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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,
})