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