Games::Framework::RCP::Database::Result::CharacterInventory - Every item a character has in storage.
The character inventory table contains all of the items that that the characters have in their out of battle inventory. Some Game Masters may also want to use this as an "infinite storage locker" for fighters to store items not brought to battle. Others may want to use this instead of CombatantInventory to deal with items found in battle. The uses are vast.
Every item a character has in storage.
This is the primary key of the table, using the traditional auto incrementing.
This ID points to the Character table in a many to one mapping. Many items can belong to a character.
This ID points to the Item table in a many to one mapping. Many characters can have the same item.
An alternate name can be provided for the item as the time arises. However, try to stick with the item ID whenever possible.
This integer shows how many uses of the item are available. In general, once this hits zero, the item should be removed from the table.
sqlt_deploy_hook is used to define the table settings for the various databases.
<wolfman.ncsu2000 at gmail.com>
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-CharacterInventory.
I will be notified,
and then you'll automatically be notified of progress on your bug as I make changes.
You can find documentation for this module with the perldoc command.
You can also look for information at:
See Games::Framework::RCP for all acknowledgements.
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.