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; }