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-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ==========
UndefineClass('Bleeding')
DefineClass.Bleeding = {
__parents = { "StatusEffect" },
__generated_by_class = "CharacterEffectCompositeDef",
object_class = "StatusEffect",
unit_reactions = {
PlaceObj('UnitReaction', {
Event = "OnEndTurn",
Handler = function (self, target)
if not IsInCombat() then return end
if target:HasStatusEffect("BeingBandaged") then
target:RemoveStatusEffect("Bleeding")
return
end
local value = self:ResolveValue("DamagePerTurn")
local floating_text = T{193053798048, "<num> (bleeding)", num = value}
local pov_team = GetPoVTeam()
local has_visibility = HasVisibilityTo(pov_team, target)
local log_msg = T{729241506274, "<name> bleeds for <em><num> damage</em>", name = target:GetLogName(), num = value}
target:TakeDirectDamage(value, has_visibility and floating_text or false, "short", log_msg)
end,
}),
PlaceObj('UnitReaction', {
Event = "OnCalcChanceToHit",
Handler = function (self, target, attacker, action, attack_target, weapon1, weapon2, data)
if target == attacker then
ApplyCthModifier_Add(self, data, self:ResolveValue("cth_penalty"))
end
end,
}),
PlaceObj('UnitReaction', {
Event = "OnCalcCritChance",
Handler = function (self, target, attacker, attack_target, action, weapon, data)
if target == attack_target and IsKindOf(data.weapon, "GutHookKnife") then
data.guaranteed_crit = true
end
end,
}),
PlaceObj('UnitReaction', {
Event = "OnUnitBandaged",
Handler = function (self, target, healer, patient, hp_restored)
if target == patient then
target:RemoveStatusEffect(self.class)
end
end,
}),
},
DisplayName = T(779855732255, --[[CharacterEffectCompositeDef Bleeding DisplayName]] "Bleeding"),
Description = T(303094247377, --[[CharacterEffectCompositeDef Bleeding Description]] "This character will <em>take <DamagePerTurn> damage</em> each turn until they are <em>bandaged</em>. Maximum <em>AP decreased by <APLoss></em>."),
AddEffectText = T(902710213609, --[[CharacterEffectCompositeDef Bleeding AddEffectText]] "<em><DisplayName></em> is bleeding"),
OnAdded = function (self, obj)
if g_Teams[g_CurrentTeam] == obj.team and not obj:HasStatusEffect("BeingBandaged") then
obj:ConsumeAP(-self:ResolveValue("APLoss") * const.Scale.AP)
end
end,
OnRemoved = function (self, obj)
if g_Combat and not obj:HasStatusEffect("BeingBandaged") then
obj:ConsumeAP(self:ResolveValue("APLoss") * const.Scale.AP)
end
end,
type = "Debuff",
Icon = "UI/Hud/Status effects/bleeding",
RemoveOnEndCombat = true,
Shown = true,
HasFloatingText = true,
}
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