File size: 2,062 Bytes
b6a38d7 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 |
-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ==========
PlaceObj('CharacterEffectCompositeDef', {
'Group', "Strength",
'Id', "CollateralDamage",
'SortKey', 7,
'Parameters', {
PlaceObj('PresetParamPercent', {
'Name', "enemyDamageMod",
'Value', 15,
'Tag', "<enemyDamageMod>%",
}),
PlaceObj('PresetParamPercent', {
'Name', "objectDamageMod",
'Value', 30,
'Tag', "<objectDamageMod>%",
}),
},
'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,
})
|