myspace / Lua /CharacterEffectCompositeDef /BleedingOut.generated.lua
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-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ==========
UndefineClass('BleedingOut')
DefineClass.BleedingOut = {
__parents = { "CharacterEffect" },
__generated_by_class = "CharacterEffectCompositeDef",
object_class = "CharacterEffect",
unit_reactions = {
PlaceObj('UnitReaction', {
Event = "OnEndTurn",
Handler = function (self, target)
if not IsInCombat() then return end
if not RollSkillCheck(target, "Health", nil, target.downed_check_penalty) then
CombatLog("important", T{290150299208, "<em><LogName></em> has <em>bled out</em>", target})
target:TakeDirectDamage(target:GetTotalHitPoints())
else
target.downed_check_penalty = target.downed_check_penalty + self:ResolveValue("add_penalty")
CombatLog("short", T{333799512710, "<em><LogName></em> is <em>bleeding</em>", target})
end
end,
}),
},
Conditions = {
PlaceObj('CombatIsActive', {}),
},
DisplayName = T(833314215129, --[[CharacterEffectCompositeDef BleedingOut DisplayName]] "Downed"),
Description = T(588355193847, --[[CharacterEffectCompositeDef BleedingOut Description]] "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."),
OnAdded = function (self, obj) end,
Icon = "UI/Hud/Status effects/bleedingout",
Shown = true,
}