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    <title>Bos Wars Scripting API: Tileset</title>
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    <h1>Bos Wars Scripting API: Tileset</h1>
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<hr>
<a href="#DefineTileset">DefineTileset</a>
<a href="#DefineTileModel">DefineTileModel</a>
<a href="#LoadTileModels">LoadTileModels</a>
<hr>
<h2>Intro - Introduction to tileset functions and variables</h2>

A Tileset defines a set of tilemodels that can be used in a tiled map. 
The map is thus devided in tiles.
<p>

Properties of tilemodels:
<ul>
    <li> a graphic (or more if animated)
    <li> Name
    <li> Allowed tilemodel neighbours
    <li> Speed (aka cost) modifiers
    <li> Category (like 'land', 'water', 'beach', 'lava', 'walkable', ...)
    <li> Ressources and how it can be harvested
    <li> Destruction: how the tile can be destroyed. When destroyed the tile transforms into another tilemodel.
</ul>

<p>
Note: This is the for the new map format. Not implented yet. 

<h2>Functions</h2>
<a name="DefineTileset"></a>
<h3>DefineTileSet(name, width, height)</h3>

    Define a tileset to which tilemodels can be added. 
    The width and height define the size of each tile.
    <p>

    This could also be defined in own levels. <p>
    
    Note: This is the for the new map format. Not implented yet.
<dl>
<dt>name</dt>
<dd>Name of the tilemodel as exposed to the user in the editor and used in the scripts.
</dd>
<dt>width</dt>
<dd>width of the tiles. Most of the times, people use 32 pixels tiles.
</dd>
<dt>height</dt>
<dd>height of the tiles. Most of the times, people use 32 pixels tiles.
</dd>
</dl>

<h4>Example</h4>

<pre>
    DefineTileset("desert", 32, 32)
</pre>


<a name="DefineTileModel"></a>
<h3>DefineTileModel(...)</h3>

    Define a tile model which is used in the tilemap.
    <p>
    
    <p>
    Note: This is the for the new map format. Not implented yet.
<dl>
    <dt>name</dt>
      <dd>Name of the tilemodel as exposed to the user in the editor</dd>
    <dt>tileset</dt>
      <dd>Name of the tileset this tilemodel is part of.</dd>
    <dt>imagepath<br>
    </dt>
    <dd>Filename of the image with graphics of tiles.</dd>
    
    <dt>imageposition</dt>
      <dd>Position of the tile graphic in the graphic file.<br>
    </dd>
    <dt>categories = {category1, category2, ...}<br>
    </dt>
      <dd>Bool strings defined by DefineBool that identifies the categories
         of this tylemodel. Examples: water, space, beach, land, grass. A tilemodel
         will often be part of generic categories and more specific ones. For
         example ground and grass. The categories allows to specify generic
	 behaviours and special ones. Building restrictions will use the
	 categories. </dd>

    <dt>neighbours = {{N-neighbour}, {E-neighbour}, ...}</dt>
      <dd>Names of the categories of tilemodels which can be used next to
	this tilemodel.&nbsp; Each list is for a seperate direction:
	north, east, south, west. This is useful only for the editor.<br>
        <br>
	Note: the current tilemodel can't be it's neighbour if it's not in one
	of the categories listed here.</dd>
    <dt>accessmodifier = {unitboolflag=modifier, unitboolflag2=modifier2, ...}</dt>
      <dd>Speed modification in percents for units with the given
	boolflag.&nbsp; Use 0 for unaccessible tiles.</dd>
    <dt>harvest = {harvested= tilemodel, resource-name = quantity} </dt>
      <dd><span style="font-style: italic;">harvested</span>: tilemodel
	the tile transforms into when completely harvested.<br>

        <span style="font-style: italic;">resource-name</span>: Name of
	 the resource available and in what quantity. <br>
	Of course, harvest list isnt needed when the tile cannot be harvested.</dd>
    <dt>destruction = {destroyed = tilemodel, damage = damage-value}</dt>
      <dd><span style="font-style: italic;">destroyed</span>: tilemodel
	the tile transforms into when destroyed.<br>
       	<span style="font-style: italic;">damage</span>: damage required
       	to destroy this tile.<br>
	Of course destruction list isn't needed when the tile cant be destroyed.<br>
    </dd>
  </dl>



<h4>Example</h4>

<pre>
    DefineTileModel("oily-sand", "desert", 
        "graphics/tilesets/desert.png", 12, 
        categories = {"land", "buildable"},
        neighbours = {{"sand","beach-N"},{"sand","beach-E"},{"sand","beach-S"},{"sand","beach-W"}}
        accessmodier = {groundtroups=50, ships=0, camels=200},
        harvest= {harvested-tile="sand", oil=23},
        destruction = {destroyed="sand", damage=100}
    )
</pre>

<a name="LoadTileModels"></a>
<h3>LoadTileModels(luafile)</h3>

    Load the configuration scripts for the tilemodels.
    <p>
    Note: This function is used in the map files. 
    <p>
    
<dl>
<dt>luafile</dt>
<dd>The path to the lua file to load which will define the tilemodels.
</dd>
</dl>



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