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-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ==========
UndefineClass('CollateralDamage')
DefineClass.CollateralDamage = {
__parents = { "Perk" },
__generated_by_class = "CharacterEffectCompositeDef",
object_class = "Perk",
unit_reactions = {
PlaceObj('UnitReaction', {
Event = "OnCalcDamageAndEffects",
Handler = function (self, target, attacker, attack_target, action, weapon, attack_args, hit, data)
if attacker ~= target then return end
if not IsKindOf(attack_target, "CombatObject") or not IsKindOfClasses(weapon, "HeavyWeapon", "MachineGun") then
return
end
if IsKindOf(attack_target,"Unit") then
if GetCoversAt(attack_target:GetPos()) then
local damageBonus = self:ResolveValue("enemyDamageMod")
data.base_damage = MulDivRound(data.base_damage, 100 + damageBonus, 100)
data.breakdown[#data.breakdown + 1] = { name = self.DisplayName, value = damageBonus }
end
else
local damageBonus = self:ResolveValue("objectDamageMod")
data.base_damage = MulDivRound(data.base_damage, 100 + damageBonus, 100)
data.breakdown[#data.breakdown + 1] = { name = self.DisplayName, value = damageBonus }
end
end,
}),
},
DisplayName = T(462837297109, --[[CharacterEffectCompositeDef CollateralDamage DisplayName]] "Collateral Damage"),
Description = T(247186377267, --[[CharacterEffectCompositeDef CollateralDamage Description]] "Deal <em><percent(enemyDamageMod)></em> extra <em>Damage</em> to enemies behind cover with <em>Heavy</em> <em>Weapons</em> and <em>Machine Guns</em>.\n\nDeal <em><percent(objectDamageMod)> Damage</em> to objects with <em>Heavy</em> <em>Weapons</em> and <em>Machine Guns</em>."),
Icon = "UI/Icons/Perks/CollateralDamage",
Tier = "Gold",
Stat = "Strength",
StatValue = 90,
}
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