageMod)> more Damage</em> until the end of the battle."),
'Icon', "UI/Hud/Status effects/bloodthirst",
'RemoveOnEndCombat', true,
'Shown', true,
'HasFloatingText', true,
})
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