myspace / Lua /CharacterEffectCompositeDef /Conscience_Guilty.generated.lua
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-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ==========
UndefineClass('Conscience_Guilty')
DefineClass.Conscience_Guilty = {
__parents = { "StatusEffect" },
__generated_by_class = "CharacterEffectCompositeDef",
object_class = "StatusEffect",
unit_reactions = {
PlaceObj('UnitReaction', {
Event = "OnNewDay",
Handler = function (self, target)
Conscience_CheckExpiration(self, target, "guilty_start_time")
end,
}),
PlaceObj('UnitReaction', {
Event = "OnCalcPersonalMorale",
Handler = function (self, target, value)
return value - 1
end,
}),
},
DisplayName = T(374563958345, --[[CharacterEffectCompositeDef Conscience_Guilty DisplayName]] "Guilty"),
Description = T(117856843594, --[[CharacterEffectCompositeDef Conscience_Guilty Description]] "Morale decreased by 1 for a day."),
AddEffectText = T(446826511839, --[[CharacterEffectCompositeDef Conscience_Guilty AddEffectText]] "<em><DisplayName></em> is feeling guilty and lost Morale"),
OnAdded = function (self, obj)
self:SetParameter("guilty_start_time", Game.CampaignTime)
end,
OnRemoved = function (self, obj)
-- Handles old guilty modifiers, new guilty applies morale modifier
local stats = UnitPropertiesStats:GetProperties()
for i, stat in ipairs(stats) do
obj:RemoveModifier("guilty_" .. stat.id, stat.id)
end
end,
type = "Debuff",
Icon = "UI/Hud/Status effects/encumbered",
HasFloatingText = true,
}