<abilities>
  <ability>
    <name>Head Trauma</name>
    <key>head_trauma</key>
    <skill>bludgeons</skill>
    <icon>head_trauma</icon>
    <tagline>"Let's rattle that helmet."</tagline>
    <description>
      Each consecutive hit with a bludgeon against the same target cumulatively reduces all of
      their damage resistances.
      [p]
      1h Bludgeons: -2% per hit[n]
      2h Bludgeons: -3% per hit
      [p]
      At the start of an affected enemy's turn, if you did not attack them since their last turn,
      the reduction decays by 1%. Maximum reduction is 100%.
    </description>
    <type>Passive</type>
    <passiveInfo>
      <triggers>
        <triggers>
          KEY head_trauma_1h_hit_trigger;
          WHEN PlayerHits -> isDirectPhysicalAttack:true;
          IF PlayerHasRequirement -> type:weapon, weapon:1h;
          IF HasStatusEffect -> key:head_trauma_tracking_status, target:players_attack_target;
          THEN ModifyBehaviorData -> key:head_trauma_magnitude, target:players_attack_target, operation:add, amount:2;
          THEN ModifyBehaviorData -> key:head_trauma_magnitude, target:players_attack_target, operation:min, amount:100;
          THEN ApplyStatusEffect -> key:head_trauma_status, target:players_attack_target;
        </triggers>
        <triggers>
          KEY head_trauma_2h_hit_trigger;
          WHEN PlayerHits -> isDirectPhysicalAttack:true;
          IF PlayerHasRequirement -> type:weapon, weapon:2h;
          IF HasStatusEffect -> key:head_trauma_tracking_status, target:players_attack_target;
          THEN ModifyBehaviorData -> key:head_trauma_magnitude, target:players_attack_target, operation:add, amount:3;
          THEN ModifyBehaviorData -> key:head_trauma_magnitude, target:players_attack_target, operation:min, amount:100;
          THEN ApplyStatusEffect -> key:head_trauma_status, target:players_attack_target;
        </triggers>
        <triggers>
          KEY head_trauma_trigger;
          WHEN PlayerHits -> isDirectPhysicalAttack:true;
          THEN ApplyStatusEffect -> key:head_trauma_tracking_status, target:players_attack_target;
          THEN ModifyBehaviorData -> target:players_attack_target, key:head_trauma_turn_count,
              operation:set, amount:0;
        </triggers>
      </triggers>
    </passiveInfo>
    <unlockInfo>
      <autoDiscover>0</autoDiscover>
      <unlockRequirements>
        <requiredPoints>1</requiredPoints>
        <requires>toe_crusher</requires>
      </unlockRequirements>
    </unlockInfo>
    <requirements>
      <requirements>
        <type>Weapon</type>
        <params>
          <params type="weapon">Bludgeon</params>
        </params>
      </requirements>
    </requirements>
  </ability>
</abilities>
