return { time = 0, name = "濒死护盾", init_effect = "", picture = "", desc = "战斗对象的血量下降到X%时,生成一个永久存在的护盾", stack = 1, id = 73801, icon = 73800, last_effect = "", effect_list = { { id = 1, type = "BattleBuffShieldWall", trigger = { "onStack", "onUpdate" }, arg_list = { effect = "shield02", count = 9999, 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) * 5, 0.75, math.cos(slot1) * 5) end, rotationFun = function (slot0) return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST + 90, 0) end } }, { id = 2, type = "BattleBuffShieldWall", trigger = { "onStack", "onUpdate" }, arg_list = { effect = "shield02", count = 9999, 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_2 return Vector3(math.sin(slot1) * 5, 0.75, math.cos(slot1) * 5) end, rotationFun = function (slot0) return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST + 210, 0) end } }, { id = 3, type = "BattleBuffShieldWall", trigger = { "onStack", "onUpdate" }, arg_list = { effect = "shield02", count = 9999, 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_4 return Vector3(math.sin(slot1) * 5, 0.75, math.cos(slot1) * 5) end, rotationFun = function (slot0) return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST - 20, 0) end } } } }