Posts: 7,151
Threads: 391
Likes Received: 512 in 227 posts
Likes Given: 10
Joined: Nov 2014
You can then if you want, though I recommend creating new turf definitions to do so. If you try and edit it manually in the map file, it's going to be really hard to keep track of, and it greatly simplifies any future changes you want to make to those values.
Posts: 42
Threads: 13
Likes Received: 100 in 17 posts
Likes Given: 21
Joined: Feb 2019
What would be the relevant code to put into the .dm in order to get those new turf definitions? Or are you suggesting I merely select and edit all instances?
I'm rather new to all this so I'm rather stumped.
•
Posts: 7,151
Threads: 391
Likes Received: 512 in 227 posts
Likes Given: 10
Joined: Nov 2014
I'm not really sure how to explain it but I'll do my best. Whatever turf type you're using in the map editor, double click it and it should take you to its definition. (Depending on what it is it'll look like
turf
atlas
high
dense
etc.
Copy and paste that into a new file. If you want the new turf to be dense, indent it under dense, otherwise just put it under the main type (ie 'atlas' in this example).
turf
atlas
high
dense
my_new_turf
icon_state="the icon state to use"
Shift_X=8
Shift_Y=10
my_other_new_turf
Shift_X=4
Look up in the icon file which icon_state you want to use. You can also get this by editing the turf on the map and seeing what its icon_state var is set to.
Posts: 42
Threads: 13
Likes Received: 100 in 17 posts
Likes Given: 21
Joined: Feb 2019
Thank you so much dev. I've been trying for days with little success.
•