DISCLAIMER

This software is currently under development. It is not done. While it will not be done quickly, contributions can help make things go faster. Please contribute if you can.

NAME

Games::Framework::RCP::Utilities - Details of the Utilities Tables & Views

VERSION

Version 0.04

DEPENDENCIES

As this is a documentation module, there are no dependencies.

SYNOPSIS

Games::Framework::RCP::Utilities - Module that describes the SQL tables and views used by this part of the database. In PostGresQL, this would be the schema.

DESCRIPTION

The Games::Framework::RCP::Utilities module is a documentation module that describes what uses the utility based database tables and views. Following PostGresQL schema organization, this module effectively represents the utilities schema.

CONFIGURATION AND ENVIRONMENT

As this is a documentation module, no configuring is required.

TABLES

The four tables are listed below in alphabetical order:

colors

IRC color values.
Column Type Null? Default Constraints Comment
id_color smallint NOT NULL [pk] ID of the color.
fg smallint NOT NULL FG color.
bg smallint NOT NULL PRIMARY KEY BG color.

The colors table is used to give any person, place, or thing some color. There is a foreground color and a background color available for each. At present, the colors represent the 16 colors that IRC uses.

vars_bool

Various boolean variables in use.
Column Type Null? Default Constraints Comment
id_variable integer NOT NULL AUTO_INCREMENT [pk] ID of the variable.
name varchar(32) NOT NULL [uniq] Name of the variable.
value boolean NOT NULL true Value of the variable.

The vars_bool table contains the majority of the various fighting variables that may take place during battle. Not everyone has the same preference, and thus can change them using Games::Framework::RCP::Utilities::Vars_Bool.

The variables currently in use are as follows, in alphabetical order:

  • colors_on - are colors allowed to be used in this context? Set this to FALSE if you are in an environment that does not allow for colors, like some IRC channels.

  • ct_decays_past_zero - If your CT (Charge Time) decays when you are dead, can you end up with negative CT? Set this to TRUE to be a slightly sadistic Game Master.

  • frozen_stops_status - If you are frozen, does only the frozen status timer tick down, or do all status effects tick down with it?

  • in_battle - Are you currently hosting a battle?

  • join_time - Can player characters join the battle? This should be kept TRUE only for a limited time.

  • ko_removes_effects - Should being knocked out remove most status effects? Note that some status effects can't be removed this way.

  • opposite_status_allowed - Can fighters have conflicting status effects going on at once? Example: Can a fighter have both Attack Up and Attack Down at the same time? Depending on the status effects, the two may not necessarily cancel each other out (see below).

  • poison_every_x_ticks - Should poison damage be calculated after every x number of ticks? If set to FALSE, poison will be applied at the end of a fighter's turn.

  • poison_undead_hurts - Should poison hurt those that are undead?

  • regen_undead_heals - Should regen heal those that are undead?

  • seizure_undead_heals - Should seizure heal those that are undead? Seizure drains HP per tick.

  • stop_stops_status - If you are stopped, does only the stop status timer tick down, or do all status effects tick down with it?

  • turnorder_shows_status - If a turnorder is generated, should it show when status effects time out? Note that this variable only applies on the driver programs: this variable is not directly used in the provided modules.

  • variable_haste - Does the haste status effect give a variable boost in speed, or fixed? If TRUE, see the corresponding entry in the vars_real table.

  • variable_poison - Does the poison status effect give a variable drain in health, or fixed? If TRUE, see the corresponding entry in the vars_real table.

  • variable_regen - Does the regen status effect give a variable boost in health, or fixed? If TRUE, see the corresponding entry in the vars_real table.

  • variable_slow - Does the slow status effect give a variable drain in speed, or fixed? If TRUE, see the corresponding entry in the vars_real table.

vars_ints

Various integer variables in use.
Column Type Null? Default Constraints Comment
id_variable integer NOT NULL AUTO_INCREMENT [pk] ID of the variable.
name varchar(32) NOT NULL [uniq] Name of the variable.
value integer NOT NULL 0 Value of the variable.

The vars_ints table contains mainly variables used to help move the battle along. While a few should be left alone in most circumstances, other variables may be messed with freely using Games::Framework::RCP::Utilities::Vars_Ints.

The variables currently in use are listed below in alphabetical order:

  • crit_rule - What type of critical rule will be used to protect against dying too quickly?

    • 0 - There is no critical rule. Fighters can die at any time.

    • 1 - If above a certain percentage in health, fighters can't die due to health damage. OHKO moves can still kill, however.

    • 2 - After receiving damage, a die roll is cast to see if the fighter can survive from being sent to death. It is easier to survive with higher health than lower health, but survival is still possible.

  • ct_while_dead - What happens to a fighter's CT when they are knocked out?

    • -1 - While dead, CT decays downward. Revive the fighter to stop the downward spiral.

    • 0 - The CT value of the fighter stays put. Do nothing.

    • 1 - The CT value increases as if the fighter was alive.

  • fight_length - How long has the battle last so far? This value should be reset to 0 at the start of each match, and incremented when it is time to increase fighters' CT.

  • poison_tick_checkpoint - At every how many ticks will poison be applied? Note that if poison_every_x_ticks is set to FALSE, this value should be ignored.

  • turn_at_ct - When a fighter's CT value reaches this value, he may act. This is generally set to 500.

vars_real

Various integer variables in use.
Column Type Null? Default Constraints Comment
id_variable integer NOT NULL AUTO_INCREMENT [pk] ID of the variable.
name varchar(32) NOT NULL [uniq] Name of the variable.
value real NOT NULL 0 Value of the variable.

Real number variables work similarly to the vars_ints variables above, only they can accept decimal values as well as integers. Many settings can be changed here to a Game Master's liking: do so at Games::Framework::RCP::Utilities::Vars_Real.

The variables in this table are listed below in alphabetical order:

  • adeath_protection - What is the percentage that the ADeath status effect will protect a fighter from OHKOs? This value is normally kept between 0 and 100.

  • crit_save_hp - If the critical rule saves a fighter from death, what is the resulting HP set to? It defaults to 0.01, which tells the teammates to heal him quickly. This can be set to an obscene battle to make battles more challenging/frustrating.

  • haste_boost_flex_percent - If variable_haste is TRUE, the haste value for the tick becomes haste_boost_percent ± this value.

  • haste_boost_percent - This is the percentage of speed boost provided by the haste status effect. If variable_haste is TRUE, the range is extended by ± haste_boost_flex_percent.

  • old_crit_threshold - If using crit_rule value 1, this is the percentage that fighters try to avoid falling below in order to avoid being critical, and thus susceptible to dying. A value of 100 or higher effectively replicates crit_rule value 0.

  • poison_penalty_flex_percent - If variable_poison is TRUE, the poison value for the tick becomes poison_penalty_percent ± this value.

  • poison_penalty_percent - This is the percentage of health drain provided by the poison status effect. If variable_poison is TRUE, the range is extended by ± poison_penalty_flex_percent.

  • regen_boost_flex_percent - If variable_regen is TRUE, the regen value for the tick becomes regen_boost_percent ± this value.

  • regen_boost_percent - This is the percentage of health boost provided by the regen status effect. If variable_regen is TRUE, the range is extended by ± regen_boost_flex_percent.

  • safeguard_protection - What is the percentage that the Safeguard status effect will protect a fighter from status ailments? This value is normally kept between 0 and 100.

  • slow_penalty_flex_percent - If variable_slow is TRUE, the slow value for the tick becomes slow_penalty_percent ± this value.

  • slow_penalty_percent - This is the percentage of speed drain provided by the slow status effect. If variable_slow is TRUE, the range is extended by ± slow_penalty_flex_percent.

SUBROUTINES/METHODS

There are no subroutines in this module.

INCOMPATIBILITIES

There are no known incompatibilities in this module.

DIAGNOSTICS

There are no known problems, and therefore no need to provide solutions.

AUTHOR

Jason Felds, <wolfman.ncsu2000 at gmail.com>

BUGS AND LIMITATIONS

Please report any bugs or feature requests to bug-Games-Framework-RCP at rt.cpan.org, or through the web interface at http://rt.cpan.org/NoAuth/ReportBug.html?Queue=Games-Framework-RCP-Utilities. I will be notified, and then you'll automatically be notified of progress on your bug as I make changes.

SUPPORT

You can find documentation for this module with the perldoc command.

perldoc Games::Framework::RCP::Utilities

You can also look for information at:

ACKNOWLEDGEMENTS

See Games::Framework::RCP for all acknowledgements.

LICENSE AND COPYRIGHT

Copyright 2008 Jason Felds, all rights reserved.

This program is free software; you can redistribute it and/or modify it under the same terms as Perl itself.

1 POD Error

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