-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ========== UndefineClass('Counterfire') DefineClass.Counterfire = { __parents = { "Perk" }, __generated_by_class = "CharacterEffectCompositeDef", object_class = "Perk", unit_reactions = { PlaceObj('UnitReaction', { Event = "OnUnitAttack", Handler = function (self, target, attacker, action, attack_target, results, attack_args) if target == attacker and attack_args and attack_args.opportunity_attack_type == "Overwatch" and not results.miss then local count = self:ResolveValue("counter") + 1 if count >= self:ResolveValue("hitsRequired") then target:AddStatusEffect("Inspired") count = 0 end self:SetParameter("counter", count) end end, }), PlaceObj('UnitReaction', { Event = "OnBeginTurn", Handler = function (self, target) self:SetParameter("counter", 0) end, }), }, DisplayName = T(680739063564, --[[CharacterEffectCompositeDef Counterfire DisplayName]] "Fire Routine"), Description = T(857967049165, --[[CharacterEffectCompositeDef Counterfire Description]] "Become after you land hits while in ."), OnAdded = function (self, obj) self:SetParameter("counter", 0) end, Icon = "UI/Icons/Perks/Counterfire", Tier = "Silver", Stat = "Dexterity", StatValue = 80, }