|
|
|
|
|
UndefineClass('Burning') |
|
DefineClass.Burning = { |
|
__parents = { "CharacterEffect" }, |
|
__generated_by_class = "CharacterEffectCompositeDef", |
|
|
|
|
|
object_class = "CharacterEffect", |
|
unit_reactions = { |
|
PlaceObj('UnitReaction', { |
|
Event = "OnBeginTurn", |
|
Handler = function (self, target) |
|
local chance = 50 - Max(0, target.Health - 50) / 2 - MulDivRound(target:GetLevel(), 25, 10) |
|
if target:Random(100) < chance then |
|
target:AddStatusEffect("Panicked") |
|
end |
|
end, |
|
}), |
|
PlaceObj('UnitReaction', { |
|
Event = "OnEndTurn", |
|
Handler = function (self, target) |
|
if not target:IsDead() then |
|
EnvEffectBurningTick(target, nil, "end turn") |
|
end |
|
end, |
|
}), |
|
PlaceObj('UnitReaction', { |
|
Event = "OnUnitBandaged", |
|
Handler = function (self, target, healer, patient, hp_restored) |
|
if target == patient then |
|
local voxels = target:GetVisualVoxels() |
|
local fire, dist = AreVoxelsInFireRange(voxels) |
|
if not fire or dist >= const.SlabSizeX then |
|
target:RemoveStatusEffect(self.class) |
|
end |
|
end |
|
end, |
|
}), |
|
}, |
|
Modifiers = { |
|
PlaceObj('UnitModifier', { |
|
mod_add = -15, |
|
target_prop = "Wisdom", |
|
}), |
|
}, |
|
DisplayName = T(178364189448, "Burning"), |
|
Description = T(661121942943, "This character may <em>Panic</em> and will <em>take <damage> damage</em> at the end of each turn until they exit the flaming area. <em>Bandage</em> can cure the effect immediately."), |
|
AddEffectText = T(251545639918, "<em><DisplayName></em> is on fire"), |
|
OnAdded = function (self, obj) |
|
PlayFX("UnitBurning", "start", obj) |
|
self:SetParameter("burning_start_time", GameTime()) |
|
obj:AddStain("Burning", GetRandomStainSpot()) |
|
end, |
|
OnRemoved = function (self, obj) |
|
if IsKindOf(obj, "Unit") then |
|
PlayFX("UnitBurning", "end", obj) |
|
obj:ClearStains("Burning") |
|
end |
|
end, |
|
type = "Debuff", |
|
Icon = "UI/Hud/Status effects/burning", |
|
RemoveOnSatViewTravel = true, |
|
RemoveOnCampaignTimeAdvance = true, |
|
Shown = true, |
|
HasFloatingText = true, |
|
} |
|
|
|
|