-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ========== PlaceObj('CharacterEffectCompositeDef', { 'Group', "System", 'Id', "BleedingOut", 'Parameters', { PlaceObj('PresetParamNumber', { 'Name', "add_penalty", 'Value', -20, 'Tag', "", }), }, 'Comment', "replaces Downed if not treated", 'object_class', "CharacterEffect", 'unit_reactions', { PlaceObj('UnitReaction', { Event = "OnEndTurn", Handler = function (self, target) if not IsInCombat() then return end if not RollSkillCheck(target, "Health", nil, target.downed_check_penalty) then CombatLog("important", T{290150299208, " has bled out", target}) target:TakeDirectDamage(target:GetTotalHitPoints()) else target.downed_check_penalty = target.downed_check_penalty + self:ResolveValue("add_penalty") CombatLog("short", T{333799512710, " is bleeding", target}) end end, }), }, 'Conditions', { PlaceObj('CombatIsActive', {}), }, 'DisplayName', T(833314215129, --[[CharacterEffectCompositeDef BleedingOut DisplayName]] "Downed"), 'Description', T(588355193847, --[[CharacterEffectCompositeDef BleedingOut Description]] "This character is in Critical condition and will bleed out unless treated with the Bandage action. The character remains alive if a successful check against Health is made next turn."), 'OnAdded', function (self, obj) end, 'Icon', "UI/Hud/Status effects/bleedingout", 'Shown', true, })