NAME

Games::Framework::RCP::Database::Result::Combatant

VERSION

0.20

DESCRIPTION

The combatants table contains who is currently in the battle. Each combatant plays as a job, and may also take a secondary skillset, a support skill, and/or a reaction skill.

Many of you may have noticed that this table includes columns from the Class table. While I could have chosen to just have a straight foreign key to the class table and be done with it, that wouldn't allow for actual stat changes during the fight. While it may seem like repeating data, it almost never stays constant.

DATABASE TABLE

The list of everyone that is fighting currently.

id_combatant

This is the primary key of the table, using the traditional auto incrementing.

join_time

The time that the combatant entered the battle. Used as a backup method of sorting fighters.

fkey_character

This ID points to the Character table with a one to one mapping. Duplicate characters are not allowed (in this version).

fkey_class

This ID points to the Class table with a many to one mapping. The same class can be used by multiple people. At times, this is encouraged.

For Game Master purposes, this represents the current primary class the combatant is playing as.

starting_job

This is the same as fkey_class above, with the only difference being that a record of what class a fighter joined as originally is always stored, and should not be changed unless the fighter is forcefully removed from battle.

secondary

This accepts 32 characters to represent a job class skillset that a combatant is bringing. It accepts a varchar instead of a foreign key to allow combatants to have a little creative freedom.

support

See secondary above, only it allows for a support move.

reaction

See secondary above, only it allows for a reaction move.

display_name

This accepts 32 characters to allow the Character to be called something else as the battle requires. Note that this is NOT unique: if a Game Master wanted, everyone could be "called" the same name.

hp

This is the combatant's health.

mp

This is the combatant's magic power.

pp

This is the combatant's physical power.

max_hp

This is the combatant's max health.

max_mp

This is the combatant's max magic power.

max_pp

This is the combatant's max physical power.

ct

This is the combatant's charge time.

spd

This is the combatant's speed.

patk

This is the combatant's physical attack.

matk

This is the combatant's magical attack.

pdef

This is the combatant's physical defense.

mdef

This is the combatant's magical defense.

pacc

This is the combatant's physical accuracy.

macc

This is the combatant's magical accuracy.

pevd

This is the combatant's physical evade.

mevd

This is the combatant's magical evade.

SUBROUTINES/METHODS

sqlt_deploy_hook()

sqlt_deploy_hook is used to define the table settings for the various databases.

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-Database-Result-Combatant. 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::Database::Result::Combatant

You can also look for information at:

ACKNOWLEDGEMENTS

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

LICENSE AND COPYRIGHT

Copyright 2009 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.