using Milimoe.FunGame.Testing.Effects; using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Testing.Items { public class 攻击之爪10 : Item { public override long Id => 14001; public override string Name => "攻击之爪 +10"; public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; public 攻击之爪10(Character? character = null) : base(ItemType.Accessory, slot: EquipSlotType.Accessory) { Skills.Passives.Add(new 攻击之爪技能(character, this, 10)); } } public class 攻击之爪30 : Item { public override string Name => "攻击之爪 +30"; public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; public 攻击之爪30(Character? character = null) : base(ItemType.Accessory, slot: EquipSlotType.Accessory) { Skills.Passives.Add(new 攻击之爪技能(character, this, 30)); } } public class 攻击之爪50 : Item { public override string Name => "攻击之爪 +50"; public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; public 攻击之爪50(Character? character = null) : base(ItemType.Accessory, slot: EquipSlotType.Accessory) { Skills.Passives.Add(new 攻击之爪技能(character, this, 50)); } } public class 攻击之爪技能 : Skill { public override long Id => 5001; public override string Name => "攻击之爪"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public Item Item { get; } public 攻击之爪技能(Character? character, Item item, double exATK) : base(SkillType.Passive, character) { Level = 1; Item = item; Effects.Add(new 攻击力加成(this, character, item, exATK)); } public override IEnumerable AddInactiveEffectToCharacter() { return Effects; } } }