Difference between revisions of "Template:Skill trigger timing"

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i'm convinced LW game coding team doesn't realize post-struck revives don't work, among many other things, and the human-readable summary may be causing them to misunderstand their own mechanics
(i'm convinced LW game coding team doesn't realize post-struck revives don't work, among many other things, and the human-readable summary may be causing them to misunderstand their own mechanics)
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| 17| 勝利時 = {{Tooltip|Quest Victory|After a Quest gets completed, triggers as long as this unit was included in your starting team (sub and support slots included).}}
| 17| 勝利時 = {{Tooltip|Quest Victory|After a Quest gets completed, triggers as long as this unit was included in your starting team (sub and support slots included).}}
<!--Triggers related to changing presence on board-->
<!--Triggers related to changing presence on board-->
| 18| 登場時 = {{Tooltip|When Appearing|Whenever this unit appears in a battle for the first time. Happens before the start of the next player's turn.}}
| 18| 登場時 = {{Tooltip|When Appearing|Whenever this unit appears in a battle for the first time. Happens before the start of the next player's turn. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 19| 退場時 = {{Tooltip|When Leaving|Whenever this unit "dies". Happens before the start of the next player's turn.}}
| 19| 退場時 = {{Tooltip|When Leaving|Whenever this unit "dies". Happens before the start of the next player's turn. Effects of the same timing from same unit are all triggered together before they are applied.}}
<!--Turn component triggers-->
<!--Turn component triggers-->
| 2 | フェーズ開始時 | フェーズ開始後 | 自フェーズ開始時 = {{Tooltip|Phase Start|Triggers on their player's first turn of each phase, before [Turn Start] effects.}}
| 2 | フェーズ開始時 | フェーズ開始後 | 自フェーズ開始時 = {{Tooltip|Phase Start|Triggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 20 | ターン開始時 | 自ターン開始時 = {{Tooltip|Turn Start|Triggers on turn start of their player, after [Phase Start] effects, before [Enemy Turn Start] effects.}}
| 20 | ターン開始時 | 自ターン開始時 = {{Tooltip|Turn Start|Triggers on turn start of their player, after [Phase Start] effects, before [Opponent Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 21 | 敵ターン開始時 = {{Tooltip|Enemy Turn Start|Triggers on turn start of their player's opponent, after [Turn Start] effects.}}
| 21 | 敵ターン開始時 = {{Tooltip|Opponent Turn Start|Triggers on turn start of their player's opponent, after [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 26 | 移動フェーズ終了後 = {{Tooltip|After Not Moving|Triggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects from the target.}}
| 26 | 移動フェーズ終了後 = {{Tooltip|After Not Moving|Triggers after their player's movement phase, provided this unit was not held during their player's movement phase. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 27 | 非移動後 = {{Tooltip|If Stationary|Triggers after their player's movement phase, provided this unit was not moved during their player's movement phase, including if this unit is moved but returns to their original position. Movement includes being directly held by the player and being displaced by the held unit.}}
| 27 | 非移動後 = {{Tooltip|If Stationary|Triggers after their player's movement phase, provided this unit was not moved during their player's movement phase, including if this unit is moved but returns to their original position. Movement includes being directly held by the player and being displaced by the held unit. Triggered and applied after [After Not Moving] effects.  Effects of the same timing from same unit are all triggered together before they are applied.}}
<!--Direct movement triggers-->
<!--Direct movement triggers-->
| 3 | 移動時 = {{Tooltip|While Moving|When this unit is held by their player.}}
| 3 | 移動時 = {{Tooltip|While Moving|When this unit is held by their player.}}
| 4 | 移動後 = {{Tooltip|After Moving|After this unit is held and released by their player. Triggered and applied before [After Not Moving] effects from the target.}}
| 4 | 移動後 = {{Tooltip|After Moving|After this unit is held and released by their player. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.}}
<!--Attack success triggers-->
<!--Attack success triggers-->
| 22| 空振り時 = {{Tooltip|On Miss|After this unit attacks but hits nothing.}}
| 22| 空振り時 = {{Tooltip|On Miss|After this unit attacks but hits nothing. Effects of the same timing from same unit are all triggered together before they are applied.}}
<!--Hitting triggers-->
<!--Hitting triggers-->
<!--| 攻撃前 = Before Attacking-->
<!--| 攻撃前 = Before Attacking-->
| 5 | 攻撃時 = {{Tooltip|When Attacking|For each unit with >0HP hit. Triggered and applied before damage calculation, after [Before Being Hit] effects, before [After Being Hit] effects from the target.}}
| 5 | 攻撃時 = {{Tooltip|Before Hitting|For each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 7 | 攻撃後 = {{Tooltip|After Attacking|For each unit with >0HP hit. Triggered and applied after damage calculation, after the target's [After Being Hit] effects.}}
| 7 | 攻撃後 = {{Tooltip|After Hitting|For each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.}}
<!--Struck triggers-->
<!--Struck triggers-->
<!--|13| 対ダメージ seems to match timing of |12| ダメージ後 ; may need investigation-->
<!--|13| 対ダメージ seems to match timing of |12| ダメージ後 ; may need investigation-->
| 25 | ダメージ時 = {{Tooltip|Before Being Hit|This unit must have >0HP before being hit. Triggered and applied before damage calculation, before the attack hits anyone, before the attacker's [When Attacking] effects.}}{{#vardefine:hit form|hitting}}
| 25 | ダメージ時 = {{Tooltip|Before Being Attacked|This unit must have >0HP when attacked. Triggered and applied before damage calculation, before the attack hits anyone, before the attacker's [Before Hitting] effects. Effects of the same timing from same unit are all triggered together before they are applied.}}{{#vardefine:hit form|hitting}}
| 12 | ダメージ後 = {{Tooltip|After Being Hit|This unit must have >0HP before being hit. Triggered and applied after damage calculation, after [When Attacking] effects, before [After Attacking] effects from the attacker. (Trigger id 12; occurs after trigger id 13)}}{{#vardefine:hit form|hitting}}
| 12 | ダメージ後 = {{Tooltip|When Hit″|This unit must have >0HP when hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 12; occurs after trigger id 13)}}{{#vardefine:hit form|hitting}}
| 13 | 対ダメージ  = {{Tooltip|After Being Hit|This unit must have >0HP before being hit. Triggered and applied after damage calculation, after [When Attacking] effects, before [After Attacking] effects from the attacker. (Trigger id 13; occurs before trigger id 12)}}{{#vardefine:hit form|hitting}}
| 13 | 対ダメージ  = {{Tooltip|When Hit′|This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)}}{{#vardefine:hit form|hitting}}
<!--Triggers with multipliers-->
<!--Triggers with multipliers-->
| 6 | 特攻 | 状態特攻 = {{Tooltip|Attack Modifier|All multipliers stack with each other.}}
| 6 | 特攻 | 状態特攻 = {{Tooltip|Attack Modifier|All modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.}}
| 10| 特防 = {{Tooltip|Defense Modifier|All multipliers stack with each other.}}
| 10| 特防 = {{Tooltip|Defense Modifier|All modifiers stack with each other.}}
<!--Triggered before something is applied (resistance)-->
<!--Triggered before something is applied (resistance)-->
| 11| 状態異常時 = {{Tooltip|Status Resistance|Triggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.}}
| 11| 状態異常時 = {{Tooltip|Status Resistance|Triggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.}}
| 1 | 強制移動時 = {{Tooltip|Forced Movement Resistance|Prevents skill effect-mediated movement in the given trajectories, regardless of which unit applied it.}}
| 1 | 強制移動時 = {{Tooltip|Forced Movement Resistance|Prevents skill effect-mediated movement in the given trajectories, regardless of which unit applied it.}}
<!--Triggered after something is applied-->
<!--Triggered after something is applied-->
| 23| 強化後 = {{Tooltip|After Buff|Does not trigger if buff is nullified or resisted.}}
| 23| 強化後 = {{Tooltip|After Buff|Does not trigger if buff is nullified or resisted. Shares timing with effect that bestowed buff. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 24| 弱体後 = {{Tooltip|After Debuff|Does not trigger with skill-disabling debuffs. Does not trigger if debuff is nullified, reflected, or resisted.}}
| 24| 弱体後 = {{Tooltip|After Debuff|Does not trigger with skill-disabling debuffs. Does not trigger if debuff is nullified, reflected, or resisted. Shares timing with effect that inflicted debuff. Effects of the same timing from same unit are all triggered together before they are applied.}}
<!--Hitting triggers (CS)-->
<!--Hitting triggers (CS)-->
| 8| CS時 | CS時 = {{Tooltip|When Attacking (CS)|For each unit with >0HP hit. Triggered and applied before damage calculation.}}
| 8| CS時 | CS時 = {{Tooltip|Before Hitting (CS)|For each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.}}}}
| 9| CS発動後 | CS発動後 = {{Tooltip|Any CS Hit|For each unit hit, even if they're at 0HP. Triggered and applied before damage calculation.}}
| 9| CS発動後 | CS発動後 = {{Tooltip|Before Hitting (Any CS Hit)|For each unit hit, even if they're at 0HP. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.}}}}
<!--Other triggers-->
<!--Other triggers-->
| デメリット| Demerit | Drawback = Drawback
| デメリット| Demerit | Drawback = Drawback
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