myspace / Lua /CharacterEffectCompositeDef /Claustrophobic.generated.lua
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-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ==========
UndefineClass('Claustrophobic')
DefineClass.Claustrophobic = {
__parents = { "Perk" },
__generated_by_class = "CharacterEffectCompositeDef",
object_class = "Perk",
unit_reactions = {
PlaceObj('UnitReaction', {
Event = "OnCombatStarted",
Handler = function (self, target, load_game)
if IsSectorUnderground(gv_CurrentSectorId) and not target:HasStatusEffect("ClaustrophobiaChecked") then
CombatLog("debug", T{Untranslated("<em>Claustrophobic</em> proc on <unit>"), unit = target.Name})
self:SetParameter("active", true)
end
end,
}),
PlaceObj('UnitReaction', {
Event = "OnCalcPersonalMorale",
Handler = function (self, target, value)
if self:ResolveValue("active") then
return value - 1
end
end,
}),
PlaceObj('UnitReaction', {
Event = "OnCombatEnd",
Handler = function (self, target)
self:SetParameter("active", false)
end,
}),
PlaceObj('UnitReaction', {
Event = "OnSatelliteTick",
Handler = function (self, target)
self:SetParameter("active", false)
end,
}),
PlaceObj('UnitReaction', {
Event = "OnUnitEnterMapVisual",
Handler = function (self, target)
if IsSectorUnderground(gv_CurrentSectorId) and not target:HasStatusEffect("ClaustrophobiaChecked") then
CreateGameTimeThread(function()
while GetInGameInterfaceMode() == "IModeDeployment" do
Sleep(20)
end
PlayVoiceResponse(target, "Claustrophobic")
end)
end
end,
}),
},
DisplayName = T(464805356385, --[[CharacterEffectCompositeDef Claustrophobic DisplayName]] "Claustrophobic"),
Description = T(356135028604, --[[CharacterEffectCompositeDef Claustrophobic Description]] "<GameTerm('Morale')> decrease when starting combat in <em>underground</em> Sectors."),
Icon = "UI/Icons/Perks/Claustrophobic",
Tier = "Quirk",
}