{ //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 } } }