package BaseStatusEffect
using RTDB

Pain : StatusEffect
{
	statusEffectType = "BaseStatusEffectTypes.Pain";
	bool replicated = true;
	fk< StatusEffectFX >[] VFX = 
	[
		{
			name = "weakspotWeak";
		}, 
		{
			name = "energy_off";
		}
	];
	fk< StatModifierGroup > duration = 
	{
		statModifiers = 
		[
			{
				statType = "BaseStats.MaxDuration";
				modifierType = "Additive";
				value = 0.1;
			} : ConstantStatModifier
		];
	};
	fk< StatusEffectAIData > AIData = 
	{
		fk< IPrereq >[] activationPrereqs = 
		[
			{
				invert = true;
				fk< StatusEffect > statusEffect = "BaseStatusEffect.BossNoInterrupt";
			} : StatusEffectPrereq
		];
		float priority = 9.f;
		fk< StatusEffectAIBehaviorFlag > behaviorEventFlag = "StatusEffectAIBehaviorFlag.InterruptsSamePriorityTask";
		fk< StatusEffectAIBehaviorType > behaviorType = "StatusEffectAIBehaviorType.Unstoppable";
	};
}

