C:\Projects\P4\SinsRebellion\main\CodeSource\Engine\String\StringLibrary.h(83): assert! [result == 1]
This error can be caused by having a buff file with multiple ApplyBuffToTargetOnWeaponFired actions which all apply to the same weapon type. If your buff has 2, you will get one of these errors, if the buff has 4 you will get 3 of these errors, and so on. The buffs however will still function without issue ingame. Edit: I must note that, in this specific type of case, it refers to a passive ability. A "castable" ability may or may not throw this error.
Splitting off the ApplyBuffToTargetOnWeaponFired buffs into seperate buff files, i.e. having the main buff file do 3 ApplyBuffToSelf actions which would then each call a single ApplyBuffToTargetOnWeaponFired, will still result in in this error popping up twice. As such, I guess that this error cannot be disposed of unless one collapses all the ApplyBuffToTargetOnWeaponFired buffs into a single effect, which in some cases would kill the ability.
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(3144)
(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnCondition)
This can occur if you have an incorrect InstantActionTriggerType and you should have one of these three instead. Ex. a periodic action should not use OnDelay, but one of these three instead.
C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IBuff.cpp(4086): assert! [false]
Means that your usage of a finishConditionType of Invalid is bad, and making the game upset.