#	Id	列1	TagType	TriggerPhase	Description	Param
#	int		TagType	TagTriggerPhase	string	string
#	Tag配置编号	策划备注	所属Tag类型	触发阶段	描述	参数Json
	1	元素	Fire	OnAfterHit	持续对敌人造成<color=red>火</color>伤害	{"BurnDurationSeconds":3,"BurnDamagePerSecondPerStack":20,"MaxEffectiveStack":5}
	2	元素	BurnSpread	None	燃烧向邻近敌人传播	{"SpreadRadius":2,"SpreadDamageRate":1}
	3	元素	IgniteBurst	None	燃烧结束或击杀时爆炸	{"BurstRadius":1,"BurstDamageRate":0.5}
	4	元素	Inferno	OnAfterHit	强化燃烧伤害或持续时间	{"BonusBurnDurationSeconds":0.1,"BonusBurnDamagePerSecondPerStack":0.1}
	5	控制	Ice	OnAfterHit	命中附加减速	{"SlowDurationSeconds":2,"SlowRatioPerStack":0.2,"MinMoveSpeedMultiplier":0.4}
	6	控制	FreezeMask	None	冻结积累条 / 冻结面具机制	{"FreezeBuildUpPerStack":0.1}
	7	控制	Shatter	OnBeforeHit	对已减速 / 已冻结目标增伤	{"RequiresSlowedTarget":true,"DamageBonusPerStack":0.1}
	8	控制	AbsoluteZero	OnAfterHit	强化减速，或提高冻结触发速度	{"BonusSlowDurationSeconds":0.1,"BonusSlowRatioPerStack":0.2}
	9	穿透	Pierce	None	子弹贯穿多个目标	{"ExtraPierceCount":2}
	10	穿透	Crit	OnBeforeHit	命中前按概率暴击	{"CritChancePerStack":0.1,"CritDamageMultiplier":1.5}
	11	穿透	Overpenetrate	None	贯穿后保留部分伤害继续飞行	{"ExtraPenetrationCount":0.1,"RemainingDamageRate":0.2}
	12	穿透	Execution	OnBeforeHit	对低血量目标增伤或直接处决	{"TargetHealthThreshold":0.3,"DamageBonusPerStack":0.5}
