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UndefineClass('BuildingConfidence') |
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DefineClass.BuildingConfidence = { |
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__parents = { "Perk" }, |
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__generated_by_class = "CharacterEffectCompositeDef", |
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object_class = "Perk", |
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unit_reactions = { |
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PlaceObj('UnitReaction', { |
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Event = "OnUnitAttack", |
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Handler = function (self, target, attacker, action, attack_target, results, attack_args) |
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if target == attacker then |
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self:SetParameter("attacked", true) |
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end |
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end, |
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}), |
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PlaceObj('UnitReaction', { |
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Event = "OnCombatEnd", |
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Handler = function (self, target) |
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self:SetParameter("attacked", false) |
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self:SetParameter("applied", false) |
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end, |
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}), |
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PlaceObj('UnitReaction', { |
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Event = "OnBeginTurn", |
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Handler = function (self, target) |
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if g_Combat.current_turn < self:ResolveValue("turnToProc") then return end |
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if self:ResolveValue("attacked") and not self:ResolveValue("applied") then |
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local chance = self:ResolveValue("chanceToProc") |
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local roll = InteractionRand(100, "BuildingConfidence") |
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if roll < chance then |
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target:AddStatusEffect("Inspired") |
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target.team:ChangeMorale(1, self.DisplayName) |
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self:SetParameter("applied", true) |
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end |
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end |
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end, |
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}), |
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}, |
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DisplayName = T(110292118081, "Find My Feet"), |
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Description = T(969057307540, "Can become <GameTerm('Inspired')> and increase the team's <GameTerm('Morale')> during combat."), |
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Icon = "UI/Icons/Perks/BuildingConfidence", |
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Tier = "Personal", |
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} |
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