-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ========== UndefineClass('Bloodthirst') DefineClass.Bloodthirst = { __parents = { "CharacterEffect" }, __generated_by_class = "CharacterEffectCompositeDef", 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, }