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 ; Based on amplio2hexgbig by GriffonSpade
\r
13 ; There`s no separate versioning in tilesets part of main freeciv distribution
\r
16 ; Summary and full description of the tileset.
\r
17 summary = _("Basic large hex tileset")
\r
20 ; TODO: add more overall information fields on tiles,
\r
21 ; eg, authors, colors, etc.
\r
24 normal_tile_width = 126
\r
25 normal_tile_height = 64
\r
26 small_tile_width = 15
\r
27 small_tile_height = 20
\r
37 ; Was darkness style "IsoRect" (single-sprite)
\r
38 darkness_style = "CardinalSingle"
\r
40 ; Which terrain layer darkness is drawn top of (0-2)
\r
43 ; offset the flags by this amount when drawing units
\r
44 unit_flag_offset_x = 45
\r
45 unit_flag_offset_y = 39
\r
46 city_flag_offset_x = 41
\r
47 city_flag_offset_y = 10
\r
49 ; offset the city occupied sprite by this amount
\r
50 occupied_offset_x = 0
\r
51 occupied_offset_y = 0
\r
53 ; offset the units by this amount
\r
57 ; offset of the normal activity icons
\r
58 activity_offset_x = 74
\r
59 activity_offset_y = 28
\r
61 ; offset the cities by this amount
\r
65 ; offset the city bar text by this amount (from the city tile origin)
\r
66 citybar_offset_y = 40
\r
68 ; offset the tile label text by this amount
\r
69 tilelabel_offset_y = 20
\r
71 ; offset the upkeep icons by this amount from the top of the unit itself.
\r
72 ; The default is the normal tile height, which means that the upkeep icons
\r
73 ; appear below the unit icon if the unit icons are equal to tile height
\r
74 ; (typical in overhead tileset), or overlay lower part of the unit icon,
\r
75 ; if unit icon is higher than tiles (typical in iso tilesets)
\r
76 ;unit_upkeep_offset_y = 0
\r
78 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
\r
79 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
\r
80 ; not having alternative layout.
\r
81 ;unit_upkeep_small_offset_y = 0
\r
83 ; Font size (points) to use to draw city names and productions:
\r
84 city_names_font_size = 10
\r
85 city_productions_font_size = 10
\r
87 ; These are special because they get freed and reloaded
\r
89 main_intro_file = "misc/intro"
\r
90 minimap_intro_file = "misc/radar"
\r
92 ; Below, the graphics spec files; must be somewhere (anywhere) in
\r
93 ; the data path. Order may be important for color allocation on
\r
94 ; low-color systems, and if there are any duplicate tags (lattermost
\r
98 "misc/overlays.spec",
\r
99 "misc/citybar.spec",
\r
101 "misc/governments.spec",
\r
102 "misc/specialists.spec",
\r
103 "misc/events.spec",
\r
104 "misc/buildings-large.spec",
\r
105 "misc/wonders-large.spec",
\r
106 "misc/flags-large.spec",
\r
107 "misc/shields-large.spec",
\r
108 "misc/cursors.spec",
\r
111 "misc/treaty.spec",
\r
113 "misc/editor.spec",
\r
114 "amplio2/units.spec",
\r
115 "amplio2/nuke.spec",
\r
116 "amplio2/explosions.spec",
\r
117 "amplio2/cities.spec",
\r
118 "hexemplio/activities.spec",
\r
119 "hexemplio/bases.spec",
\r
120 "hexemplio/grid.spec",
\r
121 "hexemplio/embellishments.spec",
\r
122 "hexemplio/forests.spec",
\r
123 "hexemplio/hills.spec",
\r
124 "hexemplio/mountains.spec",
\r
125 "hexemplio/rivers.spec",
\r
126 "hexemplio/roads.spec",
\r
127 "hexemplio/roads-rails.spec",
\r
128 "hexemplio/roads-maglevs.spec",
\r
129 "hexemplio/select.spec",
\r
130 "hexemplio/terrain.spec",
\r
131 "hexemplio/tiles.spec",
\r
132 "hexemplio/unitcost.spec",
\r
133 "hexemplio/unitextras.spec",
\r
134 "hexemplio/water1.spec",
\r
135 "hexemplio/water2.spec",
\r
136 "hexemplio/water3.spec"
\r
138 ; Include color definitions
\r
139 *include "misc/colors.tilespec"
\r
141 ; Terrain info - see README.graphics
\r
144 match_types = "floor", "coast", "lake"
\r
147 match_types = "water", "land"
\r
150 match_types = "hills", "foliage"
\r
152 ; Water graphics referenced by terrain.ruleset
\r
159 layer0_match_type = "lake"
\r
160 layer0_match_with = "lake"
\r
161 layer0_sprite_type = "corner"
\r
162 layer1_match_type = "water"
\r
163 layer1_match_with = "water"
\r
164 layer1_sprite_type = "corner"
\r
170 layer0_match_type = "coast"
\r
171 layer1_match_type = "water"
\r
172 layer1_match_with = "water"
\r
173 layer1_sprite_type = "corner"
\r
179 layer0_match_type = "floor"
\r
180 layer0_match_with = "floor"
\r
181 layer0_sprite_type = "corner"
\r
182 layer1_match_type = "water"
\r
183 layer1_match_with = "water"
\r
184 layer1_sprite_type = "corner"
\r
186 [tile_inaccessible]
\r
187 tag = "inaccessible"
\r
190 layer0_match_type = "floor"
\r
191 layer1_match_type = "land"
\r
193 ; Land graphics referenced by terrain.ruleset
\r
200 layer0_match_type = "lake"
\r
201 layer1_match_type = "water"
\r
207 layer1_match_type = "land"
\r
213 layer1_match_type = "land"
\r
214 layer2_match_type = "foliage"
\r
215 layer2_match_with = "foliage"
\r
221 layer1_match_type = "land"
\r
227 layer1_match_type = "land"
\r
228 layer2_match_type = "hills"
\r
229 layer2_match_with = "hills"
\r
235 layer1_match_type = "land"
\r
236 layer2_match_type = "foliage"
\r
237 layer2_match_with = "foliage"
\r
243 layer1_match_type = "land"
\r
244 layer2_match_type = "hills"
\r
245 layer2_match_with = "hills"
\r
251 layer1_match_type = "land"
\r
257 layer1_match_type = "land"
\r
263 layer1_match_type = "land"
\r
268 "road.road", "RoadAllSeparate"
\r
269 "road.rail", "RoadAllCombined"
\r
270 "road.maglev", "RoadAllCombined"
\r
271 "road.pave", "RoadAllSeparate"
\r
272 "road.river", "River"
\r
273 "tx.irrigation", "River"
\r
274 "tx.farmland", "River"
\r
275 "tx.mine", "Single1"
\r
276 "tx.oil_mine", "Single1"
\r
277 "tx.pollution", "Single2"
\r
278 "tx.fallout", "Single2"
\r
279 "tx.village", "Single1"
\r
280 "base.outpost", "3Layer"
\r
281 "base.fortress", "3Layer"
\r
282 "base.airfield", "3Layer"
\r
283 "base.airbase", "3layer"
\r
284 "base.buoy", "3layer"
\r
285 "base.ruins", "3layer"
\r