using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; using Oshima.FunGame.OshimaModules.Effects.OpenEffects; using Oshima.FunGame.OshimaModules.Skills; namespace Oshima.FunGame.OshimaModules.Items { public class 攻击之爪10 : Item { public override long Id => (long)AccessoryID.攻击之爪10; public override string Name => "攻击之爪 +10"; public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; public override QualityType QualityType => QualityType.White; public 攻击之爪10(Character? character = null) : base(ItemType.Accessory) { Skills.Passives.Add(new 攻击之爪技能(character, this, 10)); } } public class 攻击之爪30 : Item { public override long Id => (long)AccessoryID.攻击之爪30; public override string Name => "攻击之爪 +30"; public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; public override QualityType QualityType => QualityType.Green; public 攻击之爪30(Character? character = null) : base(ItemType.Accessory) { Skills.Passives.Add(new 攻击之爪技能(character, this, 30)); } } public class 攻击之爪50 : Item { public override long Id => (long)AccessoryID.攻击之爪50; public override string Name => "攻击之爪 +50"; public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; public override QualityType QualityType => QualityType.Blue; public 攻击之爪50(Character? character = null) : base(ItemType.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 => (long)ItemPassiveID.攻击之爪; public override string Name => "攻击之爪"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public 攻击之爪技能(Character? character = null, Item? item = null, double exATK = 0) : base(SkillType.Passive, character) { Level = 1; Item = item; Dictionary values = new() { { "exatk", exATK } }; Effects.Add(new ExATK(this, values, character)); } public override IEnumerable AddInactiveEffectToCharacter() { return Effects; } } }