package BaseStatusEffect
using RTDB

HitReactionStagger : DebuffStatusEffect
{
	statusEffectType = "BaseStatusEffectTypes.Stagger";
	bool replicated = true;
	fk< StatModifierGroup > duration = 
	{
		statModifiers = 
		[
			{
				statType = "BaseStats.MaxDuration";
				modifierType = "Additive";
				value = 1.5f;
			} : ConstantStatModifier
		];
	};
	bool canReapply = true;
}

RoyceForceStagger : StatusEffect
{
	statusEffectType = "BaseStatusEffectTypes.Pain";
	fk< StatModifierGroup > duration = 
	{
		statModifiers = 
		[
			{
				statType = "BaseStats.MaxDuration";
				modifierType = "Additive";
				value = 0.1;
			} : ConstantStatModifier
		];
	};
	fk< StatusEffectAIData > AIData = 
	{
		float priority = 9.f;
		fk< StatusEffectAIBehaviorFlag > behaviorEventFlag = "StatusEffectAIBehaviorFlag.InterruptsSamePriorityTask";
		fk< StatusEffectAIBehaviorType > behaviorType = "StatusEffectAIBehaviorType.Unstoppable";
	};
}

NPCForceStagger : StatusEffect
{
	statusEffectType = "BaseStatusEffectTypes.Stagger";
	fk< StatModifierGroup > duration = 
	{
		statModifiers = 
		[
			{
				statType = "BaseStats.MaxDuration";
				modifierType = "Additive";
				value = 2.5f;
			} : ConstantStatModifier
		];
	};
	bool canReapply = true;
	fk< StatusEffectAIData > AIData = 
	{
		float priority = 9.f;
		fk< StatusEffectAIBehaviorFlag > behaviorEventFlag = "StatusEffectAIBehaviorFlag.InterruptsSamePriorityTask";
		fk< StatusEffectAIBehaviorType > behaviorType = "StatusEffectAIBehaviorType.Unstoppable";
	};
}

