Difference between revisions of "Template:Skill trigger timing"
Jump to navigation
Jump to search
(separated after being hit synonyms to allow easier investigation) |
|||
Line 21: | Line 21: | ||
<!--|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 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}} | ||
| 12 | ダメージ後 = {{Tooltip|After Being Hit | | 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}} | ||
| 13 | 対ダメージ = {{Tooltip|After Being Hit | | 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}} | ||
<!--Triggers with multipliers--> | <!--Triggers with multipliers--> | ||
| 6 | 特攻 | 状態特攻 = {{Tooltip|Extra Attack|All multipliers stack with each other.}} | | 6 | 特攻 | 状態特攻 = {{Tooltip|Extra Attack|All multipliers stack with each other.}} |
Revision as of 15:00, 1 June 2021
Description
This templates translates Japanese skill trigger timing into English.
Usage
{{Skill trigger timing |<trigger> }}
Parameters
- trigger
- The skill's trigger timing in Japanese.
Examples
{{Skill trigger timing|CS発動後}}
Any CS HitFor each unit hit, even if they're at 0HP. Triggered and applied before damage calculation.
Maintenance
Adding A New Timing
- Add a new timing by inserting it into the template before
#default
.