<abilities>
  <ability>
    <clone>supreme_focus</clone>
    <key>supreme_focus_2</key>
    <description>
      Immediately become stunned for 2 turns to enter a state of heightened focus which lasts for ⮃8 turns⮃.
      [p]While focused you gain +20 energy per turn. Each attack received reduces length of focus by 2 turns.
    </description>
    <immediateInfo>
      <abilityUseTime>
        <type>standard</type>
      </abilityUseTime>
      <effects>
        <effects>
          IF PlayerHasAbility -> key:moment_of_clarity;

          THEN RemoveStatusEffect -> isHidden:false, isWoundLike:false, hasTurns:true, type:Debuff;
          THEN RemoveStatusEffect -> isHidden:false, isWoundLike:false, hasTurns:true, isNegative:true;
        </effects>
        <effects>
          ApplyStatusEffect -> key:supreme_focus_stunned, target:player;

          THEN RemoveStatusEffect -> key:supreme_focus_1, target:player;
          THEN ApplyStatusEffect -> key:supreme_focus_2, target:player;
          THEN ShowAnimation -> key:spell_supreme_focus, target:player;
          THEN PlaySound -> key:healing_21;
        </effects>
      </effects>
    </immediateInfo>
    <unlockInfo>
      <autoDiscover>0</autoDiscover>
      <unlockRequirements>
        <requiredPoints>1</requiredPoints>
      </unlockRequirements>
      <replaces>supreme_focus</replaces>
    </unlockInfo>
    <statusEffects>
      <statusEffects>
        <turns>8</turns>
        <name>Supreme Focus</name>
        <key>supreme_focus_2</key>
        <reduceOnStartOfTurn>true</reduceOnStartOfTurn>
        <modifiers>
          <modifiers>
            <type>OnTurnEnergyRecovery</type>
            <amount>20.0</amount>
          </modifiers>
        </modifiers>
        <triggers>
          <triggers>
            KEY supreme_focus_attacked_2;
            WHEN PlayerIsAttacked;

            THEN ReduceStatusEffect -> keyRegex:supreme_focus_\\d, turns:2;
          </triggers>
        </triggers>
      </statusEffects>
    </statusEffects>
  </ability>
</abilities>
