wind_up.xml
<abilities>
<ability>
<name>Wind-up</name>
<key>wind_up</key>
<skill>Flails</skill>
<icon>flails_1</icon>
<tagline>"Round and round she goes, where it stops.. well, I guess we're about to find out!"</tagline>
<description>
Your next attack gains ⮃+20% Damage⮃, +5 Accuracy and ⮃+3% Stun Chance⮃.
[p]Stacks up to 3 times, and lasts 1 turn for each stack or until you attack.
</description>
<type>Immediate</type>
<subType>2_Abilities</subType>
<abilitySoundPack>windup</abilitySoundPack>
<cost>10.0</cost>
<cooldown>0</cooldown>
<immediateInfo>
<abilityUseTime>
<type>weapon</type>
</abilityUseTime>
<effects>
<effects>
WindUp -> level:1;
</effects>
</effects>
</immediateInfo>
<unlockInfo>
<autoDiscover>0</autoDiscover>
<unlockRequirements>
<requiredPoints>2</requiredPoints>
</unlockRequirements>
</unlockInfo>
<requirements>
<requirements>
<type>Weapon</type>
<params>
<params type="weapon">Flail</params>
</params>
</requirements>
</requirements>
<statusEffects>
<statusEffects>
<turns>1</turns>
<key>windup</key>
<color>d05f14</color>
<skipFirstTurn>true</skipFirstTurn>
<reduceOnStartOfTurn>true</reduceOnStartOfTurn>
<description>
Your flail whirls menacingly over your head; ready to strike with brutal precision.
</description>
<triggers>
<triggers>
KEY wind_up_spent_trigger;
WHEN PlayerAttackAnimationComplete -> isDirectPhysicalAttack:true;
THEN RemoveStatusEffect -> key:«LINK:windup», target:player;
</triggers>
<triggers>
KEY wind_up_weapon_switch_trigger;
WHEN PlayerUnequipsItem;
IF NOT PlayerHasRequirement -> type:weapon, weapon:Flail;
THEN RemoveStatusEffect -> key:«LINK:windup», target:player;
</triggers>
</triggers>
</statusEffects>
</statusEffects>
</ability>
</abilities>