thousand_cuts.xml
<abilities>
<ability>
<name>Thousand Cuts</name>
<key>thousand_cuts</key>
<skill>Daggers</skill>
<icon>thousand_cuts</icon>
<tagline>"Little cuts add up. And up. And up."</tagline>
<description>Perform ⮃3 strikes⮃ which deal ⮃-50% damage⮃ each.</description>
<type>Target</type>
<abilitySoundPack>dagger</abilitySoundPack>
<cost>20.0</cost>
<cooldown>10</cooldown>
<targetInfo>
<type>TileSelection</type>
<aoeTargeting>
<selectionArea>
<type>square</type>
<allowTargets>
<allowCreature>true</allowCreature>
<allowEmpty>false</allowEmpty>
<allowPlayer>false</allowPlayer>
</allowTargets>
<params>
<params type="width">0</params>
<params type="height">0</params>
<params type="expandStat">Range</params>
</params>
</selectionArea>
<targetArea>
<type>square</type>
<params>
<params type="width">0</params>
<params type="height">0</params>
</params>
</targetArea>
</aoeTargeting>
<abilityUseTime>
<type>weapon</type>
</abilityUseTime>
<effects>
<effect>
ShowAnimation -> key:multislash, target:players_attack_target;
</effect>
</effects>
</targetInfo>
<unlockInfo>
<autoDiscover>0</autoDiscover>
<unlockRequirements>
<requiredPoints>2</requiredPoints>
<requires>knife_handler</requires>
</unlockRequirements>
</unlockInfo>
<extraTexts>
<extraTexts>
{{upgrade_text -> ability:piercing_wounds}}
</extraTexts>
<extraTexts>
{{upgrade_text -> ability:relentless_tempo}}
</extraTexts>
</extraTexts>
<requirements>
<requirements>
<type>Weapon</type>
<params>
<params type="weapon">Dagger</params>
</params>
</requirements>
</requirements>
<attacks>
<attacks>
<count>0</count>
<modifiers>
<modifiers>
<type>Damage</type>
<amount>-0.5</amount>
</modifiers>
</modifiers>
<targetEffects>
<targetEffects>
IF PlayerHasAbility -> key:piercing_wounds;
THEN ApplyStatusEffect -> key:«LINK:piercing_wounds_status», target:players_attack_target;
</targetEffects>
<targetEffects>
IF PlayerHasAbility -> key:relentless_tempo;
AND PlayerLastAttackHit;
THEN ReduceCooldown -> key:thousand_cuts, amount:1;
THEN write_log -> logAfterCombat:true, text:-1 cooldown to Thousand Cuts (Relentless Tempo), type:combat;
</targetEffects>
</targetEffects>
</attacks>
<attacks>
<count>0</count>
<modifiers>
<modifiers>
<type>Damage</type>
<amount>-0.5</amount>
</modifiers>
</modifiers>
<targetEffects>
<targetEffects>
IF PlayerHasAbility -> key:piercing_wounds;
THEN ApplyStatusEffect -> key:«LINK:piercing_wounds_status», target:players_attack_target;
</targetEffects>
<targetEffects>
IF PlayerHasAbility -> key:relentless_tempo;
AND PlayerLastAttackHit;
THEN ReduceCooldown -> key:thousand_cuts, amount:1;
THEN write_log -> logAfterCombat:true, text:-1 cooldown to Thousand Cuts (Relentless Tempo), type:combat;
</targetEffects>
</targetEffects>
</attacks>
<attacks>
<count>0</count>
<modifiers>
<modifiers>
<type>Damage</type>
<amount>-0.5</amount>
</modifiers>
</modifiers>
<targetEffects>
<targetEffects>
IF PlayerHasAbility -> key:piercing_wounds;
THEN ApplyStatusEffect -> key:«LINK:piercing_wounds_status», target:players_attack_target;
</targetEffects>
<targetEffects>
IF PlayerHasAbility -> key:relentless_tempo;
AND PlayerLastAttackHit;
THEN ReduceCooldown -> key:thousand_cuts, amount:1;
THEN write_log -> logAfterCombat:true, text:-1 cooldown to Thousand Cuts (Relentless Tempo), type:combat;
</targetEffects>
</targetEffects>
</attacks>
</attacks>
</ability>
</abilities>