Download Data/CharacterEffectCompositeDef/CollateralDamage.lua from sirnii/myspace: direct link, hf CLI and curl.
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https://huggingface.co/spaces/sirnii/myspace/resolve/main/Data/CharacterEffectCompositeDef/CollateralDamage.lua
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2.06 kB
| -- ========== GENERATED BY CharacterEffectCompositeDef Editor DO NOT EDIT MANUALLY! ========== | |
| PlaceObj('CharacterEffectCompositeDef', { | |
| 'Group', "Strength", | |
| 'Id', "CollateralDamage", | |
| 'SortKey', 7, | |
| 'Parameters', { | |
| PlaceObj('PresetParamPercent', { | |
| 'Name', "enemyDamageMod", | |
| 'Value', 15, | |
| 'Tag', "<enemyDamageMod>%", | |
| }), | |
| PlaceObj('PresetParamPercent', { | |
| 'Name', "objectDamageMod", | |
| 'Value', 30, | |
| 'Tag', "<objectDamageMod>%", | |
| }), | |
| }, | |
| '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 <em><percent(enemyDamageMod)></em> extra <em>Damage</em> to enemies behind cover with <em>Heavy</em> <em>Weapons</em> and <em>Machine Guns</em>.\n\nDeal <em><percent(objectDamageMod)> Damage</em> to objects with <em>Heavy</em> <em>Weapons</em> and <em>Machine Guns</em>."), | |
| 'Icon', "UI/Icons/Perks/CollateralDamage", | |
| 'Tier', "Gold", | |
| 'Stat', "Strength", | |
| 'StatValue', 90, | |
| }) | |