Clarify function of NoVeteran flag in ruleset comments.
[freeciv.git] / data / amplio2.tilespec
blob48c4203b9b77fe24c28c0853ed8c90801541a207
2 [tilespec]
4 ; Format and options of this tilespec file:
5 options = "+Freeciv-2.5-tilespec"
7 ; A simple name for the tileset specified by this file:
8 name = "amplio2"
9 priority = 30
11 ; TODO: add more overall information fields on tiles, 
12 ; eg, description, authors, colors, etc.
14 ; Basic tile sizes:
15 normal_tile_width  = 96
16 normal_tile_height = 48
17 small_tile_width   = 15
18 small_tile_height  = 20
20 ; Basic tile style.
21 type = "isometric"
22 is_hex = FALSE
24 ; Fogstyle 2, darkness_style 4 : blended fog
25 fogstyle = 2
26 darkness_style = 4
27 ; Which terrain layer darkness is drawn top of (0-2)
28 darkness_layer = 0
30 ; offset the flags by this amount when drawing units
31 unit_flag_offset_x = 25
32 unit_flag_offset_y = 16
33 city_flag_offset_x = 2
34 city_flag_offset_y = 9
36 ; offset the units by this amount when drawing units
37 unit_offset_x = 19
38 unit_offset_y = 18
40 ; offset the city bar text by this amount (from the city tile origin)
41 citybar_offset_y = 30
43 ; offset the tile label text by this amount
44 tilelabel_offset_y = 15
46 ; Font size (points) to use to draw city names and productions:
47 city_names_font_size = 10
48 city_productions_font_size = 8
50 ; These are special because they get freed and reloaded
51 ; as required:
52 main_intro_file    = "misc/intro"
53 minimap_intro_file = "misc/radar"
55 ; Below, the graphics spec files; must be somewhere (anywhere) in 
56 ; the data path. Order may be important for color allocation on 
57 ; low-color systems, and if there are any duplicate tags (lattermost
58 ; tag is used).
59 files =
60   "amplio2/terrain1.spec",
61   "amplio2/maglev.spec",
62   "amplio2/terrain2.spec",
63   "amplio2/hills.spec",
64   "amplio2/mountains.spec",
65   "amplio2/ocean.spec",
66   "amplio2/water.spec",
67   "amplio2/tiles.spec",
68   "amplio2/fog.spec",
69   "misc/small.spec",
70   "misc/governments.spec",
71   "misc/specialists.spec",
72   "amplio2/units.spec",
73   "amplio2/veterancy.spec",
74   "misc/flags-large.spec",
75   "misc/buildings-large.spec",
76   "misc/wonders-large.spec",
77   "misc/space.spec",
78   "misc/techs.spec",
79   "misc/treaty.spec",
80   "amplio2/nuke.spec",
81   "amplio2/explosions.spec",
82   "amplio2/ancientcities.spec",
83   "amplio2/medievalcities.spec",
84   "amplio2/moderncities.spec",
85   "amplio2/select.spec",
86   "amplio2/grid.spec",
87   "misc/cursors.spec",
88   "misc/overlays.spec",
89   "misc/citybar.spec",
90   "misc/shields-large.spec",
91   "misc/editor.spec",
92   "misc/icons.spec"
95 ; Include color definitions
96 *include "misc/colors.tilespec"
98 ; Terrain info - see README.graphics
100 [layer0]
101 match_types = "shallow", "deep", "land"
103 [layer1]
104 match_types = "forest", "hills", "mountains", "water", "ice"
106 [layer2]
107 match_types = "water", "ice"
109 ; Water graphics referenced by terrain.ruleset
111 [tile_lake]
112 blend_layer = 1
113 num_layers = 1
114 layer0_match_type = "shallow"
115 layer0_match_with = "land"
116 layer0_sprite_type = "corner"
118 [tile_coast]
119 blend_layer = 1
120 num_layers = 2
121 layer0_match_type = "shallow"
122 layer0_match_with = "deep", "land"
123 layer0_sprite_type = "corner"
124 layer1_match_type = "water"
125 layer1_match_with = "ice"
126 layer1_sprite_type = "corner"
128 [tile_floor]
129 blend_layer = 0
130 num_layers = 2
131 layer0_match_type = "deep"
132 layer0_match_with = "shallow", "land"
133 layer0_sprite_type = "corner"
134 layer1_match_type = "water"
135 layer1_match_with = "ice"
136 layer1_sprite_type = "corner"
138 ; Land graphics referenced by terrain.ruleset
140 [tile_arctic]
141 ; treated as water for ice cliffs
142 blend_layer = 0
143 num_layers = 3
144 layer0_match_type = "shallow"
145 layer1_match_type = "ice"
146 layer2_match_type = "ice"
147 mine_sprite = "tx.oil_mine"
149 [tile_desert]
150 blend_layer = 1
151 num_layers = 1
152 layer0_match_type = "land"
153 mine_sprite = "tx.oil_mine"
155 [tile_forest]
156 blend_layer = 1
157 num_layers = 2
158 layer0_match_type = "land"
159 layer1_match_type = "forest"
160 layer1_match_with = "forest"
161 mine_sprite = "tx.mine"
163 [tile_grassland]
164 blend_layer = 1
165 num_layers = 1
166 layer0_match_type = "land"
167 mine_sprite = "tx.mine"
169 [tile_hills]
170 blend_layer = 1
171 num_layers = 2
172 layer0_match_type = "land"
173 layer1_match_type = "hills"
174 layer1_match_with = "hills"
175 mine_sprite = "tx.mine"
177 [tile_jungle]
178 blend_layer = 1
179 num_layers = 2
180 layer0_match_type = "land"
181 layer1_match_type = "forest"
182 layer1_match_with = "forest"
183 mine_sprite = "tx.mine"
185 [tile_mountains]
186 blend_layer = 1
187 num_layers = 2
188 layer0_match_type = "land"
189 layer1_match_type = "hills"
190 layer1_match_with = "hills"
191 layer1_is_tall = TRUE
192 layer1_offset_y = 6
193 mine_sprite = "tx.mine"
195 [tile_plains]
196 blend_layer = 1
197 num_layers = 1
198 layer0_match_type = "land"
199 mine_sprite = "tx.mine"
201 [tile_swamp]
202 blend_layer = 1
203 num_layers = 1
204 layer0_match_type = "land"
205 mine_sprite = "tx.mine"
207 [tile_tundra]
208 blend_layer = 1
209 num_layers = 1
210 layer0_match_type = "land"
211 mine_sprite = "tx.oil_mine"
213 [tile_inaccessible]
214 blend_layer = 0
215 num_layers = 1
216 layer0_match_type = "land"
217 mine_sprite = "tx.mine"
219 [roads]
220 styles =
221     { "name", "style"
222       "road.road",  "AllSeparate"
223       "road.rail",  "AllSeparate"
224       "road.river", "River"
225     }