-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ========== PlaceObj('CharacterEffectCompositeDef', { 'Id', "Conscience_Proud", 'Parameters', { PlaceObj('PresetParamNumber', { 'Name', "days", 'Value', 1, 'Tag', "", }), PlaceObj('PresetParamPercent', { 'Name', "increase", 'Value', 15, 'Tag', "%", }), }, 'Comment', "conversations related", '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 + 1 end, }), }, 'DisplayName', T(890779283521, --[[CharacterEffectCompositeDef Conscience_Proud DisplayName]] "Proud"), 'Description', T(106460359100, --[[CharacterEffectCompositeDef Conscience_Proud Description]] "Gained 1 Morale for a day."), 'AddEffectText', T(661568993220, --[[CharacterEffectCompositeDef Conscience_Proud AddEffectText]] " is feeling proud 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, })