obj
Scenery
icon='theworld.dmi'
Ore_Vein
icon_state = "vein"
New()
..()
var/O = rand(1,13)
var/obj/T = new/obj
T.icon='theworld.dmi'
T.icon_state="veinore"
src.contents+=new/obj/Items/Resource/Ore/Stone
src.contents+=new/obj/Items/Resource/Ore/Flint
if(O==1)
ore="Gold"
src.name = "Rich Gold Vein"
T.icon+= rgb(152,96,0)
src.contents+=new/obj/Items/Resource/Ore/Gold_Ore
//(this goes on for each ore type I coded)
src.overlays+=T
mob
NPC
Animal
Exceed
icon='Exceed.dmi'
New()
..()
var/R=rand(0,220)
var/G=rand(0,220)
var/B=rand(0,220)
var/ER=rand(0,255)
var/EG=rand(0,255)
var/EB=rand(0,255)
var/obj/O = new/obj
O.icon='Exceed.dmi'
O.icon_state="ol"
var/obj/E=new/obj
E.icon='Exceed.dmi'
E.icon_state="eyes"
E.icon+= rgb(ER,EG,EB)
src.icon+= rgb(R,G,B)
src.overlays+=O
src.overlays+=E
Problem description: Hey, yeah....its me.....again...
this time is different, I swear I probably have an easy code issue. So, this issue seems to only pop up when using the 'hostable' version of the files, but seems to basically crash all the icons, bringing up 'bad icon operation' it doesn't Seem to do this with any other part of the code, I cant figure out why right here these icons seem to be an issue, theres no reason they should be, but for whatever reason, I think it has something to do with the icon+= rgb() code, due to the debug calling those lines in particular.
is there any hope? .-.
However, I would strongly recommend against using icon math; you can use atom.color instead. This is an equivalent additive color matrix:
If you want overlays to have a different color, just use the RESET_COLOR appearance_flag for them.