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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,
})
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