ID:272562
 
hi there,i know how to cod turfs,but i wonder if there is a easier way?i have a map,it's pretty big,i want to have the whole on there,but there one problem the icon are put into numbers that the easy part,but there only 2200 to put in.i know copy and paste it good but i hoping there a faster way maybe a program? here the code

Island1
icon = 'Island.dmi'
icon_state = "1"
density = 1

yea it easy to code,but it gonna take long time so i hope there something faster to put in the numbers
You can pre specify values like icon and density, opacity etc:

turf
Stuff
icon='stuff.dmi' // everything within the /turf/Stuff path will have this icon, so no need to define it again for each turf, within the same path of course
density=1
Stuff1
icon_state="1"
Stuff2
icon_state="2"
Stuff3
icon_state="3"
density=0 // since default density for /turf/Stuff is 1, we need to override it, same would happen if you wanted to change the icon etc

Every turf within the /turf/Stuff path's icon will be set to 'stuff.dmi', same goes for density(not always faster though). That'll save you a few code lines o.o
Jacke_chan wrote:
hi there,i know how to cod turfs,but i wonder if there is a easier way?i have a map,it's pretty big,i want to have the whole on there,but there one problem the icon are put into numbers that the easy part,but there only 2200 to put in.i know copy and paste it good but i hoping there a faster way maybe a program? here the code

Island1
icon = 'Island.dmi'
icon_state = "1"
density = 1

yea it easy to code,but it gonna take long time so i hope there something faster to put in the numbers

Continuing on the other reply, I highly doubt you need 2200 icon states for an island. There is no "fast" way of programming each one of those in either, though; you could create a simple program which does it for you.

The route the program should go with producing such code could be this:

turf/island{island1{icon_state=”1”};island2{icon_state=”2”}}


…and so on. Although, I am a bit tired right now, tomorrow I can create a program for you which will produce each state for you. Unless this is an emergency, then I will create such a program now.
In response to Ruben7
well it is 2200 icons files,it for a pokemon game so yea the get big.yea would help a program.tomorrow be fine
In response to Jacke_chan
2200 icon files... That's a lot buddy, you wont get away without doing some typing :s
In response to Jacke_chan
Jacke_chan wrote:
well it is 2200 icons files,it for a pokemon game so yea the get big.yea would help a program.tomorrow be fine


Are these files or states?
If they are files, do each file only include one state?
-- If so, that's a bad way of doing this, but what are the states name?
In response to Ruben7
2200 icon files... Thats a huge amount, and yea, you can't take a shortcut on coding them all in, lol.
+ some of them will have different density & layers depending on how complex you are wanting to have them in the game.

I'm making an exact Duplicate of Pokémon Ruby which i'm ripping the icons myself, and it's taking me forever as it is, lol.
It's super difficult and time consuming if your gonna make a Pokémon game with 2200 icon files...
In response to ElderKain
it's just one icon file,the icons states are in there,there not names,there numbers,1-2200,which makes it easy.
In response to Jacke_chan
Jacke_chan wrote:
it's just one icon file,the icons states are in there,there not names,there numbers,1-2200,which makes it easy.

... 1 dmi file with 2200 states...
Talk about lag-city when just opening the DMI...
I only go at a max of 99 icon_states in a DMI file. any more and lag city... especialy when there is a need to edit some parts.

Even with 1 DMI file, the individual icons themseles when put on the map may need layer changes, density changes, etc... so in a way it's gonna take you a longer than you think to manually code them all in, I'm going like
turf/house01/outside
name=""; icon='turf1.dmi'
house01
icon_state="truck01"; density=1
house02
icon_state="truck02"; density=1
house03
icon_state="truck03"; density=0; layer = MOB_LAYER+100

when sorting through the turfs.

People have many style to code their turfs
It's oyur own choice when you code in your turfs, as ther are many ways to do it.
In response to ElderKain
Good luck is all I have to input.

There's still going to be a lot of typing involved, in any sense.

It's not easy to create complex maps!
In response to Nightmare3
Nightmare3 wrote:
Good luck is all I have to input.

There's still going to be a lot of typing involved, in any sense.

It's not easy to create complex maps!
well a lot of typing like typing in the numbers and stuff for the icon_states but as for the main code itself for the turfs, just a lil Copy/Paste a few times, and then edit the lines would be the quickest way to do in mass. That's why I deal with icon_states as numbers without letters for mass turfs.

as for complex maps, that all depends on what ur doing. I myself am making a Pokémon Ruby Map clone and it gets pretty complicated, especially since some trees don't have shadows on one side, and also getting it perfectly exact can be a real pain/complex to do. Especially when it comes to the oven movement animation along with the rocks/water edge shadows where the animation all matex up exactly, and water shore animations with the water going along the beach.
Complicated codings areas like walking on the beach leaves footprints which fade away afew a few seconds, and character water reflections, as well as ledge jumping with the same exact jumping animation, etc...

I'm making an exact duplicate of the full map, and it's gonna take me forever. but i've completed 3 towns and 3 routes so far.