turf
dirt
icon = 'dirt.dmi'
density = 0
icon_state = "dirta"
icon_state = "dirtstop"
density = 1
I am wanting to condense my icon files as I am creating a long list in the object tree just in the creation of one map. To do this I want to group related icons as icon_states so that the entire group only holds one place on the object tree. Creating the states is not the issue, where I am getting stuck is with certain icons, especially turfs I usually have one that serves as a blocking tool to prevent the player from walking throgh certain areas. Problem is no matter how I try to isolatethat one state and designate it as dense, all of the icon_states become dense. I found that I can custom edit a state in the map/object interface by right clicking on the state but it will not let me do this for the parent state and if I name the parent as just another state it overides one of the other icons. Usually the next one in line. Is there a way to solve this issue?
Using inheritance can help save you some time when creating different instances of a type of turf/obj/what have you, especially if many of them will have similar properties and only one or 2 will have them set differently, which you would set accordingly.
You don't have to do it that way, of course. You could set each one individually if you wish.