HollowPS_TV_experiments/extras/zzz-0.1-jsons/GamePlaySUMO_Player_OutRange_ContinueHurt.json

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{
//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
}
}
}