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>