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UndefineClass('Bloodthirst') |
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DefineClass.Bloodthirst = { |
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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 = "OnCalcDamageAndEffects", |
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Handler = function (self, target, attacker, attack_target, action, weapon, attack_args, hit, data) |
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if target == attacker then |
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local damageBonus = self:ResolveValue("damageMod") |
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data.base_damage = MulDivRound(data.base_damage, 100 + damageBonus, 100) |
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data.breakdown[#data.breakdown + 1] = { name = self.DisplayName, value = damageBonus } |
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end |
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end, |
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}), |
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}, |
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DisplayName = T(664271538492, "Bloodthirst"), |
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Description = T(616307363329, "Deal <em><percent(damageMod)> more Damage</em> until the end of the battle."), |
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Icon = "UI/Hud/Status effects/bloodthirst", |
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RemoveOnEndCombat = true, |
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Shown = true, |
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HasFloatingText = true, |
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} |
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