head_trauma.xml
<abilities>
<ability>
<name>Head Trauma</name>
<key>head_trauma</key>
<skill>bludgeons</skill>
<icon>head_trauma</icon>
<tagline>"Let's rattle that helmet."</tagline>
<description>
Each hit after your first on the same enemy lowers all of its damage resists further:
[p]1h Bludgeons: -2% per hit
[n]2h Bludgeons: -3% per hit
[p]At the start of an affected enemy's turn, if you did not hit it since its last turn, the
reduction decays by 1%. Maximum reduction is 100%.
</description>
<type>Passive</type>
<passiveInfo>
<triggers>
<triggers>
KEY head_trauma_1h_hit_trigger;
WHEN PlayerHits -> isDirectPhysicalAttack:true;
IF PlayerHasRequirement -> type:weapon, weapon:1h;
IF HasStatusEffect -> key:head_trauma_tracking_status, target:players_attack_target;
THEN ModifyBehaviorData -> key:head_trauma_magnitude, target:players_attack_target, operation:add, amount:2;
THEN ModifyBehaviorData -> key:head_trauma_magnitude, target:players_attack_target, operation:min, amount:100;
THEN ApplyStatusEffect -> key:«LINK:head_trauma_status», target:players_attack_target;
</triggers>
<triggers>
KEY head_trauma_2h_hit_trigger;
WHEN PlayerHits -> isDirectPhysicalAttack:true;
IF PlayerHasRequirement -> type:weapon, weapon:2h;
IF HasStatusEffect -> key:head_trauma_tracking_status, target:players_attack_target;
THEN ModifyBehaviorData -> key:head_trauma_magnitude, target:players_attack_target, operation:add, amount:3;
THEN ModifyBehaviorData -> key:head_trauma_magnitude, target:players_attack_target, operation:min, amount:100;
THEN ApplyStatusEffect -> key:«LINK:head_trauma_status», target:players_attack_target;
</triggers>
<triggers>
KEY head_trauma_trigger;
WHEN PlayerHits -> isDirectPhysicalAttack:true;
THEN ApplyStatusEffect -> key:«LINK:head_trauma_tracking_status», target:players_attack_target;
THEN ModifyBehaviorData -> target:players_attack_target, key:head_trauma_turn_count,
operation:set, amount:0;
</triggers>
</triggers>
</passiveInfo>
<unlockInfo>
<autoDiscover>0</autoDiscover>
<unlockRequirements>
<requiredPoints>1</requiredPoints>
<requires>toe_crusher</requires>
</unlockRequirements>
</unlockInfo>
<requirements>
<requirements>
<type>Weapon</type>
<params>
<params type="weapon">Bludgeon</params>
</params>
</requirements>
</requirements>
</ability>
</abilities>