Difference between revisions of "Template:Skill trigger timing"
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("move phase end" skills does not doubly activate with "after moving" effects, indicating "move phase end" only activates when the unit is not held.) |
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| 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 [Enemy Turn Start] effects.}} | ||
| 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|Enemy Turn Start|Triggers on turn start of their player's opponent, after [Turn Start] effects.}} | ||
| 26 | 移動フェーズ終了後 = {{Tooltip| | | 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.}} | ||
| 27 | 非移動後 = {{Tooltip|If | | 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.}} | ||
<!--Direct movement triggers--> | <!--Direct movement triggers--> | ||
| 3 | 移動時 = {{Tooltip| | | 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.}} | | 4 | 移動後 = {{Tooltip|After Moving|After this unit is held and released by their player.}} | ||
<!--Attack success triggers--> | <!--Attack success triggers--> |
Revision as of 04:45, 14 February 2022
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
.