return { { time = 5 }, { time = 6 }, { time = 7 }, { time = 8 }, { time = 9 }, { time = 10 }, { time = 11 }, { time = 12 }, { time = 13 }, { time = 15 }, time = 5, name = "全方位装甲 +", init_effect = "", picture = "", desc = "全方位装甲", stack = 1, id = 18101, icon = 18100, last_effect = "", effect_list = { { id = 1, 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 * 0.5 return Vector3(math.sin(slot1) * 8, -0.5, math.cos(slot1) * 8) end, rotationFun = function (slot0) return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST / 6 + 90, 0) end } }, { id = 2, 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 * 1.5 + ys.Battle.BattleConfig.SHIELD_CENTER_CONST return Vector3(math.sin(slot1) * 5, -0.5, math.cos(slot1) * 5) end, rotationFun = function (slot0) return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST / 2 - 90, 0) end } }, { id = 3, 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) * 2.5, -0.5, math.cos(slot1) * 2.5) end, rotationFun = function (slot0) return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST + 90, 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 + ys.Battle.BattleConfig.SHIELD_CENTER_CONST return Vector3(math.sin(slot1) * 2.5, -0.5, math.cos(slot1) * 2.5) end, rotationFun = function (slot0) return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST - 90, 0) end } } } }