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Resync all links and fix issues with auto-relink
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@ -7,7 +7,7 @@ sufficient for most use cases. But if you aim to build a large stand-alone syste
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your storage requirements into those may be more complex than you bargain for. Examples may be to
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store guild data for guild members to be able to change, tracking the flow of money across a game-
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wide economic system or implement other custom game systems that requires the storage of custom data
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in a quickly accessible way. Whereas [Tags](Tags) or [Scripts](Scripts) can handle many situations,
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in a quickly accessible way. Whereas [Tags](Component/Tags) or [Scripts](Component/Scripts) can handle many situations,
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sometimes things may be easier to handle by adding your own database model.
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## Overview of database tables
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@ -81,7 +81,7 @@ you put `myapp` and don't forget the comma at the end of the tuple):
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evennia migrate
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This will add your new database table to the database. If you have put your game under version
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control (if not, [you should](Version-Control)), don't forget to `git add myapp/*` to add all items
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control (if not, [you should](Coding/Version-Control)), don't forget to `git add myapp/*` to add all items
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to version control.
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## Defining your models
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@ -113,7 +113,7 @@ We create four fields: two character fields of limited length and one text field
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maximum length. Finally we create a field containing the current time of us creating this object.
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> The `db_date_created` field, with exactly this name, is *required* if you want to be able to store
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instances of your custom model in an Evennia [Attribute](Attributes). It will automatically be set
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instances of your custom model in an Evennia [Attribute](Component/Attributes). It will automatically be set
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upon creation and can after that not be changed. Having this field will allow you to do e.g.
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`obj.db.myinstance = mydatastore`. If you know you'll never store your model instances in Attributes
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the `db_date_created` field is optional.
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