-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ========== UndefineClass('BattleFocus') DefineClass.BattleFocus = { __parents = { "Perk" }, __generated_by_class = "CharacterEffectCompositeDef", object_class = "Perk", unit_reactions = { PlaceObj('UnitReaction', { Event = "OnDamageTaken", Handler = function (self, target, attacker, dmg, hit_descr) self:SetParameter("activated", true) end, }), PlaceObj('UnitReaction', { Event = "OnCombatEnd", Handler = function (self, target) self:SetParameter("activated", false) end, }), PlaceObj('UnitReaction', { Event = "OnCalcStartTurnAP", Handler = function (self, target, value) if self:ResolveValue("activated") then return value + self:ResolveValue("battleFocusAP") * const.Scale.AP end end, }), }, DisplayName = T(822626767198, --[[CharacterEffectCompositeDef BattleFocus DisplayName]] "Battle Focus"), Description = T(235322784555, --[[CharacterEffectCompositeDef BattleFocus Description]] "Gain AP when hit by an enemy for the first time.\n\nEnds at the end of combat."), Icon = "UI/Icons/Perks/BattleFocus", Tier = "Gold", Stat = "Health", StatValue = 90, }