It works exactly like I said.
"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
"DebugName": "Wit_Of_Deaths_Herald",
"ID": "28839804-73ba-40b6-9a12-68f11b43afc8",
"Components": [
{
"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
"StatusEffectsIDs": [
"5abb65f8-24c0-4c4f-af5a-143e31280398"
],
"$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp",
"DebugName": "Wit_Of_Deaths_Herald_SE_Display",
"ID": "5abb65f8-24c0-4c4f-af5a-143e31280398",
"Components": [
{
"$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp",
"StatusEffectsValueIDs": [
"014a1369-a685-46f1-b632-873207445b7f",
"e01f33d4-a091-4c30-9d05-7466eded02eb",
"c125d9b9-6526-48d2-b961-3b01b8e158d1"
],
"$type": "Game.GameData.AfflictionGameData, Assembly-CSharp",
"DebugName": "Wit_Of_Deaths_Herald_SE_Smart",
"ID": "014a1369-a685-46f1-b632-873207445b7f",
"$type": "Game.GameData.AfflictionGameData, Assembly-CSharp",
"DebugName": "Wit_Of_Deaths_Herald_SE_Acute",
"ID": "e01f33d4-a091-4c30-9d05-7466eded02eb",
"$type": "Game.GameData.AfflictionGameData, Assembly-CSharp",
"DebugName": "Wit_Of_Deaths_Herald_SE_Brilliant",
"ID": "c125d9b9-6526-48d2-b961-3b01b8e158d1",
Each of these three Wit_Of_Deaths_Herald_SE_* Inspirations have mutually exclusive conditions, so only one will be applied to the Player.
Smart will only be applied if
Sassy_LVL1 == 1
Sassy_LVL2 == 0
Sassy_LVL3 == 0
Acute will only be applied of
Sassy_LVL1 == 1
Sassy_LVL2 == 1
Sassy_LVL3 == 0
Brilliant will only be applied if
Sassy_LVL1 == 1
Sassy_LVL2 == 1
Sassy_LVL3 == 1
You can see the example of Smart here: