###FORMATTING FOR OVERRIDES
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#See IC-8431 for additional details
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#ENTIRE Effect List - effect_skill_[ActorDataSkill ID]_[ActorDataEffectType]_override=TEXT
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#Effect - effect_skill_[EffectDefinition ID]_override=TEXT
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#Effect Condition - effect_skill_condition_[Effect ID]_[Condition ID]_override=TEXT
####E.G. effect_skill_condition_runaway_combo_fire_spread_target_is_combo_primed_override=If OVERRIDE <sprite name={q}token_combo{q}>: {0}
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#Skill Condition - effect_condition_[Condition ID]_override=TEXT
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#Buff - buff_desc_[BUFF ID]_override=TEXT
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#Ignore - token_ignore_desc_[TOKEN IGNORE DEF ID]_override=TEXT
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#Performer Buff - performer_buff_desc_BUFFID_override=TEXT
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#Target Buff - target_buff_desc_BUFFID_override=TEXT
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#TEST EXAMPLES - COMMENTED OUT
#effect_skill_gr_pick_to_the_face_u_target_override=<color=#{buff}>+50% CRIT</color> when Target <sprite name={q}token_combo{q}>
#effect_skill_condition_combo_crit_50pct_target_is_combo_primed_override=Target <sprite name={q}token_combo{q}>
#effect_skill_gr_repartee_performer_override=<sprite name={q}token_dodge{q}><sprite name={q}token_dodge{q}><sprite name={q}token_dodge{q}>\n<sprite name={q}token_taunt{q}><sprite name={q}token_taunt{q}><sprite name={q}token_taunt{q}>
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##GLOBAL OVERRIDES OF SHARED EFFECTS AND/OR CONDITIONS -- !! CAUTION !!
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#Performer Buff - combo_crit_50pct
performer_buff_desc_combo_crit_50pct_override=<color=#{buff}>+50% CRIT</color> when Target <sprite name={q}token_combo{q}>
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#Performer Buff - combo_damage_boost_100pct
performer_buff_desc_combo_damage_boost_100pct_override=<color=#{buff}>+100% DMG</color> when Target <sprite name={q}token_combo{q}>
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#Target Buff - combo_ignore_30pct_bleed_resist
target_buff_desc_combo_ignore_30pct_bleed_resist_override=<color=#{buff}>Ignores 30%<sprite name={q}icon_bleed{q}>RES</color> when Target <sprite name={q}token_combo{q}>
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#Target Buff - combo_ignore_30pct_blight_resist
target_buff_desc_combo_ignore_30pct_blight_resist_override=<color=#{buff}>Ignores 30%<sprite name={q}icon_blight{q}>RES</color> when Target <sprite name={q}token_combo{q}>
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#Target Buff - ignore_deaths_door
target_buff_desc_ignore_deaths_door_override=<color=#{buff}>Ignores<sprite name={q}icon_death{q}></color>
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#Effect - clear_corpse
effect_skill_condition_clear_corpse_target_is_corpse_override=<color=#{deathdoor}>Clear Corpse</color>
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#Effect - combo_add_1_stun
effect_skill_condition_combo_add_1_stun_target_is_combo_primed_override=<sprite name={q}token_stun{q}> when Target <sprite name={q}token_combo{q}>
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#Effect - combo_add_1_riposte
effect_skill_condition_combo_add_1_riposte_target_is_combo_primed_override=<sprite name={q}token_riposte{q}> when Target <sprite name={q}token_combo{q}>
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#Effect - combo_add_1_unchecked_power
effect_skill_condition_combo_add_1_unchecked_power_target_is_combo_primed_override=<sprite name={q}token_uc_power{q}> when Target <sprite name={q}token_combo{q}>
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#Effect - occ_unchecked_power_stun
effect_skill_condition_occ_unchecked_power_stun_performer_has_2_plus_unchecked_power_override=<sprite name={q}token_stun{q}> when Self <sprite name={q}token_uc_power{q}>x2
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#Effect - combo_add_1_block
effect_skill_condition_combo_add_1_block_target_is_combo_primed_override=<sprite name={q}token_block{q}> when Target <sprite name={q}token_combo{q}>
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###GRAVE ROBBER
#THROWN DAGGER/THROWN DAGGER+
#Clarify "If [Stealth] : [Dodge]" text; extremely unclear when paired with other Ignore data on the Skill
token_ignore_desc_til_ignore_dodge_if_performer_stealth_vis_override=\nIgnores <sprite name={q}token_dodge{q}> when Self <sprite name={q}token_stealth{q}>
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#LUNGE+
#Clarify If [Stealth] : [Block] [Dodge] text
token_ignore_desc_til_unstoppable_if_performer_stealth_vis_override=<sprite name={q}token_block{q}><sprite name={q}token_dodge{q}> when Self <sprite name={q}token_stealth{q}>
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#GLINT IN THE DARK+
#Fix awkward If [Stealth] : Ignore Death's Door
target_buff_desc_stealth_ignore_deaths_door_override=<color=#{buff}>Ignores 20% <sprite name={q}icon_death{q}>RES</color>\n<color=#{buff}>Ignores</color> <sprite name={q}icon_death{q}> when Self <sprite name={q}token_stealth{q}>\n<color=#{notable}>Self:</color>\nRemove <sprite name={q}token_stealth{q}>
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#HIGHWAYMAN
#DOUBLE TAP
#Override Performer Buff (+30% HP if Target has low HP) -- originally read as though the Highwayman's HP had to be low
performer_buff_desc_hwm_double_tap_damage_buff_override=Deals<color=#{buff}>+30% DMG</color> <color=#{neutral}>when Target HP < 30%</color>
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#DOUBLE TAP+
#Override Performer Buff (+50% HP if Target has low HP) -- originally read as though the Highwayman's HP had to be low
performer_buff_desc_hwm_double_tap_damage_buff_u_override=Deals<color=#{buff}> +30% DMG</color> <color=#{neutral}>when Target HP < 50%</color>
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##HELLION
#BLOODLUST
#Clarify the +20% damage vs. Bleeding Targets buff
buff_desc_hellion_bloodlust_damage_buff_override=Gain: Attacks deal +20% DMG when Target <sprite name={q}icon_bleed{q}>
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#BLOODLUST+
#Clarify the +30% damage vs. Bleeding Targets buff
buff_desc_hellion_bloodlust_u_damage_buff_override=Gain: Attacks deal +30% DMG when Target <sprite name={q}icon_bleed{q}>
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##LEPER
#TOKEN IGNORE: COMBO BLIND
#Better readability to match style used with Grave Robber
token_ignore_desc_til_combo_ignore_blind_override=\nIgnores <sprite name={q}token_blind-line{q}> when Target <sprite name={q}token_combo{q}>
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##MAN-AT-ARMS
#REMINDER: maa_courageous_abandon_block_plus_buff was set to be invisible on Tool Tips
#COURAGEOUS ABANDON
#Stack the Block and Block Plus buffs as one box
performer_buff_desc_maa_courageous_abandon_block_buff_override=<color=#{buff}>+100% DMG</color> when Self <sprite name={q}token_block{q}>\n<color=#{buff}>+100% DMG</color> when Self <sprite name={q}token_deflect{q}>
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##OCCULTIST
#MALEDICTION
#Just cleans up ugly order -- COMMENTED OUT FOR NOW since overrides break  mouseover text and this one isn't too terrible
#buff_desc_occ_malediction_debuff_override=Gain When Hit:\n<sprite name={q}icon_bleed{q}><color=#{bleed}>1</color><color=#{neutral}>or</color><sprite name={q}icon_blight{q}><color=#{blight}>1</color> <color=#{neutral}>or</color> <sprite name={q}icon_burn{q}><color=#{burn}>1</color> 
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#CHAOTIC OFFERING
#Better text placement for the "Random Side Effects"
effect_skill_fake_occultist_chaotic_offering_tool_tip_override=<color=#{debuff}>Random Side Effect</color>
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##PLAGUE DOCTOR
#CAUSE OF DEATH
#Override the terrible damage calculation tool tip (similar to Backdraft)
effect_skill_fake_plague_doctor_cause_of_death_tool_tip_override=Deals 75% of remaining <sprite name={q}icon_bleed{q}><sprite name={q}icon_blight{q}><sprite name={q}icon_burn{q}> on Target as DMG
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#CAUSE OF DEATH+
#Override the terrible damage calculation tool tip (similar to Backdraft)
effect_skill_fake_plague_doctor_cause_of_death_u_tool_tip_override=Deals 100% of remaining <sprite name={q}icon_bleed{q}><sprite name={q}icon_blight{q}><sprite name={q}icon_burn{q}> on Target as DMG
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#INDISCRIMINATE SCIENCE
#NOTE: A bunch of things were made invisible to do this!  BE AWARE IF CHANGING EFFECTS.  DANGER, WILL ROBINSON, DANGER.
#Overrides pd_indiscriminate_science_pos_bonus
target_buff_desc_pd_indiscriminate_science_pos_bonus_override=<color=#{buff}>+10%</color> Healed per <color=#{buff}>Positive</color> Token<color=#{debuff}>\nTarget:</color>\n<color=#{heal}>Heal 10%</color>\nRemove All <color=#{buff}>Positive</color> Tokens
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#INDISCRIMINATE SCIENCE+
#NOTE: A bunch of things were made invisible to do this!  BE AWARE IF CHANGING EFFECTS.  DANGER, WILL ROBINSON, DANGER.
#Overrides pd_indiscriminate_science_neg_bonus
target_buff_desc_pd_indiscriminate_science_neg_bonus_override=<color=#{buff}>+10%</color> Healed per <color=#{buff}>Positive</color> Token\n<color=#{buff}>+10%</color> Healed per <color=#{debuff}>Negative</color> Token<color=#{debuff}>\nTarget:</color>\n<color=#{heal}>Heal 10%</color>\nRemove All <color=#{buff}>Positive</color> Tokens\nRemove All <color=#{debuff}>Negative</color> Tokens
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##RUNAWAY
#EFFECT: COMBO FIRE SPREAD
#Clarify that the Combo is on Target, inflicts Burn
effect_skill_condition_runaway_combo_fire_spread_target_is_combo_primed_override={0} when Target <sprite name={q}token_combo{q}>
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#BACKDRAFT
#Clarifies terrible damage listing; totally fake effect
effect_skill_fake_runaway_backdraft_tool_tip_override=Deals 50% of remaining <sprite name={q}icon_burn{q}> on Monster in Front as DMG to Target
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#BACKDRAFT+
#Clarifies terrible damage listing; totally fake effect
effect_skill_fake_runaway_backdraft_u_tool_tip_override=Deals 75% of remaining <sprite name={q}icon_burn{q}> on Monster in Front as DMG to Target