Tile masks
In the XML, all tile masks are represented by an 8x6 grid of 1's and 0's. For example:
<tiles>
00000000
00000100
00011111
00011111
00011111
00000000
</tiles>
Special Treatment of Map Objects
There is code throughout the map editor that gives special treatment to certain object types, and sometimes even to specific overlay indices. Here is an incomplete list:
- Towns, heroes, signs, events, sphinxes, and spell scrolls all have extra information associated with them called the "map extra," which can be edited using the Cell Details tool. The code for initializing these is in the PlaceOverlay function. See the reverse-engineered code.
- Castles/towns are actually 4 overlays: the castle/town itself, the two flags, and the terrain-specific mound they sit on. These will all be given the same "overlay link," so that they will be deleted as a unit with the Erase tool. The code for placing these extra overlays is in PlaceOverlay.
- There is a special exception that Alchemist Labs cannot be placed on the top row of the map. The code that handles this is in ValidOverlayPlacement.
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