thousand_cuts_3.xml
<abilities>
<ability>
<clone>thousand_cuts</clone>
<key>thousand_cuts_3</key>
<description>Perform ⮃5 strikes⮃ which deal ⮃-70% damage⮃ each.</description>
<abilitySoundPack>dagger</abilitySoundPack>
<cost>30.0</cost>
<unlockInfo>
<autoDiscover>0</autoDiscover>
<unlockRequirements>
<requiredLevel>0</requiredLevel>
<requiredPoints>1</requiredPoints>
</unlockRequirements>
<replaces>thousand_cuts_2</replaces>
</unlockInfo>
<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>-0.7</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_3, 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>-0.7</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_3, 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>-0.7</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_3, 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>-0.7</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_3, 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>-0.7</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_3, amount:1;
THEN write_log -> logAfterCombat:true, text:-1 cooldown to Thousand Cuts (Relentless Tempo), type:combat;
</targetEffects>
</targetEffects>
</attacks>
</attacks>
</ability>
</abilities>