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

PlaceObj('CharacterEffectCompositeDef', {
	'Group', "Quirk",
	'Id', "Claustrophobic",
	'SortKey', 1000,
	'object_class', "Perk",
	'unit_reactions', {
		PlaceObj('UnitReaction', {
			Event = "OnCombatStarted",
			Handler = function (self, target, load_game)
				if IsSectorUnderground(gv_CurrentSectorId) and not target:HasStatusEffect("ClaustrophobiaChecked") then
					CombatLog("debug", T{Untranslated("<em>Claustrophobic</em> proc on <unit>"), unit = target.Name})
					self:SetParameter("active", true)
				end
			end,
		}),
		PlaceObj('UnitReaction', {
			Event = "OnCalcPersonalMorale",
			Handler = function (self, target, value)
				if self:ResolveValue("active") then
					return value - 1
				end
			end,
		}),
		PlaceObj('UnitReaction', {
			Event = "OnCombatEnd",
			Handler = function (self, target)
				self:SetParameter("active", false)
			end,
		}),
		PlaceObj('UnitReaction', {
			Event = "OnSatelliteTick",
			Handler = function (self, target)
				self:SetParameter("active", false)
			end,
		}),
		PlaceObj('UnitReaction', {
			Event = "OnUnitEnterMapVisual",
			Handler = function (self, target)
				if IsSectorUnderground(gv_CurrentSectorId) and not target:HasStatusEffect("ClaustrophobiaChecked") then
					CreateGameTimeThread(function()
						while GetInGameInterfaceMode() == "IModeDeployment" do
							Sleep(20)
						end
						PlayVoiceResponse(target, "Claustrophobic")
					end)
				end
			end,
		}),
	},
	'DisplayName', T(464805356385, --[[CharacterEffectCompositeDef Claustrophobic DisplayName]] "Claustrophobic"),
	'Description', T(356135028604, --[[CharacterEffectCompositeDef Claustrophobic Description]] "<GameTerm('Morale')> decrease when starting combat in <em>underground</em> Sectors."),
	'Icon', "UI/Icons/Perks/Claustrophobic",
	'Tier', "Quirk",
})