duelist_advance_3.xml
<abilities>
<ability>
<clone>duelist_advance</clone>
<key>duelist_advance_3</key>
<description>
Advance one tile in any direction. For the next ⮃5 turns⮃, gain +30 dodge, +10 accuracy, and +10%
crit chance.
</description>
<targetInfo>
<type>TileSelection</type>
<aoeTargeting>
<selectionArea>
<type>square</type>
<allowTargets>
<allowCreature>false</allowCreature>
<allowEmpty>true</allowEmpty>
<allowPlayer>false</allowPlayer>
</allowTargets>
<params>
<params type="width">1</params>
<params type="height">1</params>
</params>
</selectionArea>
<targetArea>
<type>square</type>
<params>
<params type="width">0</params>
<params type="height">0</params>
</params>
</targetArea>
<fromCenter>true</fromCenter>
<cycleEmpty>true</cycleEmpty>
</aoeTargeting>
<abilityUseTime>
<type>standard</type>
</abilityUseTime>
<isJump>true</isJump>
<effects>
<effect>
ApplyStatusEffect -> key:«LINK:duelist_advance_status_3», target:player, refresh:true;
</effect>
</effects>
<jumpEffects>
<jumpEffect>
ShowAnimation -> key:dash, from_start_position:true, y_only_alt_animation:dustring;
PlaySound -> key:dash;
</jumpEffect>
<jumpEffect>
AND PlayerHasAbility -> key:rising_tension;
THEN CalcEnemiesNearby -> flag:duelist_advance_enemies, distance:1;
THEN ExtendStatusEffect -> key:«LINK:duelist_advance_status_3», amount:{{duelist_advance_enemies}};
</jumpEffect>
</jumpEffects>
</targetInfo>
<unlockInfo>
<autoDiscover>0</autoDiscover>
<unlockRequirements>
<requiredPoints>1</requiredPoints>
</unlockRequirements>
<replaces>duelist_advance_2</replaces>
</unlockInfo>
<statusEffects>
<statusEffects>
<turns>5</turns>
<name>Duelist Advance</name>
<key>duelist_advance_status_3</key>
<icon>duelist_advance</icon>
<modifiers>
<modifiers>
<type>Dodge</type>
<amount>30.0</amount>
</modifiers>
<modifiers>
<type>Accuracy</type>
<amount>10.0</amount>
</modifiers>
<modifiers>
<type>CritChance</type>
<amount>0.1</amount>
</modifiers>
</modifiers>
<triggers>
<triggers>
KEY duelist_advance_trigger;
WHEN PlayerAttacks;
IF PlayerHasAbility -> key:relentless_assault;
THEN ReduceCooldown -> key:duelist_advance, amount:1, starts_with:true;
</triggers>
</triggers>
</statusEffects>
</statusEffects>
</ability>
</abilities>