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-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ==========
PlaceObj('CharacterEffectCompositeDef', {
'Group', "System",
'Id', "BleedingOut",
'Parameters', {
PlaceObj('PresetParamNumber', {
'Name', "add_penalty",
'Value', -20,
'Tag', "<add_penalty>",
}),
},
'Comment', "replaces Downed if not treated",
'object_class', "CharacterEffect",
'unit_reactions', {
PlaceObj('UnitReaction', {
Event = "OnEndTurn",
Handler = function (self, target)
if not IsInCombat() then return end
if not RollSkillCheck(target, "Health", nil, target.downed_check_penalty) then
CombatLog("important", T{290150299208, "<em><LogName></em> has <em>bled out</em>", target})
target:TakeDirectDamage(target:GetTotalHitPoints())
else
target.downed_check_penalty = target.downed_check_penalty + self:ResolveValue("add_penalty")
CombatLog("short", T{333799512710, "<em><LogName></em> is <em>bleeding</em>", target})
end
end,
}),
},
'Conditions', {
PlaceObj('CombatIsActive', {}),
},
'DisplayName', T(833314215129, --[[CharacterEffectCompositeDef BleedingOut DisplayName]] "Downed"),
'Description', T(588355193847, --[[CharacterEffectCompositeDef BleedingOut Description]] "This character is in <em>Critical condition</em> and will bleed out unless treated with the <em>Bandage</em> action. The character remains alive if a successful check against Health is made next turn."),
'OnAdded', function (self, obj) end,
'Icon', "UI/Hud/Status effects/bleedingout",
'Shown', true,
})
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