
[Action] ID=Br_breakWeapon; 
	name=Break Weapon;
	icon=icon_Br_breakWeapon;
	tooltip=Break enemy's weapon, rendering it useless.;
	rankUpTooltip=Each rank increases accuracy by 5%.;
	tooltipIcons=<icon=bluntWeapons>Only;
	
	XPCost=150;
	XPCost=360;
	XPCost=550;
	
	casterAnimation=weapon;
	casterAnimationSpeed=0.6;
	maxRank=3;
	
	requiredWeaponElement=BreakerWpn;
	
	FXOnCaster=sfx_risingSwishHigh;
	FXOnCasterColor=Red;
	FXOnCaster=redden_tiny;
	FXOnCasterColor=Red;
	FXOnCaster=charge;
	FXOnCasterColor=Red;
	FXOnCaster=chargeSpiralFast_big;
	FXOnCasterColor=Red;
	FXOnCaster=chargeSpiralFast_big;
	FXOnCasterColor=Red;
[ActionAoE] 
	ID=Br_breakWeapon; shape=10; 
[AvAffecter]
	ID=Br_breakWeapon; 
	actorValue=breakWeapon;
	magnitude=1;
	chance=w:chance * 0.65 * m:tBreakableWeapon + w:chance * c:rank * 0.05 * m:tBreakableWeapon;
	duration=-2;
	
	element=physical;
	element=breakItem;
	FXOnTile=chargeFast;
	FXOnTileColor=Red;
	FXOnTile=strike;
	FXOnTileColor=Red;
	FXOnHit=whiteExplosion;
	FXOnHit=ThudShotBigger;
	FXOnHit=sfx_lowIceSnap;
	FXOnHit=tinyShakeHoriz;
	FXOnMiss=woosh;
[AvAffecterAoE]
	ID=Br_breakWeapon;
	cloneFrom=oneTile;
	
	

[Action] ID=Br_breakArmor; 
	name=Break Armor;
	icon=icon_Br_breakArmor;
	tooltip=Break enemy's armor, rendering it useless.;
	rankUpTooltip=Each rank increases accuracy by 5%.;
	tooltipIcons=<icon=bluntWeapons>Only;
	
	XPCost=150;
	XPCost=260;
	XPCost=550;
	
	casterAnimation=weapon;
	casterAnimationSpeed=0.6;
	maxRank=3;
	
	requiredWeaponElement=BreakerWpn;
	
	FXOnCaster=sfx_risingSwishHigh;
	FXOnCasterColor=DarkRed;
	FXOnCaster=redden_tiny;
	FXOnCasterColor=DarkRed;
	FXOnCaster=charge;
	FXOnCasterColor=DarkRed;
	FXOnCaster=chargeSpiralFast_big;
	FXOnCasterColor=DarkRed;
	FXOnCaster=chargeSpiralFast_big;
	FXOnCasterColor=DarkRed;
[ActionAoE]
	ID=Br_breakArmor; shape=10; 
[AvAffecter]
	ID=Br_breakArmor; 
	actorValue=breakArmor;
	magnitude=1;
	chance=w:chance * 0.75 * m:tBreakableArmor + w:chance * c:rank * 0.05 * m:tBreakableArmor;
	duration=-2;
	
	element=physical;
	element=breakItem;
	FXOnTile=chargeFast;
	FXOnTileColor=DarkRed;
	FXOnTile=strike;
	FXOnTileColor=DarkRed;
	FXOnHit=whiteExplosion;
	FXOnHit=ThudShotBigger;
	FXOnHit=sfx_lowIceSnap;
	FXOnHit=tinyShakeHoriz;
	FXOnMiss=woosh;
[AvAffecterAoE]
	ID=Br_breakArmor;
	cloneFrom=oneTile;
	
	
	
[Action] ID=Br_breakLegs; 
	name=Break Legs;
	icon=icon_Br_breakLegs;
	tooltip=Smash enemy legs, immobilizing them for <icon=time><math=50 + 30 * c:rank> or more.;
	rankUpTooltip=Each rank increases duration by <icon=time>30.;
	tooltipIcons=<icon=bluntWeapons>Only;
	
	XPCost=220;
	XPCost=320;
	XPCost=600;
	
	casterAnimation=broadswing;
	casterAnimationSpeed=0.9;
	casterAnimationDependsOnWeaponHand=true;
	maxRank=3;
	
	requiredWeaponElement=BreakerWpn;
	
	FXOnCaster=sfx_risingSwishHigh;
	FXOnCaster=chargeBurst;
[ActionAoE] 
	ID=Br_breakLegs; shape=10; 
[AvAffecter]
	ID=Br_breakLegs; 
	actorValue=immob;
	magnitude=1;
	chance=w:chance * 0.8;
	duration=40 + 30 * c:rank - w:magnitude * 2;
	
	element=physical;
	FXOnTile=strikeLegs;
	FXOnTile=woosh;
	FXOnHit=splatterLow;
	FXOnHit=popSilent;
	FXOnHit=ThudShot;
	FXOnHit=click;
[AvAffecterAoE]
	ID=Br_breakLegs;
	cloneFrom=oneTile;
	
	

[Action] ID=Br_breakArms; 
	name=Break Arms;
	icon=icon_Br_breakArms;
	tooltip=Smash enemy limbs, disabling them for <icon=time>70 or more.;
	rankUpTooltip=Each rank increases accuracy by 5%.;
	tooltipIcons=<icon=bluntWeapons>Only;
	
	XPCost=250;
	XPCost=350;
	XPCost=600;
	
	casterAnimation=swing;
	casterAnimationSpeed=0.8;
	casterAnimationDependsOnWeaponHand=true;
	maxRank=3;
	
	requiredWeaponElement=BreakerWpn;
	
	FXOnCaster=sfx_risingSwishHigh;
	FXOnCaster=chargeBurst;
[ActionAoE] 
	ID=Br_breakArms; shape=10; 
[AvAffecter]
	ID=Br_breakArms; 
	actorValue=disable;
	magnitude=1;
	chance=w:chance * 0.63 + w:chance * c:rank * 0.05;
	duration=60 - w:magnitude * 2;
	
	element=physical;
	FXOnTile=strikeBig;
	FXOnTile=woosh;
	FXOnHit=manySplatter;
	FXOnHit=popSilent;
	FXOnHit=ThudShot;
	FXOnHit=click;
[AvAffecterAoE]
	ID=Br_breakArms;
	cloneFrom=oneTile;
	
	

[Action] ID=Br_shatter; 
	name=Shatter;
	icon=icon_Br_shatter;
	tooltip=Massive damage to an enemy with broken equipment or who is somehow incapacitated (disabled, immobilized, stunned, etc).;
	rankUpTooltip=;
	tooltipIcons=<icon=bluntWeapons>Only;
	mpCost=6;
	
	XPCost=500;
	
	casterAnimation=jumpAttack_swing;
	casterAnimationDependsOnWeaponHand=true;
	casterAnimationSpeed=0.5;
	maxRank=1;
	
	FXOnCaster=casting;
	FXOnCaster=spiral;
	FXOnCaster=spiral2;
	FXOnCaster=spiral3;
	FXOnCaster=spiral4;
	FXOnCaster=sfx_risingSwish_low;
	FXOnCaster=darken;
	
	requiredWeaponElement=BreakerWpn;
[ActionAoE] 
	ID=Br_shatter; shape=10; 
[AvAffecter]
	ID=Br_shatter; 
	weaponAvAffecter=true;
	magnitude=w:magnitude
		+ w:magnitude * 0.6 * t:disable 
		+ w:magnitude * 0.6 * t:immob
		+ w:magnitude * 0.9 * t:stun
		+ w:magnitude * 0.9 * t:sleep
		+ w:magnitude * 0.9 * t:frozen
		+ w:magnitude * 0.4 * dMin0:breakableEquipShatterBonus;
	chance=w:chance * t:disable 
		+ w:chance * t:immob
		+ w:chance * t:stun
		+ w:chance * t:sleep
		+ w:chance * t:frozen
		+ w:chance * dMin0:breakableEquipShatterBonus;
	duration=-2;
	
	FXOnTile=sfx_pummel;
	FXOnTile=pummel;
	FXOnTile=pummel;
	FXOnTile=pummel;
	FXOnTile=pummel;
	FXOnTile=delay;
	FXOnTile=delay_small;
	FXOnTile=strikeBig;
	FXOnHit=whiteExplosion_expand;
	FXOnHitColor=Red;
	FXOnHit=ThudShotBigger;
	FXOnHit=sfx_lowSlashingHit;
	FXOnHit=smallShakeHoriz_long;
	FXOnHit=redden_minor;
	FXOnMiss=woosh;
	element=shatter;
[AvAffecterAoE]
	ID=Br_shatter;
	cloneFrom=oneTile;
	

[Action] ID=Br_breakOut; 
	name=Break Out;
	icon=icon_Br_breakOut;
	tooltip=Push all adjacent enemies away and deal <math=50+10*c:rank>% damage.;
	rankUpTooltip=Each rank increases damage by 10%.;
	tooltipIcons=<icon=bluntWeapons>Only;
	
	XPCost=180;
	XPCost=320;
	XPCost=400;
	XPCost=600;
	
	casterAnimation=spinAttack;
	casterAnimationDependsOnWeaponHand=true;
	maxRank=4;
	requiredWeaponElement=BreakerWpn;
	
	FXOnCaster=chargeBurst;
[ActionAoE] 
	ID=Br_breakOut;
	cloneFrom=adjacent;
[AvAffecter]
	ID=Br_breakOut; 
	weaponAvAffecter=true;
	magnitude=w:magnitude * 0.5 + w:magnitude * 0.1 * c:rank;
	chance=w:chance;
	duration=-2;
[AvAffecterAoE]
	ID=Br_breakOut;
	aoeCasterAsOrigin=true;
	cloneFrom=adjacent;
[AvAffecter]
	ID=Br_breakOut; 
	actorValue=push;
	magnitude=1;
	duration=-2;
	chance=w:chance;
	FXOnTile=pop;
	FXOnHit=click;
[AvAffecterAoE]
	ID=Br_breakOut;
	aoeCasterAsOrigin=true;
	cloneFrom=adjacent;
	

[Action] ID=Br_quake; 
	name=Quake;
	icon=icon_Br_quake;
	tooltip=Smash the ground, causing a shockwave that deals <math=30 + 10 * c:rank>% damage.;
	rankUpTooltip=Each rank increases damage by 10%.;
	tooltipIcons=<icon=bluntWeapons>Only;
	
	mpCost=2;
	
	XPCost=350;
	XPCost=500;
	XPCost=800;
	
	casterAnimation=weapon;
	maxRank=3;
	requiredWeaponElement=BreakerWpn;
	
	FXOnTarget=medShakeHoriz;
	FXOnTarget=gustyBlast;
	FXOnTarget=strikeBig;
[ActionAoE] 
	ID=Br_quake;
	cloneFrom=adjacent;
[AvAffecter]
	ID=Br_quake; 
	weaponAvAffecter=true;
	magnitude=w:magnitude * 0.3 + w:magnitude * 0.1 * c:rank;
	chance=w:chance;
	duration=-2;
[AvAffecterAoE]
	ID=Br_quake;
	cloneFrom=oneTile;
[AvAffecter]
	ID=Br_quake; 
	actorValue=HP;
	magnitude=w:magnitude * 0.4 + w:magnitude * 0.1 * c:rank;
	chance=100;
	duration=-2;
	element=physical;
	element=earth;
	FXOnTile=terrain;
	FXOnHit=pop;
[AvAffecterAoE]
	ID=Br_quake;
	aoeCasterAsOrigin=true;
	needsLoS = false;
	needsLoE = false;
	minRange = 2;
	maxRange = 4;
	coneAngle= 60;
	bypassAll=true;
	occupyAll=true;
[AvAffecter]
--purely for visuals
	ID=Br_quake; 
	actorValue=height;
	magnitude=-1;
	duration=-2;
	chance=100;
	FXOnTile=delay_small;
[AvAffecterAoE]
--purely for visuals
	ID=Br_quake;
	aoeCasterAsOrigin=true;
	needsLoS = true;
	needsLoE = true;
	minRange = 2;
	maxRange = 4;
	coneAngle= 60;
	bypassAll=false;
	occupyAll=false;
[AvAffecter]
--purely for visuals
	ID=Br_quake; 
	actorValue=height;
	magnitude=1;
	duration=-2;
	chance=100;
	FXOnTile=delay_small;
[AvAffecterAoE]
--purely for visuals
	ID=Br_quake;
	aoeCasterAsOrigin=true;
	needsLoS = true;
	needsLoE = true;
	minRange = 2;
	maxRange = 4;
	coneAngle= 60;
	bypassAll=false;
	occupyAll=false;