-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ========== UndefineClass('CQCTraining') DefineClass.CQCTraining = { __parents = { "Perk" }, __generated_by_class = "CharacterEffectCompositeDef", object_class = "Perk", unit_reactions = { PlaceObj('UnitReaction', { Event = "OnCalcChanceToHit", Handler = function (self, target, attacker, action, attack_target, weapon1, weapon2, data) if target == attacker then local value = self:ResolveValue("cqc_bonus_max") local tileSpace = DivRound(attacker:GetDist2D(attack_target), const.SlabSizeX) - 1 if tileSpace > 0 then local lossPerTile = self:ResolveValue("cqc_bonus_loss_per_tile") value = value - lossPerTile * tileSpace end if value > 0 then ApplyCthModifier_Add(self, data, value) end end end, }), }, DisplayName = T(144446625840, --[[CharacterEffectCompositeDef CQCTraining DisplayName]] "CQC Training"), Description = T(145788352124, --[[CharacterEffectCompositeDef CQCTraining Description]] "Major Accuracy bonus when attacking enemies at short range (degrades with distance)."), Icon = "UI/Icons/Perks/CQCTraining", Tier = "Specialization", }