dogged_resolve.xml
<abilities>
<ability>
<name>Dogged Resolve</name>
<key>dogged_resolve</key>
<skill>dreadheart</skill>
<icon>dogged_resolve</icon>
<tagline>"When the going gets tough, you get tougher."</tagline>
<description>
When you are attacked, you may gain the "Dogged Resolve" status effect for 5 turns.
[p]The probability of triggering the effect depends on your missing health percentage, with an increased
chance of ⮃0.20%⮃ for every 1% of missing health.
[p]While active, "Dogged Resolve" provides ⮃+10% physical resist⮃.
[p]Dogged Resolve does not stack, but its duration will reset upon reactivation.
</description>
<type>passive</type>
<subType>resolve</subType>
<passiveInfo>
<triggers>
<triggers>
KEY dogged_resolve_trigger;
WHEN PlayerIsAttacked -> chance:0.20, missingHealthScaling:true;
THEN ApplyStatusEffect -> key:«LINK:dogged_resolve_status», refresh:true, target:player;
</triggers>
</triggers>
</passiveInfo>
<unlockInfo>
<autoDiscover>0</autoDiscover>
<unlockRequirements>
<requiredPoints>1</requiredPoints>
<requires>wolfs_hunger</requires>
</unlockRequirements>
</unlockInfo>
<statusEffects>
<statusEffects>
<turns>5</turns>
<name>Dogged Resolve</name>
<key>dogged_resolve_status</key>
<icon>dogged_resolve</icon>
<allowMany>false</allowMany>
<modifiers>
<modifiers>
<type>PhysicalResist</type>
<amount>0.1</amount>
</modifiers>
<modifiers>
<type>CritResist</type>
<amount>0.1</amount>
<requiresAbility>dogged_resolve_crit</requiresAbility>
</modifiers>
<modifiers>
<type>CritResist</type>
<amount>0.2</amount>
<requiresAbility>dogged_resolve_crit_2</requiresAbility>
</modifiers>
<modifiers>
<type>CritResist</type>
<amount>0.3</amount>
<requiresAbility>dogged_resolve_crit_3</requiresAbility>
</modifiers>
<modifiers>
<type>MissileDeflection</type>
<amount>0.1</amount>
<requiresAbility>dogged_resolve_deflect</requiresAbility>
</modifiers>
<modifiers>
<type>MissileDeflection</type>
<amount>0.2</amount>
<requiresAbility>dogged_resolve_deflect_2</requiresAbility>
</modifiers>
<modifiers>
<type>MissileDeflection</type>
<amount>0.3</amount>
<requiresAbility>dogged_resolve_deflect_3</requiresAbility>
</modifiers>
<modifiers>
<type>BleedResist</type>
<amount>0.1</amount>
<requiresAbility>dogged_resolve_bleed</requiresAbility>
</modifiers>
<modifiers>
<type>BleedResist</type>
<amount>0.2</amount>
<requiresAbility>dogged_resolve_bleed_2</requiresAbility>
</modifiers>
<modifiers>
<type>BleedResist</type>
<amount>0.3</amount>
<requiresAbility>dogged_resolve_bleed_3</requiresAbility>
</modifiers>
</modifiers>
</statusEffects>
</statusEffects>
</ability>
</abilities>