Difference between revisions of "MultiHexTutorial"
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Suppose we have the following map to fill with mountain tiles: | Suppose we have the following map to fill with mountain tiles: | ||
− | http:// | + | http://wesnoth.org/wiki-images/multi-hex/tutorial1.png |
And we have the following images to fill it: | And we have the following images to fill it: | ||
− | * tile1: http:// | + | * tile1: http://wesnoth.org/wiki-images/multi-hex/tile1.png |
− | * tile2: http:// | + | * tile2: http://wesnoth.org/wiki-images/multi-hex/tile2.png |
− | * tile5: http:// | + | * tile5: http://wesnoth.org/wiki-images/multi-hex/tile5.png |
We will use the following three rules to fill the mountains. Beware: '''Spaces into maps do matter!''' | We will use the following three rules to fill the mountains. Beware: '''Spaces into maps do matter!''' | ||
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5-tile mountain range. This will make, for example, something like this. | 5-tile mountain range. This will make, for example, something like this. | ||
− | http:// | + | http://wesnoth.org/wiki-images/multi-hex/tutorial2.png |
The second rule will then apply. Note that the previous rule had set the "built-m" flag, thus preventing the mountains | The second rule will then apply. Note that the previous rule had set the "built-m" flag, thus preventing the mountains | ||
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something like that: | something like that: | ||
− | http:// | + | http://wesnoth.org/wiki-images/multi-hex/tutorial3.png |
The, the last rule, with 100% probability (the probability key could have been omitted) will apply. It will place a | 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: | mountain tile on the places where no other mountain tile was placed. The final mountain range will look like that: | ||
− | http:// | + | http://wesnoth.org/wiki-images/multi-hex/tutorial4.png |
== Village with a tower == | == Village with a tower == |
Revision as of 08:22, 8 April 2014
(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".