<abilities>
  <ability>
    <name>Targeted Destruction</name>
    <key>targeted_destruction</key>
    <skill>arbalism</skill>
    <icon>arbalism_9</icon>
    <description>
      Every 3rd hit to the same target deals +200% damage.
    </description>
    <type>Passive</type>
    <subType>1_Unique Passives</subType>
    <passiveInfo>
      <triggers>
        <triggers>
          KEY targeted_destruction_1;
          WHEN PlayerHits;
          AND NOT HasStatusEffect -> key:targeted_destruction_processed, target:players_attack_target;
          AND NOT HasStatusEffect -> key:targeted_destruction_1, target:players_attack_target;
          AND NOT HasStatusEffect -> key:targeted_destruction_2, target:players_attack_target;
          THEN ApplyStatusEffect -> key:targeted_destruction_1, target:players_attack_target;
          THEN ApplyStatusEffect -> key:targeted_destruction_processed, target:players_attack_target;
        </triggers>
        <triggers>
          KEY targeted_destruction_2;
          WHEN PlayerHits;
          AND NOT HasStatusEffect -> key:targeted_destruction_processed, target:players_attack_target;
          AND HasStatusEffect -> key:targeted_destruction_1, target:players_attack_target;
          THEN RemoveStatusEffect -> key:targeted_destruction_1, target:players_attack_target;
          THEN ApplyStatusEffect -> key:targeted_destruction_2, target:players_attack_target;
          THEN ApplyStatusEffect -> key:targeted_destruction_processed, target:players_attack_target;
        </triggers>
        <triggers>
          KEY targeted_destruction_3;
          WHEN PlayerHits;
          AND NOT HasStatusEffect -> key:targeted_destruction_processed, target:players_attack_target;
          AND HasStatusEffect -> key:targeted_destruction_2, target:players_attack_target;
          THEN RemoveStatusEffect -> key:targeted_destruction_2, target:players_attack_target;
          THEN ApplyStatusEffect -> key:targeted_destruction_processed, target:players_attack_target;
        </triggers>
        <triggers>
          KEY targeted_destruction_4;
          WHEN PlayerHits;
          THEN RemoveStatusEffect -> key:targeted_destruction_processed, target:players_attack_target;
        </triggers>
      </triggers>
    </passiveInfo>
    <unlockInfo>
      <autoDiscover>0</autoDiscover>
      <unlockRequirements>
        <requiredLevel>10</requiredLevel>
        <requiredPoints>3</requiredPoints>
      </unlockRequirements>
    </unlockInfo>
    <requirements>
      <requirements>
        <type>Weapon</type>
        <params>
          <params type="weapon">Crossbow</params>
        </params>
      </requirements>
    </requirements>
    <statusEffects>
      <statusEffects>
        <turns>99</turns>
        <name>Targeted Destruction 1</name>
        <key>targeted_destruction_1</key>
      </statusEffects>
      <statusEffects>
        <turns>99</turns>
        <name>Targeted Destruction 2</name>
        <key>targeted_destruction_2</key>
        <modifiers>
          <modifiers>
            <type>DamageReceived</type>
            <amount>2.0</amount>
          </modifiers>
        </modifiers>
      </statusEffects>
      <statusEffects>
        <turns>1</turns>
        <name>Targeted Destruction Processed</name>
        <key>targeted_destruction_processed</key>
        <hideTurns>true</hideTurns>
      </statusEffects>
    </statusEffects>
  </ability>
</abilities>
