|
|
|
|
|
PlaceObj('CharacterEffectCompositeDef', { |
|
'Group', "Wisdom", |
|
'Id', "Caretaker", |
|
'SortKey', 7, |
|
'Parameters', { |
|
PlaceObj('PresetParamPercent', { |
|
'Name', "medicalPercent", |
|
'Value', 33, |
|
'Tag', "<medicalPercent>%", |
|
}), |
|
}, |
|
'object_class', "Perk", |
|
'unit_reactions', { |
|
PlaceObj('UnitReaction', { |
|
Event = "OnUnitBandaged", |
|
Handler = function (self, target, healer, patient, hp_restored) |
|
if target == healer then |
|
local tempHp = MulDivRound(healer.Medical, self:ResolveValue("medicalPercent"), 100) |
|
if patient.command == "DownedRally" then |
|
patient:AddStatusEffect("GritAfterRally", tempHp) |
|
else |
|
patient:ApplyTempHitPoints(tempHp) |
|
end |
|
end |
|
end, |
|
}), |
|
}, |
|
'DisplayName', T(416037614632, "Painkiller"), |
|
'Description', T(527875226325, "When you end you turn bandaging an ally, you grant <em><StatPercent('Medical', medicalPercent)></em> <GameTerm('Grit')> to this ally (based on Medical)."), |
|
'Icon', "UI/Icons/Perks/Caretaker", |
|
'Tier', "Gold", |
|
'Stat', "Wisdom", |
|
'StatValue', 90, |
|
}) |
|
|
|
|