OpenKO Database Model
Table- and column-level documentation generated from the jsonSchema
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ebenezer_model::Magic Class Referenceexport

[MAGIC] Contains the configuration for magic and abilities More...

Public Types

using BinderType = ebenezer_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 const 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.
 

Detailed Description

[MAGIC] Contains the configuration for magic and abilities

GAME Database - Ebenezer Library
MAGIC Contains the configuration for magic and abilities

The documentation for this class was generated from the following file: