return { { desc = "当队友耐久低于20%时,回复其耐久的10.0%,若目标是企业,回复效果提高50%,每场战斗仅能触发1次", addition = { "10.0%(+1.1%)" } }, { desc = "当队友耐久低于20%时,回复其耐久的11.1%,若目标是企业,回复效果提高50%,每场战斗仅能触发1次", addition = { "11.1%(+1.1%)" } }, { desc = "当队友耐久低于20%时,回复其耐久的12.2%,若目标是企业,回复效果提高50%,每场战斗仅能触发1次", addition = { "12.2%(+1.1%)" } }, { desc = "当队友耐久低于20%时,回复其耐久的13.3%,若目标是企业,回复效果提高50%,每场战斗仅能触发1次", addition = { "13.3%(+1.1%)" } }, { desc = "当队友耐久低于20%时,回复其耐久的14.4%,若目标是企业,回复效果提高50%,每场战斗仅能触发1次", addition = { "14.4%(+1.1%)" } }, { desc = "当队友耐久低于20%时,回复其耐久的15.5%,若目标是企业,回复效果提高50%,每场战斗仅能触发1次", addition = { "15.5%(+1.1%)" } }, { desc = "当队友耐久低于20%时,回复其耐久的16.6%,若目标是企业,回复效果提高50%,每场战斗仅能触发1次", addition = { "16.6%(+1.1%)" } }, { desc = "当队友耐久低于20%时,回复其耐久的17.7%,若目标是企业,回复效果提高50%,每场战斗仅能触发1次", addition = { "17.7%(+1.1%)" } }, { desc = "当队友耐久低于20%时,回复其耐久的18.8%,若目标是企业,回复效果提高50%,每场战斗仅能触发1次", addition = { "18.8%(+1.2%)" } }, { desc = "当队友耐久低于20%时,回复其耐久的20.0%,若目标是企业,回复效果提高50%,每场战斗仅能触发1次", addition = { "20.0%" } }, desc_get = "当队友耐久低于20%时,回复其耐久的10.0%(满级20.0%),若目标是企业,回复效果提高50%,每场战斗仅能触发1次", name = "损害管制", init_effect = "", id = 10220, time = 0, picture = "", desc = "当队友耐久低于20%时,回复其耐久的$1,若目标是企业,回复效果提高50%,每场战斗仅能触发1次", stack = 1, color = "blue", icon = 10220, last_effect = "Health", effect_list = { { type = "BattleBuffCastSkill", trigger = { "onFriendlyHpRatioUpdate" }, arg_list = { hpUpperBound = 0.2, skill_id = 10220, target = "TargetSelf", quota = 1 } } } }