4 ; Format and options of this tilespec file:
\r
5 options = "+Freeciv-2.6-tilespec"
\r
7 ; A simple name for the tileset specified by this file:
\r
9 ; Tileset meant to be used with alien ruleset.
\r
10 ; Started as copy of toonhex
\r
14 ; There`s no separate versioning in tilesets part of main freeciv distribution
\r
17 ; Summary and full description of the tileset.
\r
19 Tileset containing graphics suitable for playing with alien ruleset.\
\r
24 ; TODO: add more overall information fields on tiles,
\r
25 ; eg, authors, colors, etc.
\r
28 normal_tile_width = 126
\r
29 normal_tile_height = 64
\r
30 small_tile_width = 15
\r
31 small_tile_height = 20
\r
41 ; Was darkness style "IsoRect" (single-sprite)
\r
42 darkness_style = "CardinalSingle"
\r
44 ; Which terrain layer darkness is drawn top of (0-2)
\r
47 ; offset the flags by this amount when drawing units
\r
48 unit_flag_offset_x = 45
\r
49 unit_flag_offset_y = 39
\r
50 city_flag_offset_x = 41
\r
51 city_flag_offset_y = 10
\r
53 ; offset the city occupied sprite by this amount
\r
54 occupied_offset_x = 0
\r
55 occupied_offset_y = 0
\r
57 ; offset the units by this amount
\r
61 ; offset of the normal activity icons
\r
62 activity_offset_x = 74
\r
63 activity_offset_y = 28
\r
65 ; offset the cities by this amount
\r
69 ; offset the city bar text by this amount (from the city tile origin)
\r
70 citybar_offset_y = 40
\r
72 ; offset the tile label text by this amount
\r
73 tilelabel_offset_y = 20
\r
75 ; offset the upkeep icons by this amount from the top of the unit itself.
\r
76 ; The default is the normal tile height, which means that the upkeep icons
\r
77 ; appear below the unit icon if the unit icons are equal to tile height
\r
78 ; (typical in overhead tileset), or overlay lower part of the unit icon,
\r
79 ; if unit icon is higher than tiles (typical in iso tilesets)
\r
80 ;unit_upkeep_offset_y = 0
\r
82 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
\r
83 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
\r
84 ; not having alternative layout.
\r
85 ;unit_upkeep_small_offset_y = 0
\r
87 ; Font size (points) to use to draw city names and productions:
\r
88 city_names_font_size = 10
\r
89 city_productions_font_size = 10
\r
91 ; These are special because they get freed and reloaded
\r
93 main_intro_file = "misc/intro"
\r
94 minimap_intro_file = "misc/radar"
\r
96 ; Below, the graphics spec files; must be somewhere (anywhere) in
\r
97 ; the data path. Order may be important for color allocation on
\r
98 ; low-color systems, and if there are any duplicate tags (lattermost
\r
102 "misc/overlays.spec",
\r
103 "misc/citybar.spec",
\r
105 "misc/governments.spec",
\r
106 "misc/specialists.spec",
\r
107 "misc/events.spec",
\r
108 "misc/buildings-large.spec",
\r
109 "misc/wonders-large.spec",
\r
110 "misc/flags-large.spec",
\r
111 "misc/shields-large.spec",
\r
112 "misc/cursors.spec",
\r
115 "misc/treaty.spec",
\r
117 "misc/editor.spec",
\r
118 "cimpletoon/orient_units.spec",
\r
119 "amplio2/nuke.spec",
\r
120 "amplio2/explosions.spec",
\r
121 "amplio2/cities.spec",
\r
122 "hexemplio/activities.spec",
\r
123 "hexemplio/bases.spec",
\r
124 "hexemplio/terrain.spec",
\r
125 "hexemplio/embellishments.spec",
\r
126 "hexemplio/forests.spec",
\r
127 "hexemplio/hills.spec",
\r
128 "hexemplio/mountains.spec",
\r
129 "hexemplio/tiles.spec",
\r
130 "hexemplio/grid.spec",
\r
131 "hexemplio/rivers.spec",
\r
132 "hexemplio/roads.spec",
\r
133 "hexemplio/roads-rails.spec",
\r
134 "hexemplio/roads-maglevs.spec",
\r
135 "hexemplio/unitextras.spec",
\r
136 "hexemplio/unitcost.spec",
\r
137 "hexemplio/select.spec",
\r
138 "hexemplio/water1.spec",
\r
139 "hexemplio/water2.spec",
\r
140 "hexemplio/water3.spec",
\r
141 "alio/riversbrown.spec",
\r
142 "alio/riversgreen.spec",
\r
143 "alio/terrain.spec",
\r
144 "alio/tunnels.spec"
\r
147 ; Include color definitions
\r
148 *include "misc/colors.tilespec"
\r
150 ; Terrain info - see README.graphics
\r
153 match_types = "floor", "coast", "lake"
\r
156 match_types = "water", "land"
\r
159 match_types = "hills", "foliage"
\r
161 ; Water graphics referenced by terrain.ruleset
\r
168 layer0_match_type = "lake"
\r
169 layer0_match_with = "lake"
\r
170 layer0_sprite_type = "corner"
\r
171 layer1_match_type = "water"
\r
172 layer1_match_with = "water"
\r
173 layer1_sprite_type = "corner"
\r
179 layer0_match_type = "coast"
\r
180 layer1_match_type = "water"
\r
181 layer1_match_with = "water"
\r
182 layer1_sprite_type = "corner"
\r
188 layer0_match_type = "floor"
\r
189 layer0_match_with = "floor"
\r
190 layer0_sprite_type = "corner"
\r
191 layer1_match_type = "water"
\r
192 layer1_match_with = "water"
\r
193 layer1_sprite_type = "corner"
\r
195 [tile_inaccessible]
\r
196 tag = "inaccessible"
\r
199 layer0_match_type = "floor"
\r
200 layer1_match_type = "land"
\r
202 ; Land graphics referenced by terrain.ruleset
\r
209 layer0_match_type = "lake"
\r
210 layer1_match_type = "water"
\r
216 layer1_match_type = "land"
\r
222 layer1_match_type = "land"
\r
223 layer2_match_type = "foliage"
\r
224 layer2_match_with = "foliage"
\r
230 layer1_match_type = "land"
\r
236 layer1_match_type = "land"
\r
237 layer2_match_type = "hills"
\r
238 layer2_match_with = "hills"
\r
244 layer1_match_type = "land"
\r
245 layer2_match_type = "foliage"
\r
246 layer2_match_with = "foliage"
\r
252 layer1_match_type = "land"
\r
253 layer2_match_type = "hills"
\r
254 layer2_match_with = "hills"
\r
260 layer1_match_type = "land"
\r
266 layer1_match_type = "land"
\r
272 layer1_match_type = "land"
\r
274 [tile_radiating_rocks]
\r
275 tag = "radiating_rocks"
\r
278 layer1_match_type = "land"
\r
280 [tile_alien_forest]
\r
281 tag = "alien_forest"
\r
284 layer1_match_type = "land"
\r
285 layer2_match_type = "foliage"
\r
290 "road.road", "RoadAllSeparate"
\r
291 "road.rail", "RoadAllCombined"
\r
292 "road.maglev", "RoadAllCombined"
\r
293 "road.pave", "RoadAllSeparate"
\r
294 "road.river", "River"
\r
295 "tx.irrigation", "River"
\r
296 "tx.farmland", "River"
\r
297 "tx.mine", "Single1"
\r
298 "tx.oil_mine", "Single1"
\r
299 "tx.pollution", "Single2"
\r
300 "tx.fallout", "Single2"
\r
301 "tx.village", "Single1"
\r
302 "base.outpost", "3Layer"
\r
303 "base.fortress", "3Layer"
\r
304 "base.airfield", "3Layer"
\r
305 "base.airbase", "3layer"
\r
306 "base.buoy", "3layer"
\r
307 "base.ruins", "3layer"
\r