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An example of how to implement an incremental status with behavior scripting (Divinity: Original Sin 2 - Definitive Edition Modding) (no incremental turn version).
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INIT | |
EVENTS | |
/* | |
Apply MYMOD_PAIN_APPLY with a skill or whatever is appropriate (weapon, script, etc). | |
This status should have the amount of turns you want the actual status to be, i.e.: | |
MYMOD_PAIN_APPLY,100,3 | |
MYMOD_PAIN_1 to 5 should have increasing StackPriority properties, | |
so they can override one another. Ex: | |
new entry "MYMOD_PAIN_2" | |
type "StatusData" | |
data "StatusType" "DAMAGE | |
using "MYMOD_PAIN_1" | |
data "StackPriority" "2" | |
*/ | |
EVENT MyMod_ApplyPain | |
VARS | |
CHARACTER:_Target | |
LIST<STATUS>:_RemoveList | |
STATUS:_Result | |
ON | |
FetchCharacterApplyStatusData(_Target, MYMOD_PAIN_APPLY) | |
ACTIONS | |
Set(_Result, null) | |
IF "c1" | |
CharacterHasStatus(_Target, MYMOD_PAIN_1) | |
THEN | |
Set(_Result, MYMOD_PAIN_2) | |
ListAdd(_RemoveList, MYMOD_PAIN_1) | |
ELIF "c1" | |
CharacterHasStatus(_Target, MYMOD_PAIN_2) | |
THEN | |
Set(_Result, MYMOD_PAIN_3) | |
ListAdd(_RemoveList, MYMOD_PAIN_2) | |
ELIF "c1" | |
CharacterHasStatus(_Target, MYMOD_PAIN_3) | |
THEN | |
Set(_Result, MYMOD_PAIN_4) | |
ListAdd(_RemoveList, MYMOD_PAIN_3) | |
ELIF "c1" | |
CharacterHasStatus(_Target, MYMOD_PAIN_4) | |
THEN | |
Set(_Result, MYMOD_PAIN_5) | |
ListAdd(_RemoveList, MYMOD_PAIN_4) | |
ELIF "!c1" | |
CharacterHasStatus(_Target, MYMOD_PAIN_5) | |
THEN | |
Set(_Result, MYMOD_PAIN_1) | |
ENDIF | |
RETURN(_RemoveList, _Result, null) |
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