<abilities>
  <ability>
    <clone>ignite</clone>
    <key>ignite4</key>
    <description>
      Ignite target within 3 tiles, lighting them on fire and dealing 3-5 fire damage per turn.
      [p]If the target is already ignited, deal ⮃16 fire⮃ damage.
      [p]The tile they are standing on is also lit.
    </description>
    <cooldown>3</cooldown>
    <unlockInfo>
      <autoDiscover>0</autoDiscover>
      <unlockRequirements>
        <requiredPoints>1</requiredPoints>
      </unlockRequirements>
      <replaces>ignite3</replaces>
    </unlockInfo>
    <attacks>
      <attacks>
        <count>0</count>
        <perTargetModifiers>
          <modifiers>
            <modifiers>
              <type>MinimumFireDamage</type>
              <amount>16.0</amount>
            </modifiers>
            <modifiers>
              <type>MaximumFireDamage</type>
              <amount>16.0</amount>
            </modifiers>
          </modifiers>
          <requirements>
            <requirements>
              <type>Condition</type>
              <params>
                <params type="condition">HasStatusEffect -> key:ignited</params>
              </params>
            </requirements>
          </requirements>
        </perTargetModifiers>
        <specialModifiers>
          <specialModifiers>
            <type>IgnoreBaseDamage</type>
            <amount>0</amount>
          </specialModifiers>
          <specialModifiers>
            <type>AlwaysHit</type>
            <amount>0</amount>
          </specialModifiers>
          <specialModifiers>
            <type>NoSlide</type>
            <amount>0</amount>
          </specialModifiers>
          <specialModifiers>
            <type>IsMagic</type>
            <amount>0</amount>
          </specialModifiers>
        </specialModifiers>
        <tileEffects>
          <tileEffects>
            THEN PlaceFire -> singleTile:true, fireSize:small, sizeIncreaseStat:FireSizeIncrease;
            THEN ShowAnimation -> key:fire_pop;
          </tileEffects>
          <tileEffects>
            IF PlayerHasAbility -> key:afterburst;
            AND HasStat -> key:TyrosAttunement, amount:2, target:player;
            THEN PlaceFire -> farOdds:1.0, fireSize:small, sizeIncreaseStat:FireSizeIncrease, size:1.5;
          </tileEffects>
        </tileEffects>
        <targetEffects>
          <targetEffects>
            THEN ApplyStatusEffect -> key:ignited, refresh:true;
            THEN OverheadText -> text:Ignited;
          </targetEffects>
        </targetEffects>
      </attacks>
    </attacks>
  </ability>
</abilities>
