{

	//玩家出圈持续掉血（以玩家自身攻击力的对应倍数计算）

	"AbilityName" : "GamePlaySUMO_Player_OutRange_ContinueHurt",

	"AbilityStacking":"Unique",

	"DefaultModifier":

	{

		"ModifierStacking":"Unique",

		"OnAdded":

		[  

            //添加受伤触发间隔

            {

                "$type":"MoleMole.ApplyModifier",

                "ModifierName":"OuterHit_Modifier",

                "Target":"Self",

            },



            //出圈移除停止掉血的ability

            {

                "$type" : "MoleMole.RemoveAbilityAction",

                "AbilityName" : "GamePlaySUMO_Player_OutRange_StopHurt",

                "Target":"Self",

            },    

		],

        

        "OnRemoved":

        [  

            //移除出圈受伤

            {

               "$type": "MoleMole.RemoveModifier",

               "ModifierName" : "OuterHit_Modifier",

               "Target" : "Self",

            },

  

            //移除计时器

            {

               "$type": "MoleMole.RemoveModifier",

               "ModifierName" : "Interval_Timer",

               "Target" : "Self",

            },  

        ]

	},





    "Modifiers" : 

    {

     

        "OuterHit_Modifier":

        {

            "ModifierStacking": "Unique",

            "Duration": 1,

            "IgnoreTimeScale" : false,



            "OnAdded" :

            [            

                // //触发受击表现

                // {

                //     "$type":"MoleMole.ApplyModifier",

                //     "ModifierName":"TriggerHit_Modifier",

                //     "Target":"Self",

                // },

                //获取自己攻击力并存至AS_SelfAttack

                {   

                    "$type":"MoleMole.SetAbilitySpecialByExpression",

                    "ParamName":"AS_SelfAttack",

                    "ValueType":"float",

                    "Expression":"property(Attack)*specials(AS_AttackBonus)",//攻击力*预期乘以的倍数

                    "Target":"Self"

                },

                //从公共打击帧库中调取伤害给自身

                {

                    "$type": "MoleMole.DamageByAttackPropertyAction",

                    "AttackProperty" :

                    {

                        "AddedDamageValue" : "%AS_SelfAttack"

                    },

                    "AttachPoint":"MiddlePoint",

                    "Target" : "Self",

                },

            ],



            "OnRemoved" :

            [            

                //添加受伤触发间隔

                {

                    "$type":"MoleMole.ApplyModifier",

                    "ModifierName":"Interval_Timer",

                    "Target":"Self",

                },

            ],

        },



        "TriggerHit_Modifier":

        {

            "ModifierStacking": "Unique",

            "Duration": 1,

            "IgnoreTimeScale" : false,



            "OnAdded" :

            [

                {

                    "$type" : "MoleMole.SetAnimCtrlerParamAction",

                    "ParamType" : 1,

                    "ParamName" : "Trigger_Hit",

                    "Target" : "Self",

                    "BoolVal" : true,

                },

            ],

        },



        "Interval_Timer":

        {

            "ModifierStacking": "Unique",

            "Duration": 0.5,

            "IgnoreTimeScale" : false,



            "OnRemoved" :

            [            

                //添加出圈伤害

                {

                    "$type":"MoleMole.ApplyModifier",

                    "ModifierName":"OuterHit_Modifier",

                    "Target":"Self",

                },

            ],

        },

    },





	"AbilitySpecials" : 

	{

        //表格参数

        "HpPercentage" :

        {

            "Value" : 100.0

        },

        "ShieldAmount" :

        {

            "Value" : 1

        }, 

        //获取玩家攻击力的倍数

        "AS_AttackBonus" :

        {

            "Value" : 0.5

        },     

        "AS_SelfAttack" :

        {

            "Value" : 0

        }

    }

}