myspace / Data /CharacterEffectCompositeDef /BuildingConfidence.lua
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-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ==========
PlaceObj('CharacterEffectCompositeDef', {
'Group', "Perk-Personal",
'Id', "BuildingConfidence",
'Parameters', {
PlaceObj('PresetParamNumber', {
'Name', "turnToProc",
'Value', 2,
'Tag', "<turnToProc>",
}),
PlaceObj('PresetParamPercent', {
'Name', "chanceToProc",
'Value', 50,
'Tag', "<chanceToProc>%",
}),
},
'Comment', "MD - Inspired and + Morale after multiple turns",
'object_class', "Perk",
'unit_reactions', {
PlaceObj('UnitReaction', {
Event = "OnUnitAttack",
Handler = function (self, target, attacker, action, attack_target, results, attack_args)
if target == attacker then
self:SetParameter("attacked", true)
end
end,
}),
PlaceObj('UnitReaction', {
Event = "OnCombatEnd",
Handler = function (self, target)
self:SetParameter("attacked", false)
self:SetParameter("applied", false)
end,
}),
PlaceObj('UnitReaction', {
Event = "OnBeginTurn",
Handler = function (self, target)
if g_Combat.current_turn < self:ResolveValue("turnToProc") then return end
if self:ResolveValue("attacked") and not self:ResolveValue("applied") then
local chance = self:ResolveValue("chanceToProc")
local roll = InteractionRand(100, "BuildingConfidence")
if roll < chance then
target:AddStatusEffect("Inspired")
target.team:ChangeMorale(1, self.DisplayName)
self:SetParameter("applied", true)
end
end
end,
}),
},
'DisplayName', T(110292118081, --[[CharacterEffectCompositeDef BuildingConfidence DisplayName]] "Find My Feet"),
'Description', T(969057307540, --[[CharacterEffectCompositeDef BuildingConfidence Description]] "Can become <GameTerm('Inspired')> and increase the team's <GameTerm('Morale')> during combat."),
'Icon', "UI/Icons/Perks/BuildingConfidence",
'Tier', "Personal",
})