--unused
[Action] ID=Sha_barrage; 
	name=Barrage;
	icon=icon_Sh_multishot;
	mpCost=1;
	tooltip=Fire many shots covering a wide area, dealing half damage.;
	rankUpTooltip=Each rank reduces damage penalty by 10%.;
	tooltipIcons=<icon=noMelee>;
	
	XPCost=0;
	XPCost=0;
	XPCost=0;
	XPCost=0;
	
	casterAnimation=weapon;
	maxRank=4;
	requiredWeaponElement=ranged;
	
	FXOnTarget=weaponFX;
[ActionAoE] 
	ID=Sha_barrage; shape=10; 
	maxRangeBonus=-1;
[AvAffecter]
	ID=Sha_barrage; 
	weaponAvAffecter=true;
	magnitude=w:magnitude * 0.4 + w:magnitude * 0.1 * c:rank;
	chance=w:chance;
	duration=-2;
[AvAffecterAoE]
	ID=Sha_barrage;
	cloneFrom=adjacentAndSelf;
	

[Action] ID=Sha_contactShot; 
	name=Contact Shot;
	icon=icon_Sh_contactShot;
	tooltip=Shoot adjacent for <math=100 + 10 * c:rank>% damage, ignoring your weapon's minimum range.;
	rankUpTooltip=Each rank adds +10% damage.;
	tooltipIcons=<icon=noMelee>;
	
	XPCost=150;
	XPCost=300;
	XPCost=400;
	
	AIRatingBias = -15;
	
	casterAnimation=weapon;
	casterAnimationSpeed=1.2;
	maxRank=3;
	requiredWeaponElement=ranged;
	
	FXOnCaster=chargeBurst;
	FXOnTarget=weaponFX;
[ActionAoE] 
	ID=Sha_contactShot;
	cloneFrom=adjacent;
[AvAffecter]
	ID=Sha_contactShot; 
	weaponAvAffecter=true;
	magnitude=w:magnitude * 1 + w:magnitude * 0.1 * c:rank;
	chance=w:chance;
	duration=-2;
	FXOnTile=ThudShotBigger;
[AvAffecterAoE]
	ID=Sha_contactShot;
	cloneFrom=oneTile;
	

[Action] ID=Sha_farshot; 
	name=Farshot;
	icon=icon_Sh_farshot;
	tooltip=Shoot from <math=c:rank> tile(s) beyond normal range for half damage.;
	mpCost=1;
	rankUpTooltip=Each rank adds +1 range.;
	tooltipIcons=<icon=noMelee>;
	
	XPCost=200;
	XPCost=500;
	XPCost=800;
	
	
	casterAnimation=weapon;
	casterAnimationSpeed=0.65;
	maxRank=3;
	requiredWeaponElement=ranged;
	
	FXOnCaster=chargeFast;
	FXOnTarget=weaponFX;
	FXOnTarget=chk;
[ActionAoE] 
	ID=Sha_farshot; shape=10;
	maxRangeBonus=c:rank;
[AvAffecter]
	ID=Sha_farshot; 
	weaponAvAffecter=true;
	magnitude=w:magnitude * 0.5;
	chance=w:chance;
	duration=-2;
[AvAffecterAoE]
	ID=Sha_farshot; shape=11;
	
	
[Action] ID=Sha_focus; 
	name=Focus;
	icon=icon_Sh_focus;
	harmful=false;
	tooltip=Double your accuracy on your next turn.;
	harmful=false;
	attractAttention=false;
	
	XPCost=150;
	
	casterAnimation=charge;
	FXOnCaster=chargeSpiralFast;
	FXOnCasterColor=Green;
	FXOnCaster=chargeSpiralFast_big;
	FXOnCasterColor=Green;
	FXOnCaster=chargeFast;
	FXOnCasterColor=Green;
	FXOnCaster=eyeGlint;
	FXOnCaster=ting;
	
	FXOnCaster=sfx_powerup1;
	maxRank=1;
[ActionAoE] 
	ID=Sha_focus;
	cloneFrom=oneTile;
[AvAffecter]
	ID=Sha_focus;
	harmful=false;
	actorValue=Acc;
	magnitude=1;
	duration=-5;
	chance=100;
[AvAffecterAoE]
	ID=Sha_focus;
	cloneFrom=oneTile;


[Action] ID=Sha_multishot; 
	name=Multishot;
	icon=icon_Sh_multishot;
	mpCost=1;
	tooltip=Shoot <math=1+c:rank> targets for half damage each.;
	rankUpTooltip=Each rank adds +1 target.;
	tooltipIcons=<icon=noMelee>;
	
	XPCost=250;
	XPCost=650;
	XPCost=1500;
	
	numTargets=c:rank + 1;
	
	casterAnimation=spinAttack;
	casterAnimationSpeed=1.3;
	casterAnimationDependsOnWeaponHand=true;
	maxRank=3;
	requiredWeaponElement=ranged;
	
	FXOnCaster=eyeGlint;
	FXOnCaster=sfx_highTing;
	FXOnTarget=woosh;
	FXOnTarget=weaponFX;
[ActionAoE] 
	ID=Sha_multishot; shape=10;
	maxRangeBonus=-1;
[AvAffecter]
	ID=Sha_multishot; 
	weaponAvAffecter=true;
	magnitude=w:magnitude * 0.5;
	chance=w:chance * 0.95;
	duration=-2;
[AvAffecterAoE]
	ID=Sha_multishot; shape=11;
	
	
[Action] ID=Sha_powerShot; 
	name=Piercing Shot;
	icon=icon_Sh_powershot;
	tooltip=Fire a piercing shot in a straight line for 75% damage. Also pierces Guard.;
	rankUpTooltip=Each rank adds +1 max range.;
	tooltipIcons=<icon=noMelee>;
	
	XPCost=200;
	XPCost=300;
	XPCost=550;
	
	casterAnimation=weapon;
	casterAnimationSpeed=0.7;
	maxRank=3;
	
	requiredWeaponElement=ranged;
	
	FXOnCaster=chargeFast_big;
	FXOnCaster=chargeFast;
	FXOnTarget=woosh;
	FXOnTarget=DramaticNyeaow;
[ActionAoE] 
	ID=Sha_powerShot; shape=2;
	needsLoS = true;
	needsLoE = true;
	airborne = true;
	arc = true;
	minRange = 2;
	maxRange = 2;
	maxRangeBonus=c:rank;
	bypassAll=false;
	occupyAll=true;
[AvAffecter]
	ID=Sha_powerShot; 
	actorValue=HP;
	magnitude=w:magnitude * 0.75;
	chance=w:chance;
	duration=-2;
	element=ranged;
	FXOnTile=line;
	FXOnTile=whiteExplosionVerySmall;
	FXOnHit=ThudShot;
	FXOnHit=smallShakeHoriz;
[AvAffecterAoE]
	ID=Sha_powerShot; shape=2;
	coneAngle=1;
	needsLoS = true;
	needsLoE = true;
	airborne = true;
	arc = true;
	minRange = 1;
	maxRange = 0;
	maxRangeBonus=0;
	maxRangeAddDistanceFromCaster=true;
	bypassAll=false;
	occupyAll=true;
	aoeCasterAsOrigin=true;
	

[Action] ID=Sha_chargeShot; 
	name=Charge Shot;
	icon=icon_Sh_chargeshot;
	tooltip=Take a very delayed but powerful shot that deals +<math=30 + 10>% damage.;
	rankUpTooltip=Each rank adds +10% damage.;
	tooltipIcons=<icon=noMelee>;
	chargeTime=17;
	
	XPCost=200;
	XPCost=450;
	XPCost=700;
	
	maxRank=3;
	
	casterAnimation=weapon;
	casterAnimationSpeed=0.6;
	
	special=requiresCharging;
	special=cancelChargingOnMove;
	requiredWeaponElement=ranged;
	
	FXOnCaster=chargeBurst;
	FXOnCasterColor=Orange;
	FXOnCaster=chargeSpiralFast_big;
	FXOnCasterColor=Orange;
	FXOnCaster=sfx_risingSwish;
	FXOnCaster=darken_minor;
	
	FXOnTarget=weaponFX;
[ActionAoE] 
	ID=Sha_chargeShot; shape=10;
[AvAffecter]
	ID=Sha_chargeShot; 
	weaponAvAffecter=true;
	magnitude=w:magnitude * 1.3 + w:magnitude * 0.1 * c:rank;
	chance=w:chance;
	duration=-2;
	FXOnTile=tinyShakeHoriz;
	FXOnTileColor=Orange;
	FXOnTile=whiteExplosionSmall;
	FXOnTileColor=Orange;
	FXOnTile=DramaticNyeaow;
	FXOnHit=smallShakeHoriz;
	FXOnHit=sfx_slashingHit;
[AvAffecterAoE]
	ID=Sha_chargeShot;
	cloneFrom=oneTile;
	

[Action] ID=Sha_headshot; 
	name=Headshot;
	icon=icon_Sh_headshot;
	tooltip=Target enemy vitals for double damage, but with half accuracy.;
	tooltipIcons=<icon=noMelee>;
	
	XPCost=180;
	
	requiredWeaponElement=ranged;
	casterAnimation=weapon;
	casterAnimationSpeed=0.8;
	maxRank=1;
	
	FXOnCaster=chargeBurst;
	FXOnCasterColor=Red;
	FXOnCaster=sfx_risingSwishHigh;
	
	FXOnTarget=targetRet;
	FXOnTarget=weaponFX;
[ActionAoE]
	ID=Sha_headshot; shape=10; 
[AvAffecter]
	ID=Sha_headshot; 
	weaponAvAffecter=true;
	magnitude=w:magnitude * 2;
	chance=w:chance * 0.5;
	duration=-2;
	FXOnHit=ping;
	FXOnHitColor=Red;
	FXOnHit=manySplatter;
	FXOnHitColor=Red;
	FXOnHit=smallShakeHoriz;
	FXOnHit=SLAM;
[AvAffecterAoE]
	ID=Sha_headshot;
	cloneFrom=oneTile;

	