Use linear-gradient instead of gtk css extension in gtk3.22-client theme
[freeciv.git] / data / amplio2.tilespec
blobf25fa3d4feb1b00e9ff101e3fc2c3a62877583ab
2 [tilespec]
4 ; Format and options of this tilespec file:
5 options = "+Freeciv-2.6-tilespec"
7 ; A simple name for the tileset specified by this file:
8 name = "Amplio2"
9 priority = 30
11 ; There`s no separate versioning in tilesets part of main freeciv distribution
12 ;version = ""
14 ; Summary and full description of the tileset.
15 summary = _("Default tileset, for isometric view.")
16 ;description = ""
18 ; TODO: add more overall information fields on tiles, 
19 ; eg, authors, colors, etc.
21 ; Basic tile sizes:
22 normal_tile_width  = 96
23 normal_tile_height = 48
24 small_tile_width   = 15
25 small_tile_height  = 20
27 ; Basic tile style.
28 type = "isometric"
29 is_hex = FALSE
31 ; Blended fog
32 fog_style      = "Darkness"
33 darkness_style = "Corner"
34 ; Which terrain layer darkness is drawn top of (0-2)
35 darkness_layer = 0
37 ; offset the flags by this amount when drawing units
38 unit_flag_offset_x = 25
39 unit_flag_offset_y = 16
40 city_flag_offset_x = 2
41 city_flag_offset_y = 9
43 ; offset the city occupied sprite by this amount
44 occupied_offset_x = 0
45 occupied_offset_y = 0
47 ; offset the units by this amount
48 unit_offset_x = 19
49 unit_offset_y = 18
51 ; offset of the normal activity icons
52 activity_offset_x = 49
53 activity_offset_y = 0
55 ; offset the cities by this amount
56 city_offset_x = 0
57 city_offset_y = 0
59 ; offset the city bar text by this amount (from the city tile origin)
60 citybar_offset_y = 30
62 ; offset the tile label text by this amount
63 tilelabel_offset_y = 15
65 ; offset the upkeep icons by this amount from the top of the unit itself.
66 ; The default is the normal tile height, which means that the upkeep icons
67 ; appear below the unit icon if the unit icons are equal to tile height
68 ; (typical in overhead tileset), or overlay lower part of the unit icon,
69 ; if unit icon is higher than tiles (typical in iso tilesets)
70 ;unit_upkeep_offset_y = 0
72 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
73 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
74 ; not having alternative layout.
75 ;unit_upkeep_small_offset_y = 0
77 ; Font size (points) to use to draw city names and productions:
78 city_names_font_size = 10
79 city_productions_font_size = 8
81 ; These are special because they get freed and reloaded
82 ; as required:
83 main_intro_file    = "misc/intro"
84 minimap_intro_file = "misc/radar"
86 ; Below, the graphics spec files; must be somewhere (anywhere) in 
87 ; the data path. Order may be important for color allocation on 
88 ; low-color systems, and if there are any duplicate tags (lattermost
89 ; tag is used).
90 files =
91   "amplio2/terrain1.spec",
92   "amplio2/maglev.spec",
93   "amplio2/terrain2.spec",
94   "amplio2/hills.spec",
95   "amplio2/mountains.spec",
96   "amplio2/ocean.spec",
97   "amplio2/water.spec",
98   "amplio2/tiles.spec",
99   "amplio2/upkeep.spec",
100   "amplio2/activities.spec",
101   "amplio2/fog.spec",
102   "misc/small.spec",
103   "misc/events.spec",
104   "misc/governments.spec",
105   "misc/specialists.spec",
106   "amplio2/units.spec",
107   "amplio2/veterancy.spec",
108   "misc/flags-large.spec",
109   "misc/buildings-large.spec",
110   "misc/wonders-large.spec",
111   "misc/space.spec",
112   "misc/techs.spec",
113   "misc/treaty.spec",
114   "amplio2/nuke.spec",
115   "amplio2/explosions.spec",
116   "amplio2/cities.spec",
117   "amplio2/bases.spec",
118   "amplio2/select.spec",
119   "amplio2/grid.spec",
120   "misc/cursors.spec",
121   "misc/overlays.spec",
122   "misc/citybar.spec",
123   "misc/shields-large.spec",
124   "misc/editor.spec",
125   "misc/icons.spec"
128 ; Include color definitions
129 *include "misc/colors.tilespec"
131 ; Terrain info - see README.graphics
133 [layer0]
134 match_types = "shallow", "deep", "land"
136 [layer1]
137 match_types = "forest", "hills", "mountains", "water", "ice"
139 [layer2]
140 match_types = "water", "ice"
142 ; Water graphics referenced by terrain.ruleset
144 [tile_lake]
145 tag = "lake"
146 blend_layer = 1
147 num_layers = 1
148 layer0_match_type = "shallow"
149 layer0_match_with = "land"
150 layer0_sprite_type = "corner"
152 [tile_coast]
153 tag = "coast"
154 blend_layer = 1
155 num_layers = 2
156 layer0_match_type = "shallow"
157 layer0_match_with = "deep", "land"
158 layer0_sprite_type = "corner"
159 layer1_match_type = "water"
160 layer1_match_with = "ice"
161 layer1_sprite_type = "corner"
163 [tile_floor]
164 tag = "floor"
165 blend_layer = 0
166 num_layers = 2
167 layer0_match_type = "deep"
168 layer0_match_with = "shallow", "land"
169 layer0_sprite_type = "corner"
170 layer1_match_type = "water"
171 layer1_match_with = "ice"
172 layer1_sprite_type = "corner"
174 ; Land graphics referenced by terrain.ruleset
176 [tile_arctic]
177 tag = "arctic"
178 ; treated as water for ice cliffs
179 blend_layer = 0
180 num_layers = 3
181 layer0_match_type = "shallow"
182 layer1_match_type = "ice"
183 layer2_match_type = "ice"
185 [tile_desert]
186 tag = "desert"
187 blend_layer = 1
188 num_layers = 1
189 layer0_match_type = "land"
191 [tile_forest]
192 tag = "forest"
193 blend_layer = 1
194 num_layers = 2
195 layer0_match_type = "land"
196 layer1_match_type = "forest"
197 layer1_match_with = "forest"
199 [tile_grassland]
200 tag = "grassland"
201 blend_layer = 1
202 num_layers = 1
203 layer0_match_type = "land"
205 [tile_hills]
206 tag = "hills"
207 blend_layer = 1
208 num_layers = 2
209 layer0_match_type = "land"
210 layer1_match_type = "hills"
211 layer1_match_with = "hills"
213 [tile_jungle]
214 tag = "jungle"
215 blend_layer = 1
216 num_layers = 2
217 layer0_match_type = "land"
218 layer1_match_type = "forest"
219 layer1_match_with = "forest"
221 [tile_mountains]
222 tag = "mountains"
223 blend_layer = 1
224 num_layers = 2
225 layer0_match_type = "land"
226 layer1_match_type = "hills"
227 layer1_match_with = "hills"
228 layer1_is_tall = TRUE
229 layer1_offset_y = 6
231 [tile_plains]
232 tag = "plains"
233 blend_layer = 1
234 num_layers = 1
235 layer0_match_type = "land"
237 [tile_swamp]
238 tag = "swamp"
239 blend_layer = 1
240 num_layers = 1
241 layer0_match_type = "land"
243 [tile_tundra]
244 tag = "tundra"
245 blend_layer = 1
246 num_layers = 1
247 layer0_match_type = "land"
249 [tile_inaccessible]
250 tag = "inaccessible"
251 blend_layer = 0
252 num_layers = 1
253 layer0_match_type = "land"
255 [extras]
256 styles =
257     { "name",          "style"
258       "road.road",     "RoadAllSeparate"
259       "road.rail",     "RoadAllSeparate"
260       "road.maglev",   "RoadAllSeparate"
261       "road.river",    "River"
262       "tx.irrigation", "Cardinals"
263       "tx.farmland",   "Cardinals"
264       "tx.mine",       "Single1"
265       "tx.oil_mine",   "Single1"
266       "tx.pollution",  "Single2"
267       "tx.fallout",    "Single2"
268       "tx.village",    "Single1"
269       "base.outpost",  "3Layer"
270       "base.fortress", "3Layer"
271       "base.airstrip", "3Layer"
272       "base.airbase",  "3Layer"
273       "base.buoy",     "3layer"
274       "base.ruins",    "3Layer"
275     }