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An example of how to implement an incremental status with behavior scripting (Divinity: Original Sin 2 - Definitive Edition Modding).
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INIT | |
EVENTS | |
EVENT MyMod_ApplyPain | |
VARS | |
CHARACTER:_Target | |
LIST<STATUS>:_RemoveList | |
STATUS:_Result | |
INT:_Turns | |
INT:_TurnsLeft | |
ON | |
FetchCharacterApplyStatusData(_Target, MYMOD_PAIN_APPLY) | |
ACTIONS | |
Set(_Result, null) | |
Set(_Turns, 1) | |
IF "c1" | |
GetStatusTurns(_Target, MYMOD_PAIN_1, _TurnsLeft) | |
THEN | |
Add(_Turns, _TurnsLeft) | |
Set(_Result, MYMOD_PAIN_2) | |
ListAdd(_RemoveList, MYMOD_PAIN_1) | |
ELIF "c1" | |
GetStatusTurns(_Target, MYMOD_PAIN_2, _TurnsLeft) | |
THEN | |
Add(_Turns, _TurnsLeft) | |
Set(_Result, MYMOD_PAIN_3) | |
ListAdd(_RemoveList, MYMOD_PAIN_2) | |
ELIF "c1" | |
GetStatusTurns(_Target, MYMOD_PAIN_3, _TurnsLeft) | |
THEN | |
Add(_Turns, _TurnsLeft) | |
Set(_Result, MYMOD_PAIN_4) | |
ListAdd(_RemoveList, MYMOD_PAIN_3) | |
ELIF "c1" | |
GetStatusTurns(_Target, MYMOD_PAIN_4, _TurnsLeft) | |
THEN | |
IF "c1" | |
IsGreaterThen(_TurnsLeft, 0) | |
THEN | |
Add(_Turns, _TurnsLeft) | |
Clamp(_Turns, 1, 5) | |
ELSE | |
Set(_Turns, 1) | |
ENDIF | |
Set(_Result, MYMOD_PAIN_5) | |
ListAdd(_RemoveList, MYMOD_PAIN_4) | |
ELIF "!c1" | |
CharacterHasStatus(_Target, MYMOD_PAIN_5) | |
THEN | |
Set(_Result, MYMOD_PAIN_1) | |
Set(_Turns, 1) | |
ENDIF | |
RETURN(_RemoveList, _Result, _Turns) |
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