-- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ========== UndefineClass('BleedingOut') DefineClass.BleedingOut = { __parents = { "CharacterEffect" }, __generated_by_class = "CharacterEffectCompositeDef", object_class = "CharacterEffect", unit_reactions = { PlaceObj('UnitReaction', { Event = "OnEndTurn", Handler = function (self, target) if not IsInCombat() then return end if not RollSkillCheck(target, "Health", nil, target.downed_check_penalty) then CombatLog("important", T{290150299208, " has bled out", target}) target:TakeDirectDamage(target:GetTotalHitPoints()) else target.downed_check_penalty = target.downed_check_penalty + self:ResolveValue("add_penalty") CombatLog("short", T{333799512710, " is bleeding", target}) end end, }), }, Conditions = { PlaceObj('CombatIsActive', {}), }, DisplayName = T(833314215129, --[[CharacterEffectCompositeDef BleedingOut DisplayName]] "Downed"), Description = T(588355193847, --[[CharacterEffectCompositeDef BleedingOut Description]] "This character is in Critical condition and will bleed out unless treated with the Bandage action. The character remains alive if a successful check against Health is made next turn."), OnAdded = function (self, obj) end, Icon = "UI/Hud/Status effects/bleedingout", Shown = true, }