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Not really. But most such negative effects are pretty easy to code. The effects on items can't be "triggered" without the item being that item. You'd have to copy the code from it, and trigger it within your own item. So, basically make a bunch of functions which apply a certain effect on the inst.components.inventoryitem.owner, and make sure the effects get removed again after some time.

You'd probably just want to make the item's onequip call a function, StartNegativeEffect, which first stops any of your currently running custom negative effects, and then calls a random one of your effect functions, and then start a DoTaskInTime which calls StartNegativeEffect again after a while. You'd have to do something in onunequip, as well, where you stop the currently running effect.

There are many way to do this kind of thing.

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