package BaseStatusEffect
using RTDB

CPO_Shocked : StatusEffect
{
	statusEffectType = "BaseStatusEffectTypes.CPOShocked";
	bool replicated = true;
	fk< StatusEffectFX >[] VFX = 
	[
		{
			name = "cpo_shocked_status";
		}
	];
	fk< StatModifierGroup > duration = 
	{
		statModifiers = 
		[
			{
				statType = "BaseStats.MaxDuration";
				modifierType = "Additive";
				value = 4;
			} : ConstantStatModifier
		];
	};
	fk< GameplayLogicPackage >[] packages = 
	[
		{
			bool stackable = true;
			effectors = 
			[
				{
					fk< IPrereq > prereqRecord = "Prereqs.AlwaysTruePrereq";
					CName effectorClassName = "TriggerContinuousAttackEffector";
					delayTime = 0.5f;
					attackRecord = "Attacks.ElectricDamageOverTime";
				} : ContinuousAttackEffector
			];
		} : GameplayLogicPackage
	];
	fk< StatusEffectAIData > AIData = 
	{
		float priority = 6.f;
		fk< StatusEffectAIBehaviorFlag > behaviorEventFlag = "StatusEffectAIBehaviorFlag.InterruptsSamePriorityTask";
		fk< StatusEffectAIBehaviorType > behaviorType = "StatusEffectAIBehaviorType.Unstoppable";
	};
}

