return {
	init_effect = "",
	name = "2020英系活动 欧根亲王 不破之盾",
	time = 25,
	picture = "",
	desc = "",
	stack = 1,
	id = 8713,
	last_effect = "",
	effect_list = {
		{
			id = 1,
			type = "BattleBuffShieldWall",
			trigger = {
				"onStack",
				"onUpdate"
			},
			arg_list = {
				effect = "shield02",
				count = 15,
				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, 0.75, math.cos(slot1) * 3)
				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 = 15,
				do_when_hit = "intercept",
				bulletType = 1,
				cld_list = {
					{
						box = {
							4,
							6,
							9
						},
						offset = {
							1.02,
							0,
							1.22
						}
					}
				},
				centerPosFun = function (slot0)
					slot1 = slot0 * 3 + 1.256

					return Vector3(math.sin(slot1) * 3, 0.75, math.cos(slot1) * 3)
				end,
				rotationFun = function (slot0)
					return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST + 162, 0)
				end
			}
		},
		{
			id = 3,
			type = "BattleBuffShieldWall",
			trigger = {
				"onStack",
				"onUpdate"
			},
			arg_list = {
				effect = "shield02",
				count = 15,
				do_when_hit = "intercept",
				bulletType = 1,
				cld_list = {
					{
						box = {
							4,
							6,
							9
						},
						offset = {
							1.02,
							0,
							1.22
						}
					}
				},
				centerPosFun = function (slot0)
					slot1 = slot0 * 3 + 2.512

					return Vector3(math.sin(slot1) * 3, 0.75, math.cos(slot1) * 3)
				end,
				rotationFun = function (slot0)
					return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST + 234, 0)
				end
			}
		},
		{
			id = 4,
			type = "BattleBuffShieldWall",
			trigger = {
				"onStack",
				"onUpdate"
			},
			arg_list = {
				effect = "shield02",
				count = 15,
				do_when_hit = "intercept",
				bulletType = 1,
				cld_list = {
					{
						box = {
							4,
							6,
							9
						},
						offset = {
							1.02,
							0,
							1.22
						}
					}
				},
				centerPosFun = function (slot0)
					slot1 = slot0 * 3 - 1.256

					return Vector3(math.sin(slot1) * 3, 0.75, math.cos(slot1) * 3)
				end,
				rotationFun = function (slot0)
					return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST + 18, 0)
				end
			}
		},
		{
			id = 5,
			type = "BattleBuffShieldWall",
			trigger = {
				"onStack",
				"onUpdate"
			},
			arg_list = {
				effect = "shield02",
				count = 15,
				do_when_hit = "intercept",
				bulletType = 1,
				cld_list = {
					{
						box = {
							4,
							6,
							9
						},
						offset = {
							1.02,
							0,
							1.22
						}
					}
				},
				centerPosFun = function (slot0)
					slot1 = slot0 * 3 - 2.512

					return Vector3(math.sin(slot1) * 3, 0.75, math.cos(slot1) * 3)
				end,
				rotationFun = function (slot0)
					return Vector3(0, slot0 * ys.Battle.BattleConfig.SHIELD_ROTATE_CONST - 54, 0)
				end
			}
		},
		{
			id = 6,
			type = "BattleBuffShieldWall",
			trigger = {
				"onStack",
				"onUpdate"
			},
			arg_list = {
				effect = "shield05",
				count = 3,
				do_when_hit = "intercept",
				bulletType = 3,
				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 = 7,
			type = "BattleBuffShieldWall",
			trigger = {
				"onStack",
				"onUpdate"
			},
			arg_list = {
				effect = "shield05",
				count = 3,
				do_when_hit = "intercept",
				bulletType = 3,
				cld_list = {
					{
						box = {
							4,
							6,
							9
						},
						offset = {
							1.02,
							0,
							1.22
						}
					}
				},
				centerPosFun = function (slot0)
					slot1 = slot0 * 3 + 1.256

					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 + 162, 0)
				end
			}
		},
		{
			id = 8,
			type = "BattleBuffShieldWall",
			trigger = {
				"onStack",
				"onUpdate"
			},
			arg_list = {
				effect = "shield05",
				count = 3,
				do_when_hit = "intercept",
				bulletType = 3,
				cld_list = {
					{
						box = {
							4,
							6,
							9
						},
						offset = {
							1.02,
							0,
							1.22
						}
					}
				},
				centerPosFun = function (slot0)
					slot1 = slot0 * 3 + 2.512

					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 + 234, 0)
				end
			}
		},
		{
			id = 9,
			type = "BattleBuffShieldWall",
			trigger = {
				"onStack",
				"onUpdate"
			},
			arg_list = {
				effect = "shield05",
				count = 3,
				do_when_hit = "intercept",
				bulletType = 3,
				cld_list = {
					{
						box = {
							4,
							6,
							9
						},
						offset = {
							1.02,
							0,
							1.22
						}
					}
				},
				centerPosFun = function (slot0)
					slot1 = slot0 * 3 - 1.256

					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 + 18, 0)
				end
			}
		},
		{
			id = 10,
			type = "BattleBuffShieldWall",
			trigger = {
				"onStack",
				"onUpdate"
			},
			arg_list = {
				effect = "shield05",
				count = 3,
				do_when_hit = "intercept",
				bulletType = 3,
				cld_list = {
					{
						box = {
							4,
							6,
							9
						},
						offset = {
							1.02,
							0,
							1.22
						}
					}
				},
				centerPosFun = function (slot0)
					slot1 = slot0 * 3 - 2.512

					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 - 54, 0)
				end
			}
		}
	}
}
