Difference between revisions of "Template:Skill trigger timing"

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<includeonly>{{#vardefine:hit form|hit}}{{#switch:{{{1|}}}
<includeonly>{{#vardefine:hit form|hit}}{{#switch:{{{1|}}}
| 19| 退場時 = {{Tooltip|When Leaving|Whenever this unit "dies", happens before a new turn start}}
<!--Effect triggers related to quest-->
| 18| 登場時 = {{Tooltip|When Appearing|Whenever this unit appears in a battle for the first time, happens before a new turn start}}
| 17| 勝利時 = {{Tooltip|Quest Start|When a Quest is initiated. Triggers regardless of slotting (functions on sub and support slots, unless specified). Not interrupted when this unit leaves battle.}}
| 2 | フェーズ開始時 | フェーズ開始後 | 自フェーズ開始時 = Phase Start
<!--Triggers related to changing presence on board-->
| 1 | 強制移動時 = During [[Blowback]]
| 18| 登場時 = {{Tooltip|When Appearing|Whenever this unit appears in a battle for the first time. Happens before the start of the next player's turn. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 3 | 移動時 = When Moving
| 19| 退場時 = {{Tooltip|When Leaving|Whenever this unit "dies". Happens before the start of the next player's turn. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 4 | 移動後 = {{Tooltip|After Moving|After a player holds and releases this transient card}}
<!--Turn component triggers-->
| 2 | フェーズ開始時 | フェーズ開始後 | 自フェーズ開始時 = {{Tooltip|Phase Start|Triggers on their player's first turn of each phase, before [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 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 [Opponent Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 21 | 敵ターン開始時 = {{Tooltip|Opponent Turn Start|Triggers on turn start of their player's opponent, after [Turn Start] effects. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 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. Triggered and applied after [After Moving] effects, before [If Stationary] effects. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 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. Triggered and applied after [After Not Moving] effects.  Effects of the same timing from same unit are all triggered together before they are applied.}}
<!--Direct movement triggers-->
| 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. Triggered and applied before [After Not Moving] effects. Effects of the same timing from same unit are all triggered together before they are applied.}}
<!--Attack success triggers-->
| 22| 空振り時 = {{Tooltip|On Miss|After this unit attacks but hits nothing. Effects of the same timing from same unit are all triggered together before they are applied.}}
<!--Hitting triggers-->
<!--| 攻撃前 = Before Attacking-->
<!--| 攻撃前 = Before Attacking-->
| 5 | 攻撃時 = {{Tooltip|When Attacking|Right before this unit deals damage to a character}}
| 5 | 攻撃時 = {{Tooltip|Before Hitting|For each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 7 | 攻撃後 = {{Tooltip|After Attacking|After this unit deals damage to a character}}
| 7 | 攻撃後 = {{Tooltip|After Hitting|For each unit with >0HP hit. Triggered and applied after damage calculation, after attack damage is applied, after the target's [When Hit] effects. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 25 | ダメージ時 = {{Tooltip|Before Being Attacked|Before this unit gets hit and an enemy triggers their [When Attacking] skills}}{{#vardefine:hit form|hitting}}
<!--Struck triggers-->
<!--Seems to match timing of 対ダメージ: | 12| ダメージ後 = After Being Hit{{#vardefine:hit form|hitting}}-->
<!--|13| 対ダメージ seems to match timing of |12| ダメージ後 ; may need investigation-->
| 13| 12 | 対ダメージ | ダメージ後 = {{Tooltip|When Hit|After this unit gets damaged and before an enemy triggers their [After Attacking] skills}}{{#vardefine:hit form|hitting}}
| 25 | ダメージ時 = {{Tooltip|Before Being Attacked|This unit must have >0HP when attacked. Triggered and applied before damage calculation, before the attack hits anyone, before the attacker's [Before Hitting] effects. Effects of the same timing from same unit are all triggered together before they are applied.}}{{#vardefine:hit form|hitting}}
| 17| 勝利時 = {{Tooltip|Quest Victory|After a Quest gets completed, triggers as long as this transient was included in your team (sub and support slots included)}}
| 12 | ダメージ後 = {{Tooltip|When Hit″|This unit must have >0HP when hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 12; occurs after trigger id 13)}}{{#vardefine:hit form|hitting}}
| 7 | 特攻 | 状態特攻 = {{Tooltip|Extra Attack|All extra multipliers can stack with each other}}
| 13 | 対ダメージ = {{Tooltip|When Hit′|This unit must have >0HP before being hit. Triggered and applied after damage calculation, before attack damage is applied, after [Before Hitting] effects, before [After Hitting] effects from the attacker. Effects of the same timing from same unit are all triggered together before they are applied. (Trigger id 13; occurs before trigger id 12)}}{{#vardefine:hit form|hitting}}
| 10| 特防 = {{Tooltip|Extra Defense|All extra multipliers can stack with each other}}
<!--Triggers with multipliers-->
| 11| 状態異常時 = Before Receiving Status
| 6 | 特攻 | 状態特攻 = {{Tooltip|Attack Modifier|All modifiers stack with each other. Piercing modifiers do not stack with other piercing modifiers of the same status.}}
| 24| 弱体後 = On Debuff
| 10| 特防 = {{Tooltip|Defense Modifier|All modifiers stack with each other.}}
| 22| 空振り時 = {{Tooltip|On Miss|After this unit hits no characters at the end of an attack}}
<!--Triggered before something is applied (resistance)-->
| 23| 強化後 = On Buff
| 11| 状態異常時 = {{Tooltip|Status Resistance|Triggers directly before receiving any status, including those that would normally not be accepted due to pre-existing acquisition of the same status. Prevents target statuses from being applied at all and removes them if already present. The application of the any status that confers Status Resistance will trigger its own Status Resistance skill effects.}}
| 20| ターン開始時 | 自ターン開始時 = Turn Start
| 1 | 強制移動時 = {{Tooltip|Forced Movement Resistance|Prevents skill effect-mediated movement in the given trajectories, regardless of which unit applied it.}}
| 21| 敵ターン開始時 = {{Tooltip|Enemy Turn Start|Triggers after the [Turn Start] skills}}
<!--Triggered after something is applied-->
| 9| CS発動後 | CS発動後 = {{Tooltip|Any CS Hit|Right before a CS attack hits an enemy, even if they're at 0 HP}}
| 23| 強化後 = {{Tooltip|After Buff|Does not trigger if buff is nullified or resisted. Shares timing with effect that bestowed buff. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 8| CS時 | CS時 = {{Tooltip|During CS|Right before a CS attack deals damage to a character}}
| 24| 弱体後 = {{Tooltip|After Debuff|Does not trigger with skill-disabling debuffs. Does not trigger if debuff is nullified, reflected, or resisted. Shares timing with effect that inflicted debuff. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 6| デメリット| Demerit | Drawback = Drawback
<!--Hitting triggers (CS)-->
| 8| CS時 | CS時 = {{Tooltip|Before Hitting (CS)|For each unit with >0HP hit. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.}}
| 9| CS発動後 | CS発動後 = {{Tooltip|Before Hitting (Any CS Hit)|For each unit hit, even if they're at 0HP. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.}}
<!--Other triggers-->
| デメリット| Demerit | Drawback = Drawback
| 0| = -
| 0| = -
|#default = {{{1|?}}}<!--[[Template:Skill trigger timing|{{{1|?}}}]]-->
|#default = {{{1|?}}}<!--[[Template:Skill trigger timing|{{{1|?}}}]]-->

Latest revision as of 05:07, 16 August 2023

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}}

Before Hitting (Any CS Hit)For each unit hit, even if they're at 0HP. Triggered and applied before damage calculation, before attack damage is applied, after [Before Being Attacked] effects, before [When Hit] effects from the target. Effects of the same timing from same unit are all triggered together before they are applied.

Maintenance

Adding A New Timing

  • Add a new timing by inserting it into the template before #default.