-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ========== UndefineClass('Conscience_Righteous') DefineClass.Conscience_Righteous = { __parents = { "StatusEffect" }, __generated_by_class = "CharacterEffectCompositeDef", 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 + 2 end, }), }, DisplayName = T(288530724490, --[[CharacterEffectCompositeDef Conscience_Righteous DisplayName]] "Righteous"), Description = T(186533285685, --[[CharacterEffectCompositeDef Conscience_Righteous Description]] "Gained 2 Morale for a day."), AddEffectText = T(825628234125, --[[CharacterEffectCompositeDef Conscience_Righteous AddEffectText]] " is feeling righteous 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, }