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-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ==========

PlaceObj('CharacterEffectCompositeDef', {
	'Group', "Wisdom",
	'Id', "Caretaker",
	'SortKey', 7,
	'Parameters', {
		PlaceObj('PresetParamPercent', {
			'Name', "medicalPercent",
			'Value', 33,
			'Tag', "<medicalPercent>%",
		}),
	},
	'object_class', "Perk",
	'unit_reactions', {
		PlaceObj('UnitReaction', {
			Event = "OnUnitBandaged",
			Handler = function (self, target, healer, patient, hp_restored)
				if target == healer then
					local tempHp = MulDivRound(healer.Medical, self:ResolveValue("medicalPercent"), 100)
					if patient.command == "DownedRally" then
						patient:AddStatusEffect("GritAfterRally", tempHp)
					else
						patient:ApplyTempHitPoints(tempHp)
					end	
				end
			end,
		}),
	},
	'DisplayName', T(416037614632, --[[CharacterEffectCompositeDef Caretaker DisplayName]] "Painkiller"),
	'Description', T(527875226325, --[[CharacterEffectCompositeDef Caretaker Description]] "When you end you turn bandaging an ally, you grant <em><StatPercent('Medical', medicalPercent)></em> <GameTerm('Grit')> to this ally (based on Medical)."),
	'Icon', "UI/Icons/Perks/Caretaker",
	'Tier', "Gold",
	'Stat', "Wisdom",
	'StatValue', 90,
})