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OpenKO Database Model
Table- and column-level documentation generated from the jsonSchema
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[MAGIC] Contains the configuration for magic and abilities More...
#include <AIServerModel.h>
Public Types | |
| using | BinderType = aiserver_binder::Magic |
Public Member Functions | |
| const int32_t & | MapKey () const |
| Returns a value for use in map keys based on the table's primary key. | |
Static Public Member Functions | |
| static const std::string & | TableName () |
| Returns the table name. | |
| static const std::unordered_set< std::string > & | ColumnNames () |
| Returns a set of column names for the table. | |
| static const std::vector< std::string > & | OrderedColumnNames () |
| Returns an ordered vector of column names for the table. | |
| static const std::unordered_set< std::string > & | BlobColumns () |
| Returns a set of blob column names for the table. | |
| static modelUtil::DbType | DbType () |
| Returns the associated database type for the table. | |
| static const std::vector< std::string > & | PrimaryKey () |
| Returns the columns associated with the table's Primary Key. | |
Public Attributes | |
| int32_t | ID = {} |
| Column [MagicNum]: Magic identification number. | |
| uint8_t | BeforeAction = {} |
| Column [BeforeAction]: Before action check. | |
| uint8_t | TargetAction = {} |
| Column [TargetAction]: Target action check. | |
| uint8_t | SelfEffect = {} |
| Column [SelfEffect]: Self effect TODO. | |
| uint8_t | FlyingEffect = {} |
| Column [FlyingEffect]: Does the skill fire a projectile. | |
| int16_t | TargetEffect = {} |
| Column [TargetEffect]: Effect identifier to use on the target. | |
| uint8_t | Moral = {} |
| Column [Moral]: Targeting constraints. | |
| int16_t | SkillLevel = {} |
| Column [SkillLevel]: Skill points required in the tree to unlock the skill. | |
| int16_t | Skill = {} |
| Column [Skill]: Associated skill tree. | |
| int16_t | ManaCost = {} |
| Column [Msp]: Mana cost. | |
| int16_t | HpCost = {} |
| Column [HP]: Health cost. | |
| uint8_t | ItemGroup = {} |
| Column [ItemGroup]: Item group allows a skill to be constrained to having an item type equipped. | |
| int32_t | UseItem = {} |
| Column [UseItem]: Must consume this item from inventory in order to activate ability. | |
| uint8_t | CastTime = {} |
| Column [CastTime]: Time needed to cast the ability. | |
| uint8_t | RecastTime = {} |
| Column [ReCastTime]: Cooldown. | |
| uint8_t | SuccessRate = {} |
| Column [SuccessRate]: Chance the skill will hit target. | |
| uint8_t | Type1 = {} |
| Column [Type1]: Look up effect in MAGIC_TYPEX table. | |
| uint8_t | Type2 = {} |
| Column [Type2]: Look up effect in MAGIC_TYPEX table. | |
| int16_t | Range = {} |
| Column [Range]: Maximum range from target. | |
| uint8_t | Etc = {} |
| Column [Etc]: Etc TODO. | |
| int32_t | Event = {} |
| Column [Event]: Event TODO. | |
[MAGIC] Contains the configuration for magic and abilities