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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3534155567
Now it works quite well. Feel free to try it out.
It is not perfect, but it works. It would be better if there would be a delay (or wait) function for the script (is there? - I don´t know).
Also, if there would be something like an IF condition, to check if the health reduction was enaugh to ensure to be under the retrive Threshold or not ( and repeating the health reduction if not), would be great.
Thank you for your help!
ModifierEffect
{
Tags = array{"Poisoned", "ParalysisPoison"};
ApplyTo = "Target";
ActorValue = "Health";
Mod = 0.05;
Duration = 180;
Recover = false;
};
ModifierEffect
{
Tags = array{"Poisoned", "ParalysisPoison"};
ApplyTo = "Target";
ActorValue = "Health";
Mod = -100.0;
Duration = 0;
Recover = false;
};
FunctionChangeCharacterState
{
Tags = array{"Poisoned", "ParalysisPoison"};
ApplyTo = "Target";
State = "Unconscious";
Duration = 180.0;
Recover = true;
},
FunctionEndAction
{
ApplyTo = "Target";
Type = "Cancel";
},
To be honest 3/4 vanilla classes balanced not so bad, only farmer is dominating. The farmer class balance from vanilla was the reason why this mod has been created.
I really appreciate your help, but I don't want you to waste too much time on my problem. But if you are also interested in this feature, I would of course be very grateful for your help.
Best regards!