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 string BackgroundStory => "里面藏着的小尖刃不容小觑。"; 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25 : Item { public override long Id => (long)AccessoryID.攻击之爪25; public override string Name => "攻击之爪 +25"; public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; public override string BackgroundStory => "里面藏着的小尖刃不容小觑。"; public override QualityType QualityType => QualityType.Green; public 攻击之爪25(Character? character = null) : base(ItemType.Accessory) { Skills.Passives.Add(new 攻击之爪技能(character, this, 25)); } } public class 攻击之爪40 : Item { public override long Id => (long)AccessoryID.攻击之爪40; public override string Name => "攻击之爪 +40"; public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; public override string BackgroundStory => "里面藏着的小尖刃不容小觑。"; public override QualityType QualityType => QualityType.Blue; public 攻击之爪40(Character? character = null) : base(ItemType.Accessory) { Skills.Passives.Add(new 攻击之爪技能(character, this, 40)); } } public class 攻击之爪55 : Item { public override long Id => (long)AccessoryID.攻击之爪55; public override string Name => "攻击之爪 +55"; public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; public override string BackgroundStory => "里面藏着的小尖刃不容小觑。"; public override QualityType QualityType => QualityType.Purple; public 攻击之爪55(Character? character = null) : base(ItemType.Accessory) { Skills.Passives.Add(new 攻击之爪技能(character, this, 55)); } } public class 攻击之爪70 : Item { public override long Id => (long)AccessoryID.攻击之爪70; public override string Name => "攻击之爪 +70"; public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; public override string BackgroundStory => "里面藏着的小尖刃不容小觑。"; public override QualityType QualityType => QualityType.Orange; public 攻击之爪70(Character? character = null) : base(ItemType.Accessory) { Skills.Passives.Add(new 攻击之爪技能(character, this, 70)); } } public class 攻击之爪85 : Item { public override long Id => (long)AccessoryID.攻击之爪85; public override string Name => "攻击之爪 +85"; public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; public override string BackgroundStory => "里面藏着的小尖刃不容小觑。"; public override QualityType QualityType => QualityType.Red; public 攻击之爪85(Character? character = null) : base(ItemType.Accessory) { Skills.Passives.Add(new 攻击之爪技能(character, this, 85)); } } public class 攻击之爪100 : Item { public override long Id => (long)AccessoryID.攻击之爪100; public override string Name => "攻击之爪 +100"; public override string Description => Skills.Passives.Count > 0 ? Skills.Passives.First().Description : ""; public override string BackgroundStory => "里面藏着的小尖刃不容小觑。"; public override QualityType QualityType => QualityType.Gold; public 攻击之爪100(Character? character = null) : base(ItemType.Accessory) { Skills.Passives.Add(new 攻击之爪技能(character, this, 100)); } } 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)); } public override IEnumerable AddPassiveEffectToCharacter() { return Effects; } } }