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-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ==========
UndefineClass('Bloodthirst')
DefineClass.Bloodthirst = {
__parents = { "CharacterEffect" },
__generated_by_class = "CharacterEffectCompositeDef",
object_class = "CharacterEffect",
unit_reactions = {
PlaceObj('UnitReaction', {
Event = "OnCalcDamageAndEffects",
Handler = function (self, target, attacker, attack_target, action, weapon, attack_args, hit, data)
if target == attacker then
local damageBonus = self:ResolveValue("damageMod")
data.base_damage = MulDivRound(data.base_damage, 100 + damageBonus, 100)
data.breakdown[#data.breakdown + 1] = { name = self.DisplayName, value = damageBonus }
end
end,
}),
},
DisplayName = T(664271538492, --[[CharacterEffectCompositeDef Bloodthirst DisplayName]] "Bloodthirst"),
Description = T(616307363329, --[[CharacterEffectCompositeDef Bloodthirst Description]] "Deal <em><percent(damageMod)> more Damage</em> until the end of the battle."),
Icon = "UI/Hud/Status effects/bloodthirst",
RemoveOnEndCombat = true,
Shown = true,
HasFloatingText = true,
}
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