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---
--- Defines a character effect that provides additional action points (AP) to inspired units.
---
--- @class AI_AdditionalAP
--- @field object_class string The class of the object this effect is applied to.
--- @field unit_reactions table A table of unit reactions, including a reaction to the `OnCalcStartTurnAP` event that adds the bonus AP.
--- @field Conditions table A table of conditions that check if the effect should be applied, including that the target is a unit and is not already inspired.
--- @field DisplayName string The display name of the effect.
--- @field Description string The description of the effect.
--- @field AddEffectText string The text displayed when the effect is added.
--- @field OnAdded function A function that is called when the effect is added, which grants the bonus AP to the target.
--- @field type string The type of the effect, which is "Buff".
--- @field lifetime string The lifetime of the effect, which is "Until End of Turn".
--- @field Icon string The icon used to represent the effect.
--- @field RemoveOnEndCombat boolean A flag indicating that the effect should be removed at the end of combat.
-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ==========
UndefineClass('AI_AdditionalAP')
DefineClass.AI_AdditionalAP = {__parents={"CharacterEffect"}, __generated_by_class="CharacterEffectCompositeDef",

    object_class="CharacterEffect",
    unit_reactions={PlaceObj('UnitReaction', {Event="OnCalcStartTurnAP", Handler=function(self, target, value)
        if not self:ResolveValue("applied") then
            return value + self:ResolveValue("bonus") * const.Scale.AP
        end
    end})}, Conditions={PlaceObj('CheckExpression', {Expression=function(self, obj)
        return g_Combat and IsKindOf(obj, "Unit") and not obj:HasStatusEffect("Inspired")
    end})}, DisplayName=T(905544012922, --[[CharacterEffectCompositeDef AI_AdditionalAP DisplayName]] "Inspired"),
    Description=T(912592808613, --[[CharacterEffectCompositeDef AI_AdditionalAP Description]]
        "Gain <em><bonus> AP</em>."),
    AddEffectText=T(409912479847, --[[CharacterEffectCompositeDef AI_AdditionalAP AddEffectText]]
        "<em><DisplayName></em> is inspired"), OnAdded=function(self, obj)
        if g_Teams[g_CurrentTeam] == obj.team then
            obj:GainAP(self:ResolveValue("bonus") * const.Scale.AP)
            self:SetParameter("applied", true)
        end
    end, type="Buff", lifetime="Until End of Turn", Icon="UI/Hud/Status effects/inspired", RemoveOnEndCombat=true}