register_status_effect("BURN", { name = "Burning", description = "The enemy burns and receives damage.", look = "Brn", foreground = "#d00000", state = function(ctx) return "Takes " .. highlight(ctx.stacks * 4) .. " damage per turn" end, can_stack = true, decay = DECAY_ALL, rounds = 1, callbacks = { on_turn = function(ctx) deal_damage(ctx.guid, ctx.owner, ctx.stacks * 2, true) return nil end } })