Unfortunately, editor doesnt seem to support this. Was trying hard to make it work, since 80% of my mod is applying statuses on enemies IF i have some status on me.
_BonusWeapon wont do it, the only way the devs do it is using DeltaModifiers for weapons (real and physical, generated in the world), and applying _bonusWeapons to them via Deltamod.
Tried to do the same for "virtual" weapons, but failed.
The only solution for me was to create a custom weapon, with extra property that applys some "status_check" and then using scripting to manage the rest.
Smth like:
IF
CharacterStatusApplied (_Enemy, "Status_check", _Player)
AND
HasActiveStatus (_Player, "Debuffing_weapons_acid",1)
THEN
ApplyStatus(_Enemy, "ACID", 6.0);
(*just an example logic from story scripting)
1- trigered when status with name "Status_check" is applied
2- checks for active status on _Causee (_player) and if _causee (player) has "Debuffing_weapons_acid" status active,
3- then apply "ACID" status on enemy for 1 turn
If you need it for skill then no custom weapon needed, just apply that Status_Check on enemies with the skill ExtraProperty.
If you find a better way, lemme know please =)
edit: just rememberd, seems like every time you hit an enemy, the hardcoded status "HIT" is applied, so you could try to use it. Never tested though, it is too late for me, new weapons are ready and functional
