Download Lua/CharacterEffectCompositeDef/BleedingOut.generated.lua from sirnii/myspace: direct link, hf CLI and curl.
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1.44 kB
| -- ========== 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, "<em><LogName></em> has <em>bled out</em>", target}) | |
| target:TakeDirectDamage(target:GetTotalHitPoints()) | |
| else | |
| target.downed_check_penalty = target.downed_check_penalty + self:ResolveValue("add_penalty") | |
| CombatLog("short", T{333799512710, "<em><LogName></em> is <em>bleeding</em>", target}) | |
| end | |
| end, | |
| }), | |
| }, | |
| Conditions = { | |
| PlaceObj('CombatIsActive', {}), | |
| }, | |
| DisplayName = T(833314215129, --[[CharacterEffectCompositeDef BleedingOut DisplayName]] "Downed"), | |
| Description = T(588355193847, --[[CharacterEffectCompositeDef BleedingOut Description]] "This character is in <em>Critical condition</em> and will bleed out unless treated with the <em>Bandage</em> 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, | |
| } | |