<abilities>
  <ability>
    <name>Ripple Devastation</name>
    <key>ripple_devastation</key>
    <skill>bludgeons</skill>
    <icon>ripple_devastation</icon>
    <description>
      Whenever you use a targeted Bludgeon, Mace, Staff, or Flail ability you have a chance to apply a
      [b]Vibrating[/b] debuff to targeted enemies.

      [p][b]Vibrating[/b]: -20% Stun Resist, -20% Knockback Resist, -20% Crit Resist, and -20 Dodge.

      [p]Vibrating lasts for 10 turns and does not stack.
      [p]Entities starting their turn adjacent to a Vibrating entity also gain the Vibrating debuff.

      [p]The chance to apply is 5%, plus 1% for each level in Bludgeons. Current Chance: {{calculator -> key:ripple_devastation_chance_calculator, display:percent}}.
    </description>
    <type>Passive</type>
    <passiveInfo>
      <triggers>
        <triggers>
          KEY ripple_devastation_trigger;
          WHEN PlayerAttacks;
          IF PlayerCurrentAbilityIs -> valid_skills:bludgeons|maces|staffs|flails;
          IF Roll -> odds:{{C:ripple_devastation_chance_calculator}};
          THEN ApplyStatusEffect -> key:vibrating_status, target:players_attack_target,
          refresh:true, queue:postCombat;
          THEN OverheadText -> text:Vibrating, target:players_attack_target, queue:postCombat;
          THEN ShowAnimation -> key:ripple_devastation, target:players_attack_target, queue:postCombat, hold:1000;
        </triggers>
        <triggers>
          WITH StopOnEffectFail;
          KEY ripple_devastation_trigger;
          WHEN NearbyCreatureTurnStart -> hasStatuses:true;
          AND NOT HasStatusEffect -> key:vibrating_status;
          THEN VibratingCatch;
          THEN ShowAnimation -> key:ripple_devastation;
        </triggers>
      </triggers>
    </passiveInfo>
    <unlockInfo>
      <autoDiscover>0</autoDiscover>
      <unlockRequirements>
        <requiredPoints>4</requiredPoints>
        <requires>advanced_bludgeons</requires>
      </unlockRequirements>
    </unlockInfo>
    <requirements>
      <requirements>
        <type>Weapon</type>
        <params>
          <params type="weapon">Bludgeon</params>
        </params>
      </requirements>
    </requirements>
  </ability>
</abilities>
