-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ========== PlaceObj('CharacterEffectCompositeDef', { 'Group', "System", 'Id', "Bloodthirst", 'Parameters', { PlaceObj('PresetParamPercent', { 'Name', "damageMod", 'Value', 20, 'Tag', "%", }), }, 'object_class', "CharacterEffect", 'unit_reactions', { PlaceObj('UnitReaction', { Event = "OnCalcDamageAndEffects", Handler = function (self, target, attacker, attack_target, action, weapon, attack_args, hit, data) if target == attacker then local damageBonus = self:ResolveValue("damageMod") data.base_damage = MulDivRound(data.base_damage, 100 + damageBonus, 100) data.breakdown[#data.breakdown + 1] = { name = self.DisplayName, value = damageBonus } end end, }), }, 'DisplayName', T(664271538492, --[[CharacterEffectCompositeDef Bloodthirst DisplayName]] "Bloodthirst"), 'Description', T(616307363329, --[[CharacterEffectCompositeDef Bloodthirst Description]] "Deal more Damage until the end of the battle."), 'Icon', "UI/Hud/Status effects/bloodthirst", 'RemoveOnEndCombat', true, 'Shown', true, 'HasFloatingText', true, })