The game currently cannot run the code as you have scripted it, no, unfortunately. However, it’s still possible to have something like this in the game! It will just be slightly jankier.
As I understand it, it is fully possible to have a markstatus buff the amount of bleedskill chance a skill possesses! So, say for instance, you want your attack to only bleed marked foes, right? So you’ll have to make a unique bleed that has a zero, or less than zero percent chance of applying and add it to the skill. Then make a +marked buff that adds bleedskill chance. So this ultimately means you’ll need like 3 custom FX. Something like:
effect: .name “Mark Bleed 1” .target “target” .curio_result_type “negative” .chance -100% .dotBleed 1 .duration 3 .on_hit true .on_miss false .can_apply_on_death true
This is an example bleed that will scale accordingly, going from -100% chance to -60.
Then you’d need a new custom stat buff in base.buffs Like:
{
“id” : “MARKBLEEDSKILL”,
“stat_type” : “bleed_chance”,
“stat_sub_type” : “”,
“amount” : 2.0,
“remove_if_not_active” : false,
“rule_type” : “always”,
“is_false_rule” : false,
“rule_data” : {
“float” : 0,
“string” : “”
}
},
Nix the comma at the very end if this is the only/last effect you have in your custom work of course. This grants +200% bleedskill chance. If your class or enemy or what have you has other attacks that bleed, you’ll of course want to consider the numbers being thrown around here, but this is all example stuff and I’m presuming if the class/enemy has other skills that bleed, they only bleed versus marked.
Final example that ties it all together:
effect: .name “Markbleeder” .target “performer” .keyStatus “tagged” .curio_result_type “positive” .chance 100% .combat_stat_buff 1 .buff_ids “MARKBLEEDSKILL” .on_hit true .on_miss false .queue true
This makes it so when you attack a marked foe, all bleed effects gain the +200% from MARKBLEEDSKILL. Throw the first example and this last third example onto a skill’s effects and you get an attack that cannot bleed until you hit marked foes. it will still try and apply the bleed against unmarked foes ingame, but it will always be resisted (unless you have some absurd assortment of trinkets which can boost a negative amount of bleedskill high enough to sail over enemy resistances, and even then it’d be a rare sight to work without a mark).
I hope this has been helpful! Even as it stands, I am not 100% sure if this will work. I took the last bit of example code from Actionjack’s Cannoneer class and rejiggered it to fit with the other stuff. I never actually tried the class in the game myself but I knew it had a bit of code like this in it. Good luck!