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