return { { time = 5 }, { time = 6 }, { time = 7 }, { time = 8 }, { time = 9 }, { time = 10 }, { time = 11 }, { time = 12 }, { time = 13 }, { time = 15 }, time = 5, name = "", init_effect = "", picture = "", desc = "", stack = 1, id = 13741, icon = 13740, last_effect = "", effect_list = { { id = 1, type = "BattleBuffDamageWall", trigger = { "onStack", "onUpdate" }, arg_list = { damage = 50, effect = "shield06", count = 8, attack_attribute = 1, cld_list = { { box = { 4, 6, 9 }, offset = { 1.02, 0, 1.22 } } }, centerPosFun = function (slot0) slot1 = slot0 * 3 return Vector3(math.sin(slot1) * 8, 0.75, math.cos(slot1) * 8) end, rotationFun = function (slot0) return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST + 90, 0) end } }, { id = 2, type = "BattleBuffDamageWall", trigger = { "onStack", "onUpdate" }, arg_list = { damage = 50, effect = "shield06", count = 8, attack_attribute = 1, cld_list = { { box = { 4, 6, 9 }, offset = { 1.02, 0, 1.22 } } }, centerPosFun = function (slot0) slot1 = slot0 * 3 + ys.Battle.BattleConfig.SHIELD_CENTER_CONST_2 return Vector3(math.sin(slot1) * 8, 0.75, math.cos(slot1) * 8) end, rotationFun = function (slot0) return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST + 210, 0) end } }, { id = 3, type = "BattleBuffDamageWall", trigger = { "onStack", "onUpdate" }, arg_list = { damage = 50, effect = "shield06", count = 8, attack_attribute = 1, cld_list = { { box = { 4, 6, 9 }, offset = { 1.02, 0, 1.22 } } }, centerPosFun = function (slot0) slot1 = slot0 * 3 + ys.Battle.BattleConfig.SHIELD_CENTER_CONST_4 return Vector3(math.sin(slot1) * 8, 0.75, math.cos(slot1) * 8) end, rotationFun = function (slot0) return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST - 20, 0) end } }, { id = 4, type = "BattleBuffShieldWall", trigger = { "onStack", "onUpdate" }, arg_list = { effect = "shield02", count = 8, do_when_hit = "intercept", bulletType = 1, cld_list = { { box = { 4, 6, 9 }, offset = { 1.02, 0, 1.22 } } }, centerPosFun = function (slot0) slot1 = slot0 * 3 return Vector3(math.sin(slot1) * 3.5, 0.75, math.cos(slot1) * 3.5) end, rotationFun = function (slot0) return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST + 90, 0) end } }, { id = 5, type = "BattleBuffShieldWall", trigger = { "onStack", "onUpdate" }, arg_list = { effect = "shield02", count = 8, do_when_hit = "intercept", bulletType = 1, cld_list = { { box = { 4, 6, 9 }, offset = { 1.02, 0, 1.22 } } }, centerPosFun = function (slot0) slot1 = slot0 * 3 + ys.Battle.BattleConfig.SHIELD_CENTER_CONST return Vector3(math.sin(slot1) * 3.5, 0.75, math.cos(slot1) * 3.5) end, rotationFun = function (slot0) return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST - 90, 0) end } } } }