Difference between revisions of "MultiHexTutorial"
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SkeletonCrew (talk | contribs) (updated examples) |
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[terrain_graphics] | [terrain_graphics] | ||
map=" | map=" | ||
| − | . 1 | + | ., 1 |
| − | + | , . | |
| − | . 1 | + | ., 1 |
| − | + | , . | |
| − | . 1 | + | ., 1 |
| − | + | , 1 | |
1" | 1" | ||
[tile] | [tile] | ||
pos=1 | pos=1 | ||
| − | type= | + | type=Mm |
[/tile] | [/tile] | ||
| Line 42: | Line 42: | ||
map=" | map=" | ||
. | . | ||
| − | + | , 1 | |
1" | 1" | ||
[tile] | [tile] | ||
pos=1 | pos=1 | ||
| − | type= | + | type=Mm |
[/tile] | [/tile] | ||
| Line 62: | Line 62: | ||
x=0 | x=0 | ||
y=0 | y=0 | ||
| − | type= | + | type=Mm |
[/tile] | [/tile] | ||
probability=100 | probability=100 | ||
| Line 91: | Line 91: | ||
== Village with a tower == | == Village with a tower == | ||
| − | To add a building with a tower that spans over 2 hexes, you may use the following rule ( | + | 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) | representing the building hex) | ||
[terrain_graphics] | [terrain_graphics] | ||
| − | map=" | + | map="*, 1" |
| − | + | [tile] | |
| − | + | pos=1 | |
| − | + | type=Tt | |
| + | [/tile] | ||
[image] | [image] | ||
name=tower # a 36x72 image | name=tower # a 36x72 image | ||
Revision as of 08:34, 1 March 2008
(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".