-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ========== UndefineClass('CollateralDamage') DefineClass.CollateralDamage = { __parents = { "Perk" }, __generated_by_class = "CharacterEffectCompositeDef", object_class = "Perk", unit_reactions = { PlaceObj('UnitReaction', { Event = "OnCalcDamageAndEffects", Handler = function (self, target, attacker, attack_target, action, weapon, attack_args, hit, data) if attacker ~= target then return end if not IsKindOf(attack_target, "CombatObject") or not IsKindOfClasses(weapon, "HeavyWeapon", "MachineGun") then return end if IsKindOf(attack_target,"Unit") then if GetCoversAt(attack_target:GetPos()) then local damageBonus = self:ResolveValue("enemyDamageMod") data.base_damage = MulDivRound(data.base_damage, 100 + damageBonus, 100) data.breakdown[#data.breakdown + 1] = { name = self.DisplayName, value = damageBonus } end else local damageBonus = self:ResolveValue("objectDamageMod") data.base_damage = MulDivRound(data.base_damage, 100 + damageBonus, 100) data.breakdown[#data.breakdown + 1] = { name = self.DisplayName, value = damageBonus } end end, }), }, DisplayName = T(462837297109, --[[CharacterEffectCompositeDef CollateralDamage DisplayName]] "Collateral Damage"), Description = T(247186377267, --[[CharacterEffectCompositeDef CollateralDamage Description]] "Deal extra Damage to enemies behind cover with Heavy Weapons and Machine Guns.\n\nDeal Damage to objects with Heavy Weapons and Machine Guns."), Icon = "UI/Icons/Perks/CollateralDamage", Tier = "Gold", Stat = "Strength", StatValue = 90, }