-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ========== PlaceObj('CharacterEffectCompositeDef', { 'Id', "Conscience_Guilty", 'Parameters', { PlaceObj('PresetParamNumber', { 'Name', "days", 'Value', 1, 'Tag', "", }), PlaceObj('PresetParamPercent', { 'Name', "decrease", 'Value', 15, 'Tag', "%", }), }, 'Comment', "conversations related", 'object_class', "StatusEffect", 'unit_reactions', { PlaceObj('UnitReaction', { Event = "OnNewDay", Handler = function (self, target) Conscience_CheckExpiration(self, target, "guilty_start_time") end, }), PlaceObj('UnitReaction', { Event = "OnCalcPersonalMorale", Handler = function (self, target, value) return value - 1 end, }), }, 'DisplayName', T(374563958345, --[[CharacterEffectCompositeDef Conscience_Guilty DisplayName]] "Guilty"), 'Description', T(117856843594, --[[CharacterEffectCompositeDef Conscience_Guilty Description]] "Morale decreased by 1 for a day."), 'AddEffectText', T(446826511839, --[[CharacterEffectCompositeDef Conscience_Guilty AddEffectText]] " is feeling guilty and lost Morale"), 'OnAdded', function (self, obj) self:SetParameter("guilty_start_time", Game.CampaignTime) end, 'OnRemoved', function (self, obj) -- Handles old guilty modifiers, new guilty applies morale modifier local stats = UnitPropertiesStats:GetProperties() for i, stat in ipairs(stats) do obj:RemoveModifier("guilty_" .. stat.id, stat.id) end end, 'type', "Debuff", 'Icon', "UI/Hud/Status effects/encumbered", 'HasFloatingText', true, })