No Sleep Icons destroy the dungeon view

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Chaos Awakes
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No Sleep Icons destroy the dungeon view

Post by Chaos Awakes »

Would it be possible to have an option in the editor, similar to the existing "show/don't show item icons", which just hides/shows the "No Save/No Sleep/No Magic" icons.

These Icons are very destructive visually. I have a level full of items and puzzles and floor items, etc. But as soon as I cover the level with "No sleep" icons so the party can't sleep on that level, I can no longer see anything on the level other than a giant ugly collection of yellow icons - I can't see my items, my puzzles, my floor items because they are under the no sleep icons which cover everything.

Since I know that there is no sleeping on this level, can I please turn off the display of the no sleep icons?
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George Gilbert
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Post by George Gilbert »

Just clone those objects, and assign a blank icon to each of your clones (changing nothing else). Then use the clones throughout your dungeon instead of the original objects...
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copperman
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Post by copperman »

Or can't you move the no sleep etc in the tile order ?
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Chaos Awakes
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Graph paper!

Post by Chaos Awakes »

Moving the tile order doesn't really help, as the icons get lost in the background.
I've done as suggested and changed the icon associated with the no sleep point to a blue dotted square. This actually has a fantastic unexpected effect in that the entire level now looks like graph paper. Instead of empty sections of the dungon just being long empty expanses of white, I have dotted squares drawn around every square of the level - which means I can see exactly how many squares tall and wide rooms are which I couldn't before.

Unfortunately, I can't do this to the rest of my dungeon as there is no replaceable icon associated with a blank tile. Shame, it would be good to see the whole dungeon as graph paper. :)
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George Gilbert
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Post by George Gilbert »

Yep - that would work too; put it earlier in the dungeon.txt file (or move it vertically up the list in the edit tile menu - same thing).

Incidently, the first suggestion (use clones where the only difference is the icon), is handy for other stuff. For example, if you've got a number of different wallsets in a level, you might want to clone the wallset object once for each type so the view in the editor is easier to understand.
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