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Insert Stat To SigSep Stat

Inserts the Injector Stat into the target SigSep Stat as if it were one of its inner Stats. Processors that read the SigSep list then run the inserted Stat in its order, together with the list's own inner Stats.

This is how an Actor adds its own rule to a list that lives in a shared Environment: the rule (a Counter Effect, a Reflector, a Conditional Modifier…) is defined in the Actor's own Environment and linked into the shared list — usually by a Linker Effect in the Actor's linker Effect Bundle.

Ships as _EffectPack (Counter / Intervener / State Based lists), _Float (Reflector / Modifier / Conditional Modifier lists) and _Int (Director / Int lists). The suffix must match the SigSep's value type.

FieldDescription
SigSep Stat OrderThe position of the inserted Stat in the list.
Orders must be unique

The list is keyed by the inserted Stat's Stat Id, and SigSep Stat Order must be free on the target list — not used by the list's own inner Stats nor by any other Linker inserting into it on the same Actor. A duplicate order is dropped at runtime (Given order(N) already registered). Use a standalone Stat with its own Stat Id, not an inner Stat of another SigSep.

The Linker Effect's own Injection Order is a different number (the slot on the target Stat) and may repeat.

Example​

Every Actor's Health reads its Counter Effects from one SigSep list in the shared Default Environment. The Player adds its own Thorns rule, defined in the Player's Environment, without touching the shared list:

FieldValue
Target StatReceivingHealthCounterEffects(SigSep) (Default)
LinkerInsert Stat To SigSep Stat _EffectPack
Injector StatThornsCounterEffect (Player)
SigSep Stat Order20 — free on the list

The Linker lives in a Linker Effect of the Player's linker Effect Bundle, so only Players get the rule; mobs keep the shared list as it is.