verb/TEST()
for( var/turf/o in world )
var/icon/a = new( o.icon )
a.SetIntensity( 0.5 )
o.icon = a
Problem description:
The code posted above effectively creates a moonlight/shadow effect over all the world. However, there is a moderate delay time (5-10 seconds) that takes place during execution of the procedure. I thought I'd be able to eliminate this delay by using the spawn() proc to run the code, but the delay still existed. I recall playing some BYOND RPG games where similar moonlight effects were used, and without any significant delay. How might I correct my TEST procedure to accomplish this?
so new icons weren't created for turfs of the same type :P