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 hexemplio, which in turn is based on
\r
10 ; amplio2hexgbig by GriffonSpade
\r
14 ; There`s no separate versioning in tilesets part of main freeciv distribution
\r
17 ; Summary and full description of the tileset.
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18 summary = _("Tileset combining Hexemplio's terrains and Cimpletoon's units with orientation.")
\r
21 ; TODO: add more overall information fields on tiles,
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22 ; eg, authors, colors, etc.
\r
25 normal_tile_width = 126
\r
26 normal_tile_height = 64
\r
27 small_tile_width = 15
\r
28 small_tile_height = 20
\r
38 ; Was darkness style "IsoRect" (single-sprite)
\r
39 darkness_style = "CardinalSingle"
\r
41 ; Which terrain layer darkness is drawn top of (0-2)
\r
44 ; offset the flags by this amount when drawing units
\r
45 unit_flag_offset_x = 45
\r
46 unit_flag_offset_y = 39
\r
47 city_flag_offset_x = 41
\r
48 city_flag_offset_y = 10
\r
50 ; offset the city occupied sprite by this amount
\r
51 occupied_offset_x = 0
\r
52 occupied_offset_y = 0
\r
54 ; offset the units by this amount
\r
58 ; offset of the normal activity icons
\r
59 activity_offset_x = 74
\r
60 activity_offset_y = 28
\r
62 ; offset the cities by this amount
\r
66 ; offset the city bar text by this amount (from the city tile origin)
\r
67 citybar_offset_y = 40
\r
69 ; offset the tile label text by this amount
\r
70 tilelabel_offset_y = 20
\r
72 ; offset the upkeep icons by this amount from the top of the unit itself.
\r
73 ; The default is the normal tile height, which means that the upkeep icons
\r
74 ; appear below the unit icon if the unit icons are equal to tile height
\r
75 ; (typical in overhead tileset), or overlay lower part of the unit icon,
\r
76 ; if unit icon is higher than tiles (typical in iso tilesets)
\r
77 ;unit_upkeep_offset_y = 0
\r
79 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
\r
80 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
\r
81 ; not having alternative layout.
\r
82 ;unit_upkeep_small_offset_y = 0
\r
84 ; Font size (points) to use to draw city names and productions:
\r
85 city_names_font_size = 10
\r
86 city_productions_font_size = 10
\r
88 ; These are special because they get freed and reloaded
\r
90 main_intro_file = "misc/intro"
\r
91 minimap_intro_file = "misc/radar"
\r
93 ; Below, the graphics spec files; must be somewhere (anywhere) in
\r
94 ; the data path. Order may be important for color allocation on
\r
95 ; low-color systems, and if there are any duplicate tags (lattermost
\r
99 "misc/overlays.spec",
\r
100 "misc/citybar.spec",
\r
102 "misc/governments.spec",
\r
103 "misc/specialists.spec",
\r
104 "misc/events.spec",
\r
105 "misc/buildings-large.spec",
\r
106 "misc/wonders-large.spec",
\r
107 "misc/flags-large.spec",
\r
108 "misc/shields-large.spec",
\r
109 "misc/cursors.spec",
\r
112 "misc/treaty.spec",
\r
114 "misc/editor.spec",
\r
115 "cimpletoon/orient_units.spec",
\r
116 "amplio2/nuke.spec",
\r
117 "amplio2/explosions.spec",
\r
118 "amplio2/cities.spec",
\r
119 "hexemplio/activities.spec",
\r
120 "hexemplio/bases.spec",
\r
121 "hexemplio/terrain.spec",
\r
122 "hexemplio/embellishments.spec",
\r
123 "hexemplio/forests.spec",
\r
124 "hexemplio/hills.spec",
\r
125 "hexemplio/mountains.spec",
\r
126 "hexemplio/tiles.spec",
\r
127 "hexemplio/grid.spec",
\r
128 "hexemplio/rivers.spec",
\r
129 "hexemplio/roads.spec",
\r
130 "hexemplio/roads-rails.spec",
\r
131 "hexemplio/roads-maglevs.spec",
\r
132 "hexemplio/unitextras.spec",
\r
133 "hexemplio/unitcost.spec",
\r
134 "hexemplio/select.spec",
\r
135 "hexemplio/water1.spec",
\r
136 "hexemplio/water2.spec",
\r
137 "hexemplio/water3.spec"
\r
140 ; Include color definitions
\r
141 *include "misc/colors.tilespec"
\r
143 ; Terrain info - see README.graphics
\r
146 match_types = "floor", "coast", "lake"
\r
149 match_types = "water", "land"
\r
152 match_types = "hills", "foliage"
\r
154 ; Water graphics referenced by terrain.ruleset
\r
161 layer0_match_type = "lake"
\r
162 layer0_match_with = "lake"
\r
163 layer0_sprite_type = "corner"
\r
164 layer1_match_type = "water"
\r
165 layer1_match_with = "water"
\r
166 layer1_sprite_type = "corner"
\r
172 layer0_match_type = "coast"
\r
173 layer1_match_type = "water"
\r
174 layer1_match_with = "water"
\r
175 layer1_sprite_type = "corner"
\r
181 layer0_match_type = "floor"
\r
182 layer0_match_with = "floor"
\r
183 layer0_sprite_type = "corner"
\r
184 layer1_match_type = "water"
\r
185 layer1_match_with = "water"
\r
186 layer1_sprite_type = "corner"
\r
188 [tile_inaccessible]
\r
189 tag = "inaccessible"
\r
192 layer0_match_type = "floor"
\r
193 layer1_match_type = "land"
\r
195 ; Land graphics referenced by terrain.ruleset
\r
202 layer0_match_type = "lake"
\r
203 layer1_match_type = "water"
\r
209 layer1_match_type = "land"
\r
215 layer1_match_type = "land"
\r
216 layer2_match_type = "foliage"
\r
217 layer2_match_with = "foliage"
\r
223 layer1_match_type = "land"
\r
229 layer1_match_type = "land"
\r
230 layer2_match_type = "hills"
\r
231 layer2_match_with = "hills"
\r
237 layer1_match_type = "land"
\r
238 layer2_match_type = "foliage"
\r
239 layer2_match_with = "foliage"
\r
245 layer1_match_type = "land"
\r
246 layer2_match_type = "hills"
\r
247 layer2_match_with = "hills"
\r
253 layer1_match_type = "land"
\r
259 layer1_match_type = "land"
\r
265 layer1_match_type = "land"
\r
270 "road.road", "RoadAllSeparate"
\r
271 "road.rail", "RoadAllCombined"
\r
272 "road.maglev", "RoadAllCombined"
\r
273 "road.pave", "RoadAllSeparate"
\r
274 "road.river", "River"
\r
275 "tx.irrigation", "River"
\r
276 "tx.farmland", "River"
\r
277 "tx.mine", "Single1"
\r
278 "tx.oil_mine", "Single1"
\r
279 "tx.pollution", "Single2"
\r
280 "tx.fallout", "Single2"
\r
281 "tx.village", "Single1"
\r
282 "base.outpost", "3Layer"
\r
283 "base.fortress", "3Layer"
\r
284 "base.airfield", "3Layer"
\r
285 "base.airbase", "3layer"
\r
286 "base.buoy", "3layer"
\r
287 "base.ruins", "3layer"
\r