Games::Framework::RCP::Database::Result::StatusEffect - The big list of status effects.
The status effects table contains every status effect that is in use by the Game Master. Each effect can affect the combatants in different ways.
The big list of status effects.
This is the primary key of the table, using the traditional auto incrementing.
This accepts 32 characters to identify the name of the status effect. Needless to say, this is unique.
This is an 8 letter abbreviation of the above name. While not required to be unique, it is a good idea.
This accepts 256 characters to add some flavortext to the character. Such text can be humurous, or it could indicate what the character will do when summoned.
This ID points to the Color table in a one to one mapping. A color given to a status effect may make it easier to identify.
This boolean indicates whether the status effect is beneficial or not. Status effects that are neither are given NULL.
This boolean indicates whether the status effect is considered a secret to everyone but the ref. This defaults to false.
This indicates the default amount of time the status effect lasts once given to a combatant.
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-StatusEffect.
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.