using System.ComponentModel.DataAnnotations.Schema;
using SVSim.Database.Common;
namespace SVSim.Database.Models;
///
/// One Avatar (Hero) mode definition. Keyed by leader_skin_id. The Ability/PassiveAbility strings
/// are the dense "(skill:...)(timing:...)" effect DSL that cannot be reconstructed from card master —
/// preserve verbatim from /load/index data.avatar_info.abilities[leaderSkinId].
///
public class AvatarAbilityEntry : BaseEntity
{
public int LeaderSkinId { get => Id; set => Id = value; }
public int BattleStartFirstPlayerTurnBp { get; set; }
public int BattleStartSecondPlayerTurnBp { get; set; }
public int BattleStartMaxLife { get; set; }
public string AbilityCost { get; set; } = string.Empty;
public string Ability { get; set; } = string.Empty;
public string PassiveAbility { get; set; } = string.Empty;
public string AbilityDesc { get; set; } = string.Empty;
public string PassiveAbilityDesc { get; set; } = string.Empty;
}