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

UndefineClass('BloodScent')
DefineClass.BloodScent = {
	__parents = { "Perk" },
	__generated_by_class = "CharacterEffectCompositeDef",


	object_class = "Perk",
	unit_reactions = {
		PlaceObj('UnitReaction', {
			Event = "OnCalcCritChance",
			Handler = function (self, target, attacker, attack_target, action, weapon, data)
				if target == attacker and IsKindOf(weapon, "MeleeWeapon") then
					data.guaranteed_crit = true
				end
			end,
		}),
		PlaceObj('UnitReaction', {
			Event = "OnCalcDamageAndEffects",
			Handler = function (self, target, attacker, attack_target, action, weapon, attack_args, hit, data)
				if target == attacker and IsKindOf(weapon, "MeleeWeapon") then
					data.effects[#data.effects + 1] = "Marked"
				end
			end,
		}),
	},
	DisplayName = T(738259813299, --[[CharacterEffectCompositeDef BloodScent DisplayName]] "True Strike"),
	Description = T(868553471362, --[[CharacterEffectCompositeDef BloodScent Description]] "Successful <em>Melee Attacks</em> are <GameTerm('Crits')> and apply <GameTerm('Marked')> to the target.\n\n"),
	Icon = "UI/Icons/Perks/BloodScent",
	Tier = "Gold",
	Stat = "Strength",
	StatValue = 90,
}