Tileset Lua Files

Asked by Andre Novellino Gouvêa on 2013-09-02


I am having some trouble understanding how the tileset lua files work. I looked through the documentation, but it didn't seem to answer my questions.

What do the numbers in the slot entries mean? For instance:

  "solid", { "light-grass", "land",
    { 356, 357, 356, 0, 358, 359, 360, 361, 362, 363, 358, 359, 358, 359, 358, 359}}, -- 050

Are 356, etc., all tile index references? Or pixel ones? And what is the purpose of the 0, there?

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Andre Novellino Gouvêa
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Joris Dauphin (joris-dauphin) said : #1

tileset should be reworked...

Map use the numbers corresponding to the -- 050

The numbers ( 356, 357, ...) represent the index in the tileset image.
(so 356 is the tile of the 11th line and 3rd column (if I'm right) from rigth-top)

the position of the 16 numbers in each line have different meanings depending if tile is "solid", "mixed", "wall"

for solid, it represent alternative representations and with some "decoration", 0 acts as separator.
for mixed, wall, it take into account neighbour and/or hitpoints.

Some stuff are hard coded in stratagus for the editor (to "autofill" correct neighbour)
and for wargus to manage wood/rock/wall addition/removal during the game.

Thanks very much, Joris Dauphin!