-- ========== 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,
}