Games::Framework::RCP::Database::Result::CombatantStatus - The status effects that the combatants are inflicted with.
The combatant status table keeps track of all of the different status effects that the combatants may have, and for how long.
The status effects that the combatants are inflicted with.
This is the primary key of the table, using the traditional auto incrementing.
This ID points to the Combatant table in a many to one mapping. Each combatant can have many status effects simultaneously.
This ID points to the Status Effects table in a many to one mapping. The same status effect can be applied to many combatants.
This indicates the length of the status effect. A convention is used internally to represent many different possibilities.
In general, when a status effect hits 0, it is the Game Master's job to remove the effect. There are no triggers to do that automatically.
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-CombatantStatus.
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.