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::Data - Details of the Data Tables and Views
VERSION
Version 0.04
DEPENDENCIES
As this is a documentation module, there are no dependencies.
SYNOPSIS
As this is a doucmentation module, there is no synopsis.
DESCRIPTION
The Games::Framework::RCP::Data module is a documentation module that describes what uses the data based database tables and views. Following PostGresQL schema organization, this module effectively represents the data schema.
CONFIGURATION AND ENVIRONMENT
As this is a documentation module, no configuring is required.
TABLES
The four tables are listed below in alphabetical order:
classes
Column | Type | Null? | Default | Constraints | Comment |
---|---|---|---|---|---|
id_job | integer | NOT NULL | AUTO_INCREMENT | [pk] | ID of the job. |
name | varchar(32) | NOT NULL | [uniq] | Name of the job. | |
description | varchar(256) | NOT NULL | 'Fill me in with something!' | Description of the job. | |
kind | integer | NOT NULL | 1 | Kind of job. 1 = normal. | |
hp | numeric(12,4) | NOT NULL | 50 | HP of the job. | |
mp | numeric(12,4) | NOT NULL | 50 | MP of the job. | |
pp | numeric(12,4) | NOT NULL | 50 | PP of the job. | |
spd | numeric(12,4) | NOT NULL | 50 | Speed of the job. | |
patk | numeric(12,4) | NOT NULL | 50 | Physical Attack | |
matk | numeric(12,4) | NOT NULL | 50 | Magical Attack | |
pdef | numeric(12,4) | NOT NULL | 50 | Physical Defense | |
mdef | numeric(12,4) | NOT NULL | 50 | Magical Defense | |
pacc | numeric(12,4) | NOT NULL | 50 | Physical Accuracy | |
macc | numeric(12,4) | NOT NULL | 50 | Magical Accuracy | |
pevd | numeric(12,4) | NOT NULL | 50 | Physical Evade | |
mevd | numeric(12,4) | NOT NULL | 50 | Magical Evade |
The classes table shows all of the various classes that are in use. Each class has its own stats that make its use unique.
The kind column is there to restrict the classes that players can play. Game Masters can use any kind of class, mainly to reprsent bosses.
For those that have seen the combatants table, they would notice that jobs here do not have max HP, MP, or PP. A fighter's max of anything is determined by the HP, MP, or PP set in this table.
level_up
fighter_status
Column | Type | Null? | Default | Constraints | Comment |
---|---|---|---|---|---|
fkey_job | integer | NOT NULL | [fk][pk] | ID of the job. | |
name | varchar(4) | NOT NULL | [fk] | Name of the stat to boost (must match column). | |
value | numeric(12,4) | NOT NULL | Value to boost per 1 level increase. |
The level_up table shows the stat boosts each job gets upon gaining one level.
When fighters join the battle, the number of levels they have in that job determines the bonus stats applied for that battle. It is technically possible for fighters to have fractional or even negative levels in a class.
All fighters start with level 0 in all classes.
starting_status
Column | Type | Null? | Default | Constraints | Comment |
---|---|---|---|---|---|
fkey_job | integer | NOT NULL | [fk][pk] | ID of the job. | |
name | integer | NOT NULL | [fk][pk] | ID of the status effect. | |
length | numeric(12,4) | NOT NULL | 10000 | Length of the effect. -10K or less is indefinite: 10K or more is permament. |
The starting_status table shows what status effects are to be applied to a particular job upon joining the battle. Usually, these status effects are permament, hence the default value of 10000 for the length.
For the actual list of status effects, see below.
status_effects
Column | Type | Null? | Default | Constraints | Comment |
---|---|---|---|---|---|
id_status | integer | NOT NULL | AUTO_INCREMENT | [pk] | ID of the status effect. |
name | varchar(32) | NOT NULL | [uniq] | Name of the status effect. | |
desc | varchar(100) | NOT NULL | Description of the status effect. | ||
is_good | boolean | NULL = neutral effect. | |||
is_secret | boolean | NOT NULL | false | Is this status effect traditionally hidden from players? |
The status_effects table contains a listing of all of the status effects in the game. The effects are generally grouped by if they are good effects, bad effects, or something else entirely.
The current list of planned status effects are below, grouped by want-ability and alphabetically arranged:
- Good status effects
-
Deathshield - Instant death attacks can't hurt you...most of the time.
Haste - Every tick, you move closer to your turn than your teammates.
Quick - Move so fast, one can take TWO actions per turn!
Regen - Gradually recover a percentage of your health every so often.
Safeguard - Protection from status ailments is great...when it works.
- Bad status effects
-
Critial - You are in danger of dying! Watch your health!
Frozen - You are stopped cold! Fire melts you, but heavy damage KOs you!
KO - You are knocked out. Tough luck.
Petrify - Almost nothing can affect you. You are considered defeated until you recover.
Poison - Every so often, those poisoned take a percentage of their max HP in damage.
Seizure Lose some HP each tick.>
Slow - Each tick, you move a fraction of your speed slower than your teammates.
Stop - CT is frozen. You can't move or do anything.
Undead - Healing is bad for you: watch out for cure spells!
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-Data. 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::Data
You can also look for information at:
RT: CPAN's request tracker
http://rt.cpan.org/NoAuth/Bugs.html?Dist=Games-Framework-RCP-Data
AnnoCPAN: Annotated CPAN documentation
CPAN Ratings
Search CPAN
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.