# MultiHexTutorial

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(quickly written, I'll explain it more in detail when I have more time -- Ayin)

## First example: mountains

Suppose we have the following map to fill with mountain tiles:

And we have the following images to fill it:

• tile1:
• tile2:
• tile5:

We will use the following three rules to fill the mountains. Beware: Spaces into maps do matter!

```[terrain_graphics]
map="
.,   1
,  .
.,   1
,  .
.,   1
,  1
1"
[tile]
pos=1
type=Mm
[/tile]
```
```        probability=30
no_flag="base"
set_flag="base"
```
```        [image]
layer=-1000
name=tile5
[/image]
[/terrain_graphics]
```
```[terrain_graphics]
map="
.
,  1
1"
[tile]
pos=1
type=Mm
[/tile]
```
```        probability=30
no_flag="base"
set_flag="base"
[image]
layer=-1000
name=tile2
[/image]
[/terrain_graphics]
```
```[terrain_graphics]
[tile]
x=0
y=0
type=Mm
[/tile]
probability=100
no_flag="base"
set_flag="base"
[image]
layer=-1000
name=tile1
[/image]
[/terrain_graphics]
```

The first rule, regarding the biggest mountains, will apply first. It will include, with 30% probability, the big 5-tile mountain range. This will make, for example, something like this.

The second rule will then apply. Note that the previous rule had set the "built-m" flag, thus preventing the mountains from the second rule to overlap the place where the first mountains already have been placed. The result will be something like that:

The, the last rule, with 100% probability (the probability key could have been omitted) will apply. It will place a mountain tile on the places where no other mountain tile was placed. The final mountain range will look like that:

## Village with a tower

To add a building with a tower that spans over 2 hexes, you may use the following rule (Tt being the character representing the building hex)

```[terrain_graphics]
map="*, 1"
[tile]
pos=1
type=Tt
[/tile]
[image]
name=tower # a 36x72 image
position=vertical
base=36,108
[/image]
```
```[/terrain_graphics]
```

## Reference

Map:

'.' means "this rule does not apply to this hex" (i.e: no image will be set to this hex, this hex will not be checked for flags, etc).

'*' means "this rule applies to this hex, but this hex can be any terrain type".

Flags:

no_flag="built-m" means that the rule only matches if the flag "built-m" is not set.

set_flag="built-m" means that the rule, upon matching, sets the flag "built-m".

This page was last edited on 8 April 2014, at 08:22.