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UndefineClass('BleedingOut') |
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DefineClass.BleedingOut = { |
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__parents = { "CharacterEffect" }, |
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__generated_by_class = "CharacterEffectCompositeDef", |
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object_class = "CharacterEffect", |
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unit_reactions = { |
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PlaceObj('UnitReaction', { |
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Event = "OnEndTurn", |
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Handler = function (self, target) |
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if not IsInCombat() then return end |
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if not RollSkillCheck(target, "Health", nil, target.downed_check_penalty) then |
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CombatLog("important", T{290150299208, "<em><LogName></em> has <em>bled out</em>", target}) |
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target:TakeDirectDamage(target:GetTotalHitPoints()) |
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else |
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target.downed_check_penalty = target.downed_check_penalty + self:ResolveValue("add_penalty") |
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CombatLog("short", T{333799512710, "<em><LogName></em> is <em>bleeding</em>", target}) |
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end |
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end, |
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}), |
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}, |
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Conditions = { |
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PlaceObj('CombatIsActive', {}), |
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}, |
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DisplayName = T(833314215129, "Downed"), |
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Description = T(588355193847, "This character is in <em>Critical condition</em> and will bleed out unless treated with the <em>Bandage</em> action. The character remains alive if a successful check against Health is made next turn."), |
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OnAdded = function (self, obj) end, |
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Icon = "UI/Hud/Status effects/bleedingout", |
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Shown = true, |
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} |
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