<abilities>
  <ability>
    <name>Thousand Cuts</name>
    <key>thousand_cuts</key>
    <skill>Daggers</skill>
    <icon>thousand_cuts</icon>
    <tagline>"Little cuts add up. And up. And up."</tagline>
    <description>Perform ⮃3 strikes⮃ which deal ⮃-50% damage⮃ each.</description>
    <type>Target</type>
    <abilitySoundPack>dagger</abilitySoundPack>
    <cost>20.0</cost>
    <cooldown>10</cooldown>
    <targetInfo>
      <type>TileSelection</type>
      <aoeTargeting>
        <selectionArea>
          <type>square</type>
          <allowTargets>
            <allowCreature>true</allowCreature>
            <allowEmpty>false</allowEmpty>
            <allowPlayer>false</allowPlayer>
          </allowTargets>
          <params>
            <params type="width">0</params>
            <params type="height">0</params>
            <params type="expandStat">Range</params>
          </params>
        </selectionArea>
        <targetArea>
          <type>square</type>
          <params>
            <params type="width">0</params>
            <params type="height">0</params>
          </params>
        </targetArea>
      </aoeTargeting>
      <abilityUseTime>
        <type>weapon</type>
      </abilityUseTime>
      <effects>
        <effect>
          ShowAnimation -> key:multislash, target:players_attack_target;
        </effect>
      </effects>
    </targetInfo>
    <unlockInfo>
      <autoDiscover>0</autoDiscover>
      <unlockRequirements>
        <requiredPoints>2</requiredPoints>
        <requires>knife_handler</requires>
      </unlockRequirements>
    </unlockInfo>
    <extraTexts>
      <extraTexts>
        {{upgrade_text -> ability:piercing_wounds}}
      </extraTexts>
      <extraTexts>
        {{upgrade_text -> ability:relentless_tempo}}
      </extraTexts>
    </extraTexts>
    <requirements>
      <requirements>
        <type>Weapon</type>
        <params>
          <params type="weapon">Dagger</params>
        </params>
      </requirements>
    </requirements>
    <attacks>
      <attacks>
        <count>0</count>
        <modifiers>
          <modifiers>
            <type>Damage</type>
            <amount>-0.5</amount>
          </modifiers>
        </modifiers>
        <targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:piercing_wounds;
            THEN ApplyStatusEffect -> key:piercing_wounds_status, target:players_attack_target;
          </targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:relentless_tempo;
            AND PlayerLastAttackHit;
            THEN ReduceCooldown -> key:thousand_cuts, amount:1;
            THEN write_log -> logAfterCombat:true, text:-1 cooldown to Thousand Cuts (Relentless Tempo), type:combat;
          </targetEffects>
        </targetEffects>
      </attacks>
      <attacks>
        <count>0</count>
        <modifiers>
          <modifiers>
            <type>Damage</type>
            <amount>-0.5</amount>
          </modifiers>
        </modifiers>
        <targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:piercing_wounds;
            THEN ApplyStatusEffect -> key:piercing_wounds_status, target:players_attack_target;
          </targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:relentless_tempo;
            AND PlayerLastAttackHit;
            THEN ReduceCooldown -> key:thousand_cuts, amount:1;
            THEN write_log -> logAfterCombat:true, text:-1 cooldown to Thousand Cuts (Relentless Tempo), type:combat;
          </targetEffects>
        </targetEffects>
      </attacks>
      <attacks>
        <count>0</count>
        <modifiers>
          <modifiers>
            <type>Damage</type>
            <amount>-0.5</amount>
          </modifiers>
        </modifiers>
        <targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:piercing_wounds;
            THEN ApplyStatusEffect -> key:piercing_wounds_status, target:players_attack_target;
          </targetEffects>
          <targetEffects>
            IF PlayerHasAbility -> key:relentless_tempo;
            AND PlayerLastAttackHit;
            THEN ReduceCooldown -> key:thousand_cuts, amount:1;
            THEN write_log -> logAfterCombat:true, text:-1 cooldown to Thousand Cuts (Relentless Tempo), type:combat;
          </targetEffects>
        </targetEffects>
      </attacks>
    </attacks>
  </ability>
</abilities>
