Games::Framework::RCP::Database::Result::Move - Every single move available in the game.
The moves table contains every single move that combatants and others can use during the battle.
Every single move available in the game.
This is the primary key of the table, using the traditional auto incrementing.
This accepts 64 characters to identify the move name. All move names are to be unique.
This ID points to the Move Types table in a one to one mapping. Each move has a specific way it can be used.
This accepts 8 characters to identify the power of the move. It is a varchar versus an integer to allow for variable power ratings. Not all moves use power: this is mainly for moves that do not attack/hurt anyone.
This indicates how long one must wait from declaring the move to actually using it.
This indicates how long after the move is used a combatant must wait before using the same move again.
This accepts 256 characters to add some flavortext to the move. Such text can be humurous, or it could indicate what the move does when used.
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-Move.
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.