-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ========== UndefineClass('Berserker') DefineClass.Berserker = { __parents = { "Perk" }, __generated_by_class = "CharacterEffectCompositeDef", object_class = "Perk", unit_reactions = { PlaceObj('UnitReaction', { Event = "OnCalcBaseDamage", Handler = function (self, target, weapon, attack_target, data) local wounded = target:GetStatusEffect("Wounded") if wounded and wounded.stacks > 0 then local stackCap = self:ResolveValue("stackCap") local damagePerStack = self:ResolveValue("damageBonus") local stacks = Min(wounded.stacks, stackCap) local berserkerMod = damagePerStack*stacks data.modifier = data.modifier + berserkerMod data.breakdown[#data.breakdown + 1] = { name = self.DisplayName, value = berserkerMod } if target.team.player_enemy and g_Combat and not table.find(g_Combat.berserkVRsPerRole, target.role) then PlayVoiceResponse(target, "AIBerserkerPerk") table.insert(g_Combat.berserkVRsPerRole, target.role) end end end, }), }, DisplayName = T(489115886772, --[[CharacterEffectCompositeDef Berserker DisplayName]] "Rage"), Description = T(709603782046, --[[CharacterEffectCompositeDef Berserker Description]] "Deal Damage per .\n\nCapped at %."), Icon = "UI/Icons/Perks/PainManagement", Tier = "Silver", Stat = "Health", StatValue = 80, }