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-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ==========
PlaceObj('CharacterEffectCompositeDef', {
'Id', "Conscience_Proud",
'Parameters', {
PlaceObj('PresetParamNumber', {
'Name', "days",
'Value', 1,
'Tag', "<days>",
}),
PlaceObj('PresetParamPercent', {
'Name', "increase",
'Value', 15,
'Tag', "<increase>%",
}),
},
'Comment', "conversations related",
'object_class', "StatusEffect",
'unit_reactions', {
PlaceObj('UnitReaction', {
Event = "OnNewDay",
Handler = function (self, target)
Conscience_CheckExpiration(self, target, "proud_start_time")
end,
}),
PlaceObj('UnitReaction', {
Event = "OnCalcPersonalMorale",
Handler = function (self, target, value)
return value + 1
end,
}),
},
'DisplayName', T(890779283521, --[[CharacterEffectCompositeDef Conscience_Proud DisplayName]] "Proud"),
'Description', T(106460359100, --[[CharacterEffectCompositeDef Conscience_Proud Description]] "Gained 1 Morale for a day."),
'AddEffectText', T(661568993220, --[[CharacterEffectCompositeDef Conscience_Proud AddEffectText]] "<em><DisplayName></em> is feeling proud and gained Morale"),
'OnAdded', function (self, obj)
self:SetParameter("proud_start_time", Game.CampaignTime)
end,
'type', "Buff",
'Icon', "UI/Hud/Status effects/well_rested",
'HasFloatingText', true,
})