So they're related. The two NPCs that keep absorbing the Source puddle are basically torturing the one I'm trying to set a status on and she's bleeding Source. So they're not wandering; they're standing right next to her. It's possible I'm going about this entirely the wrong way. Right now I have it set up so that when the player leaves a trigger the 2 torturer NPCs teleport to their new torturing locations, the NPC getting tortured moves to where she'll be tied up, and from there I'm trying to create the puddle and set her tied up status.
I don't mind if the torturing NPCs absorb the Source, as long as more puddles up afterwards. It's mostly for decoration, so I'm open to creating a puddle that looks like Source but doesn't act like it in-game. But a constant stream of puddle-absorb-puddle-absorb will also fit the scene.
I've been using ApplyStatus() to try and apply the status because I can't find any other APIs listed in the editor that look like they would apply a status. (I was using an animation override, but then the "tied up" NPC ran away and hid when battle started.) The Wiki says something like CharacterApplyStatus(), and I've seen that in other places too, but when I try to use that the engine says it's not a real call, so I've been sticking to ApplyStatus(). I've been using the
statuses listed in the wiki here.I'm starting to wonder if maybe I don't want two instances of the tied up NPC and I should swap out which one is on stage at trigger time? Then maybe I could change the scripting on the particular character instance. I'll try that and let you know how it goes.
Still lost on the Source puddle though. Thank you for replying.