05-21-2014, 09:00 AM
Turfs don't react the same way to temp changes as objects do, erebite turf behaviors haven't been coded yet.
BYOND IN A NUTSHELL: Basic classes of things are as follows
Datum: data things
Area: definitions for rooms
Turf: walls, floors, space
Object: a physical thing that does stuff, but isn't a turf
Mob: playable characters, people, AI, npcs, but not critters - we have those set as objects, but I hear TG build has critters as mobs.
Interactions that work on objects won't necessarily work on turfs unless/until code is set up for that.
Walls are turfs, windows are objects.
BYOND IN A NUTSHELL: Basic classes of things are as follows
Datum: data things
Area: definitions for rooms
Turf: walls, floors, space
Object: a physical thing that does stuff, but isn't a turf
Mob: playable characters, people, AI, npcs, but not critters - we have those set as objects, but I hear TG build has critters as mobs.
Interactions that work on objects won't necessarily work on turfs unless/until code is set up for that.
Walls are turfs, windows are objects.