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

PlaceObj('CharacterEffectCompositeDef', {
	'Group', "Strength",
	'Id', "BreachAndClear",
	'SortKey', 2,
	'Parameters', {},
	'object_class', "Perk",
	'unit_reactions', {
		PlaceObj('UnitReaction', {
			Event = "OnUnitAttackResolved",
			Handler = function (self, target, attacker, attack_target, action, attack_args, results, can_retaliate, combat_starting)
				if target == attacker and IsKindOfClasses(results.weapon, "Grenade", "Shotgun") then
					if g_Combat then
						attacker:AddStatusEffect("FreeMove")
					elseif g_StartingCombat or combat_starting then
						attacker:AddStatusEffect("FreeMoveOnCombatStart")
					end
				end
			end,
		}),
	},
	'DisplayName', T(609540599823, --[[CharacterEffectCompositeDef BreachAndClear DisplayName]] "Breach and Clear"),
	'Description', T(853841959476, --[[CharacterEffectCompositeDef BreachAndClear Description]] "Gain <GameTerm('FreeMove')> after throwing <em>Grenades</em> or making <em>Shotgun</em> attacks."),
	'Icon', "UI/Icons/Perks/BreachAndClear",
	'Tier', "Bronze",
	'Stat', "Strength",
	'StatValue', 70,
})