{ //移除护盾,10秒后,重新赋予护盾 "AbilityName" : "GamePlayChasing_Remove_FollowerHyperShield_LongPhase", "AbilityStacking":"Unique", "DefaultModifier": { "ModifierStacking":"Unique", "OnAdded": [ //触发受击演出 { "$type": "MoleMole.ApplyModifier", "ModifierName": "TriggerHit_Modifier", "Target": "Self", }, //移除护盾 { "$type" : "MoleMole.RemoveAbilityAction", "AbilityName" : "GamePlayChasing_FollowerHyperShield" }, //移除护盾后添加一个超级护盾回复计时器 { "$type": "MoleMole.ApplyModifier", "ModifierName": "HyperShield_RecoverTimer", "Target": "Self", }, ] }, "Modifiers" : { "HyperShield_RecoverTimer": { "ModifierStacking": "Unique", "Duration": -1, "OnRemoved"://倒计时结束移除modifier时,重新添加护盾 [ //添加护盾 { "$type": "MoleMole.ApplyModifier", "ModifierName": "HPShieldModifier", "Target": "Self", }, //调整受击晕值 { "$type": "MoleMole.ApplyModifier", "ModifierName": "ChangeBreakStunTakeRatio", "Target": "Self", }, ] }, "TriggerHit_Modifier": { "ModifierStacking": "Unique", "Duration": -1, "IgnoreTimeScale" : false, "OnAdded" : [ //触发受击动作 { "$type" : "MoleMole.SetAnimCtrlerParamAction", "ParamType" : 1, "ParamName" : "Trigger_Hit", "Target" : "Self", "BoolVal" : true, }, ], }, "HPShieldModifier": { "ModifierStacking": "MultipleRefresh", "Duration": -1, "OnAdded": [ { "$type": "MoleMole.AttachEffect", "EffectPattern": "Eff_Monster_Goblin_Buff_SuperArmor", "Target": "Self", "AttachEffectPosRot" : { "CoordsOption" : "ReferTarget", "TargetOption" : { "$type" : "MoleMole.ConfigPosRotReferTarget", "OffsetReferTarget" : "Self", "AttachPoint" : "MiddlePoint", "IsUseAttachPointPos" : true, "IsUseAttachPointRotation" : true }, "Offset" : { "PositionOffset" : {"x":0.0, "y":0.0, "z":0.0}, "AngleOffset" : {"x":0.0, "y":0.0, "z":0.0}, "IsUseRotationY" : true, "IsUseRotationXZ" : true } } }, ], "ModifierMixins": [ { "$type" : "MoleMole.HpShieldMixin", "Duration": -1, //有效时长, "Tag": "FollowerHyperShield", //护盾值 "TotalValueConfig": { "PropertyType": "MaxHP", "Percentage": "%HpPercentage", "Amount": 0 }, "RecoverPercentage": 0.0, //每秒回复百分比 "RecoverAmount": 0, //每秒回复固定值 "Priority": 0, //扣除优先级 "IfTakeRestDamageWhenEmpty": true, //护盾值归零时是否承受剩余伤害, } ] }, "ChangeBreakStunTakeRatio": { "Properties": { "BreakStunTake_Ratio": -999, } }, }, "AbilitySpecials" : { //表格参数 "HpPercentage" : { "Value" : 0.15 }, "ShieldAmount" : { "Value" : 1 } } }