150 lines
No EOL
4.3 KiB
JSON
150 lines
No EOL
4.3 KiB
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)
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"AbilityName" : "GamePlaySUMO_Player_OutRange_ContinueHurt",
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"AbilityStacking":"Unique",
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"DefaultModifier":
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{
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"ModifierStacking":"Unique",
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"OnAdded":
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[
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//添加受伤触发间隔
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{
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"$type":"MoleMole.ApplyModifier",
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"ModifierName":"OuterHit_Modifier",
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"Target":"Self",
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},
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//出圈移除停止掉血的ability
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{
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"$type" : "MoleMole.RemoveAbilityAction",
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"AbilityName" : "GamePlaySUMO_Player_OutRange_StopHurt",
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"Target":"Self",
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},
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],
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"OnRemoved":
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[
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//移除出圈受伤
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{
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"$type": "MoleMole.RemoveModifier",
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"ModifierName" : "OuterHit_Modifier",
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"Target" : "Self",
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},
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//移除计时器
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{
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"$type": "MoleMole.RemoveModifier",
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"ModifierName" : "Interval_Timer",
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"Target" : "Self",
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},
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]
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},
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"Modifiers" :
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{
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"OuterHit_Modifier":
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{
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"ModifierStacking": "Unique",
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"Duration": 1,
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"IgnoreTimeScale" : false,
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"OnAdded" :
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[
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// //触发受击表现
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// {
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// "$type":"MoleMole.ApplyModifier",
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// "ModifierName":"TriggerHit_Modifier",
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// "Target":"Self",
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// },
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//获取自己攻击力并存至AS_SelfAttack
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{
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"$type":"MoleMole.SetAbilitySpecialByExpression",
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"ParamName":"AS_SelfAttack",
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"ValueType":"float",
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"Expression":"property(Attack)*specials(AS_AttackBonus)",//攻击力*预期乘以的倍数
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"Target":"Self"
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},
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//从公共打击帧库中调取伤害给自身
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{
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"$type": "MoleMole.DamageByAttackPropertyAction",
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"AttackProperty" :
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{
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"AddedDamageValue" : "%AS_SelfAttack"
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},
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"AttachPoint":"MiddlePoint",
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"Target" : "Self",
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},
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],
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"OnRemoved" :
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[
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//添加受伤触发间隔
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{
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"$type":"MoleMole.ApplyModifier",
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"ModifierName":"Interval_Timer",
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"Target":"Self",
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},
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],
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},
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"TriggerHit_Modifier":
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{
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"ModifierStacking": "Unique",
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"Duration": 1,
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"IgnoreTimeScale" : false,
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"OnAdded" :
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[
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{
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"$type" : "MoleMole.SetAnimCtrlerParamAction",
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"ParamType" : 1,
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"ParamName" : "Trigger_Hit",
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"Target" : "Self",
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"BoolVal" : true,
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},
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],
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},
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"Interval_Timer":
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{
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"ModifierStacking": "Unique",
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"Duration": 0.5,
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"IgnoreTimeScale" : false,
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"OnRemoved" :
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[
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//添加出圈伤害
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{
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"$type":"MoleMole.ApplyModifier",
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"ModifierName":"OuterHit_Modifier",
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"Target":"Self",
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},
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],
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},
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},
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"AbilitySpecials" :
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{
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//表格参数
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"HpPercentage" :
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{
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"Value" : 100.0
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},
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"ShieldAmount" :
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{
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"Value" : 1
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},
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//获取玩家攻击力的倍数
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"AS_AttackBonus" :
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{
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"Value" : 0.5
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},
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"AS_SelfAttack" :
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{
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"Value" : 0
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}
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}
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} |