• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Duplicate/Clone Categories

Mettius

Well-known member
I would like to be able to create a new category but based on an existing one so that I don't have to manually add the Category Structure, etc.

Basically I'd like to be (In Manage, Categories) able to right click on it it and have a "duplicate" option, which pops up as an "unknown" or whatever for the Name, but all other details are an exact clone of the source category.

For example, I would like to duplicate the "Region: Celestial" category object as "Region: Sector".
 
Well... it only took me 5 minutes after posting this to see there was a way to duplicate. Just not with a right click.

I see now the tools menu has an option to duplicate. Doh! (But a right click menu basically popping up the tool menu would be a nice short cut).
 
It'd be nice if we could derive a category from a base category so the derived category picks up changes from its base category. (Good for things like items, where a simple item has a set of stats and other items like weapons have those stats and extra ones.)
 
The original design of Realm Works included full inheritance of category definitions. Unfortunately, that model fostered confusion among many members of our Beta team. For programmer types, inheritance is great. For non-programmer types, it adds a level of complexity that merely raises the barrier of entry to the product while adding comparatively minimal benefit (how many levels of inheritance make sense in RW?). It also significantly complicated a number of other things internally. We ultimately ended up ripping it out as a bad idea, which made things must simpler to grasp in many ways, eliminated some complicated code, and lost us very little in the end. Only a handful of users have expressed a desire for this, and only a couple members of the Beta team actually lamented the loss when we ripped it out (and only mildly).
 
Back
Top