{

    //若角色攻击命中时没有暴击，则暴击率提升5%，暴击后重新计算

    //用于抵消武器后坐力，提升枪械的射击稳定性。

    "AbilityName" : "Card_Gun_1000304",

    "AbilityStacking":"Unique",

    "DefaultModifier":

    {

        "ModifierStacking":"Unique",

        "Properties" : 

        {

            "Actor_CriticalDelta" : "%CriticalMultiple"

        },

        "OnAttackLanded":

        [

            {//普攻加5%暴击率

                "$type": "MoleMole.SetAbilitySpecialAction",

                "ParamName": "CriticalMultiple",

                "ModifyFunction": "Add",

                "Param": "CriticalDelta",

                "ParamType": "abilitySpecial_float",

                "DoRefresh":true,

                "Predicates" :

                [

                    {

                        "$type": "MoleMole.ByHitResult",

                        "HitResult" : "Normal"

                    },

                    {

                        "$type":"MoleMole.ByDamageElementType",

                        "DamageElement":"Physics",

                        "Target" : "Self"

                    }

                ]

            },

            {//暴击后归零

                "$type": "MoleMole.SetAbilitySpecialAction",

                "ParamName": "CriticalMultiple",

                "ParamType": "float",

                "ModifyFunction": "Replace",

                "Param": 0,

                "DoRefresh":true,

                "Predicates" :

                [

                    {

                        "$type": "MoleMole.ByHitResult",

                        "HitResult" : "Critical"

                    }

                ]

            }

        ]

    },

    "AbilitySpecials" : 

    {

        "CriticalMultiple" :

        {

            "Value" : 0.0

        },

        //表格参数

        "CriticalDelta" :

        {

            "Value" : 0.05

        }

    }

}