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

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


	object_class = "Perk",
	unit_reactions = {
		PlaceObj('UnitReaction', {
			Event = "OnCalcChanceToHit",
			Handler = function (self, target, attacker, action, attack_target, weapon1, weapon2, data)
				if target == attacker then
					local value = self:ResolveValue("cqc_bonus_max")
					local tileSpace = DivRound(attacker:GetDist2D(attack_target), const.SlabSizeX) - 1
					if tileSpace > 0 then
						local lossPerTile = self:ResolveValue("cqc_bonus_loss_per_tile")
						value = value - lossPerTile * tileSpace
					end
					if value > 0 then
						ApplyCthModifier_Add(self, data, value)
					end
				end
			end,
		}),
	},
	DisplayName = T(144446625840, --[[CharacterEffectCompositeDef CQCTraining DisplayName]] "CQC Training"),
	Description = T(145788352124, --[[CharacterEffectCompositeDef CQCTraining Description]] "Major <em>Accuracy</em> bonus when attacking enemies at short range (degrades with distance)."),
	Icon = "UI/Icons/Perks/CQCTraining",
	Tier = "Specialization",
}