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kbs666
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Join Date: Oct 2014
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Old Yesterday, 05:59 PM
What you're talking about in database speak is many to many relationships. Databases don't tend to handle many to many relationships well at all. I'm not saying it can't be done just that there is quite likely a performance price to be paid for doing so.

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Silveras
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Old Yesterday, 06:53 PM
The "recommended practice" is ... don't put NPCs in a specific place.

Containment is meant for permanent, or near-permanent, locations (like a building in a settlement, or a settlement on a geographic location [note: NOT a political region]).

That being said, I would find phantom copies extra confusing. What I prefer to do is to place the NPC (or Item, or whatever) in a holding place ... such as under a Cast List (Adventure Allies, Adventure Enemies, Adventure Support, SettlementX Residents, etc.).

Something else to remember is that, depending on the GM, once the campaign starts, there's no guarantee that the NPC (or Item, etc.) will [i[stay[/i] where it started. If I have a Cult Leader (as in the example), I would want to see ONE copy so I know where he is... and I'd move that one copy from container to container to mark the location changes as the game plays out.
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Ckorik
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Old Yesterday, 08:31 PM
Quote:
Originally Posted by kbs666 View Post
What you're talking about in database speak is many to many relationships. Databases don't tend to handle many to many relationships well at all. I'm not saying it can't be done just that there is quite likely a performance price to be paid for doing so.
Right now they are storing the links between items somehow - because you can literally pull up a view of every link the item has to it within snippets. This is actually kind of a cool view btw.

The only difference here is they would need to create a new type of database object that holds a specific type of snippet that says 'if I exist then render me as the parent object' (yes this isn't trivial as it sounds - I'm not ignorant of that fact).

The 'shortcut' topic would be an actual node with a single generated snippet type with some kind of key to generate the callback to the topic - short sweet and works just like everything else in the database (the actual topic can even get it's own auto-generated random name that we never see) - the real work would be in the render engine when finding *that* kind of snippet/topic rendering the referenced topic.

No relationship issues would exist that don't already based on how they are doing things.
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AEIOU
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Old Yesterday, 08:56 PM
I agree, cast lists are what I use for people and that really is the best place to put them. But if there is a major NPC both in town and in the dungeon, I'd love to be able to put a copy in both of them to grab my attention. The master category would be contained in the cast list and the clone(s) would be grayed out like aliases.

I've tried to do the linkages via relationships to locations but they aren't as visible and obvious. I need a bigger flag to catch my attention.

For multiple clones to work though, they would need to be used sparingly. Or you'd end up with a massive cluster.... I can see these getting overused by new RW users much as containers tend to be now.

If work is going to happen on this, it isn't a high priority. It's a nice-to-have after calendars, player journals and maybe a thrice over on the GUI.
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kbs666
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Old Today, 02:50 AM
Quote:
Originally Posted by Ckorik View Post
Right now they are storing the links between items somehow - because you can literally pull up a view of every link the item has to it within snippets. This is actually kind of a cool view btw.

The only difference here is they would need to create a new type of database object that holds a specific type of snippet that says 'if I exist then render me as the parent object' (yes this isn't trivial as it sounds - I'm not ignorant of that fact).

The 'shortcut' topic would be an actual node with a single generated snippet type with some kind of key to generate the callback to the topic - short sweet and works just like everything else in the database (the actual topic can even get it's own auto-generated random name that we never see) - the real work would be in the render engine when finding *that* kind of snippet/topic rendering the referenced topic.

No relationship issues would exist that don't already based on how they are doing things.
Yes, they would.

With each topic having only one container right now that relationship is simply an item in the record, probably. In order to allow for an unlimited number of containers, you have to create a separate table of nothing but topics and containers that has to be searched and joined to the main table every time you need to build the tree. And honestly it makes no sense to have a privileged container under that scheme, no matter where you find the name in the tree you should be able to open the topic directly.

I happen to agree that this is a desirable feature just that Rob is likely to have other opinions and this is why.

my Realm Works videos
https://www.youtube.com/channel/UCZU...4DwXXkvmBXQ9Yw
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Bidmaron
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Join Date: Dec 2010
Posts: 301

Old Today, 03:37 AM
Of course if they would let you name a snippet and link to the snippet, the problem would go away. Think of how you can link to a particular segment of a web page using a target instead of the top of a text page.

Thus, you could place the magic shop owner as a section of the magic shop and then link to the name (which actually links to the named section just like a web page target) in the tavern he frequents and in his home building, as examples.
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