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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,
}
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