GLO_SetStatusOnInit is a script attached to specific object instances (in a level), or a root template, within the "Scripts" property window while a root template or instanced object is selected.
Infinite duration statuses can also be set in the stats, via something like a skill or equipment. Here's some examples:
Skill example:
new entry "Target_PowerInfusion"
type "SkillData"
data "SkillType" "Target"
data "ForGameMaster" "Yes"
data "Ability" "Summoning"
data "Tier" "Novice"
data "ActionPoints" "1"
data "Cooldown" "3"
data "AIFlags" "CanNotUse"
data "SkillProperties" "INF_POWER,100,-1"
Power Infusion applies INF_POWER to the incarnate permanently, as you can see here.
Item example:
new entry "ARM_UNIQUE_BraccusCursedRing"
type "Armor"
using "_Rings"
data "ItemGroup" "ARM_UNIQUE_BraccusCursedRing"
data "Act part" "7"
data "Value" "120"
data "IntelligenceBoost" "2"
data "ConstitutionBoost" "2"
data "MemoryBoost" "-1"
data "ExtraProperties" "Self:OnEquip:CURSED"
data "ComboCategory" "ArmorRing"
data "Unique" "1"
Statuses applied by equipment, like the cursed Braccus ring, are permanent by nature.
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Also, like LarIlya mentioned, behavior scripts and story scripts have functions for applying statuses, and you can set the duration to -1 that way:
Behavior script example (simplified version of GLO_SetStatusOnInit):
INIT
CHARACTER:__Me
EXTERN STATUS:%StatusOnInit=DRUNK
EVENTS
EVENT SetStatusOnInit
ON
OnInit()
ACTIONS
IF "!c1"
CharacterHasStatus(__Me,%StatusOnInit)
THEN
CharacterApplyStatus(__Me,%StatusOnInit,-1,1)
ENDIF
Story script example:
IF
CharacterEnteredTrigger(_Character, RC_FTJ_Autosave_AfterBridge_48254132-f413-44f1-8f92-263f201ef9d6)
THEN
ApplyStatus(_Character, "HASTED", -1.0, 1);