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

PlaceObj('CharacterEffectCompositeDef', {
	'Id', "Conscience_Righteous",
	'Parameters', {
		PlaceObj('PresetParamNumber', {
			'Name', "days",
			'Value', 1,
			'Tag', "<days>",
		}),
		PlaceObj('PresetParamPercent', {
			'Name', "increase",
			'Value', 30,
			'Tag', "<increase>%",
		}),
	},
	'Comment', "conversations related",
	'object_class', "StatusEffect",
	'unit_reactions', {
		PlaceObj('UnitReaction', {
			Event = "OnNewDay",
			Handler = function (self, target)
				Conscience_CheckExpiration(self, target, "proud_start_time")
			end,
		}),
		PlaceObj('UnitReaction', {
			Event = "OnCalcPersonalMorale",
			Handler = function (self, target, value)
				return value + 2
			end,
		}),
	},
	'DisplayName', T(288530724490, --[[CharacterEffectCompositeDef Conscience_Righteous DisplayName]] "Righteous"),
	'Description', T(186533285685, --[[CharacterEffectCompositeDef Conscience_Righteous Description]] "Gained 2 Morale for a day."),
	'AddEffectText', T(825628234125, --[[CharacterEffectCompositeDef Conscience_Righteous AddEffectText]] "<em><DisplayName></em> is feeling righteous and gained Morale"),
	'OnAdded', function (self, obj)
		self:SetParameter("proud_start_time", Game.CampaignTime)
	end,
	'type', "Buff",
	'Icon', "UI/Hud/Status effects/well_rested",
	'HasFloatingText', true,
})