4 ; Format and options of this tilespec file:
5 options = "+Freeciv-tilespec-Devel-2016-Jun-07"
7 ; A simple name for the tileset specified by this file:
11 ; There`s no separate versioning in tilesets part of main freeciv distribution
14 ; Summary and full description of the tileset.
15 summary = _("Default tileset, for isometric view.")
18 ; TODO: add more overall information fields on tiles,
19 ; eg, authors, colors, etc.
21 ; What is the primary ruleset this tileset is meant for.
25 normal_tile_width = 96
26 normal_tile_height = 48
28 small_tile_height = 20
35 fog_style = "Darkness"
36 darkness_style = "Corner"
38 ; offset the flags by this amount when drawing units
39 unit_flag_offset_x = 25
40 unit_flag_offset_y = 16
41 city_flag_offset_x = 2
42 city_flag_offset_y = 9
44 ; offset the city occupied sprite by this amount
48 ; offset the units by this amount
52 ; offset of the normal activity icons
53 activity_offset_x = 49
56 ; offset of the selected unit sprites
60 ; offset the cities by this amount
64 ; offset the city size number by this amount
65 ; This is relative to full sprite origin.
66 city_size_offset_x = 0
67 city_size_offset_y = 0
69 ; offset the city bar text by this amount (from the city tile origin)
72 ; offset the tile label text by this amount
73 tilelabel_offset_y = 15
75 ; offset the upkeep icons by this amount from the top of the unit itself.
76 ; The default is the normal tile height, which means that the upkeep icons
77 ; appear below the unit icon if the unit icons are equal to tile height
78 ; (typical in overhead tileset), or overlay lower part of the unit icon,
79 ; if unit icon is higher than tiles (typical in iso tilesets)
80 ;unit_upkeep_offset_y = 0
82 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
83 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
84 ; not having alternative layout.
85 ;unit_upkeep_small_offset_y = 0
87 ; Font size (points) to use to draw city names and productions:
88 city_names_font_size = 10
89 city_productions_font_size = 8
91 ; For tilesets with oriented units, the directional sprite to use to
92 ; represent a unit type rather than a specific unit from the map
93 ; (e.g., in worklists, editor, and online help). Does not have to be a
94 ; valid direction for the tileset.
95 ;unit_default_orientation = "s"
97 ; The map is rendered in "layers", just like any decent image editor
98 ; supports. The setting below allows to change the layer drawing order. The
99 ; first layer in the list will be drawn below the others; the second on top
100 ; of it, and so on. No layer can be omitted from the list, nor can new ones
103 ; "Background", ; Background color (if enabled, the player color where there
104 ; ; are units or cities). You probably want to leave this
106 ; "Terrain1", ; The three terrain layers. See sections [layerN] below.
107 ; "Darkness", ; Darkness (unseen tiles)
110 ; "Water", ; All extras with "River" style.
111 ; "Roads", ; All extras with style "RoadAllSeparate",
112 ; ; "RoadParityCombined" or "RoadAllCombined".
113 ; "Special1", ; 1st layer for extras with style "3Layers", "Single2" or
115 ; "Grid1", ; Grid layer for isometric tilesets.
116 ; "City1", ; City and walls.
117 ; "Special2", ; 2nd layer for extras with "3Layers" and "Single2" styles.
118 ; "Fog", ; Fog of war (on tiles one knows but doesn`t see).
119 ; "Unit", ; Units except the selected one(s).
120 ; "Special3", ; 3rd layer for extras with "3Layers" style, and base flags.
121 ; "City2", ; City size when the city bar is disabled.
122 ; "Grid2", ; Second grid layer (overhead tilesets only).
123 ; "Overlays", ; Tile output sprites.
124 ; "TileLabel", ; Tile labels ("Scorched spot").
125 ; "CityBar", ; The city bar with name, production, food, ...
126 ; "FocusUnit", ; The focused unit(s).
127 ; "Goto", ; Goto turn count and intermediate points, *not* goto lines.
128 ; "WorkerTask", ; The unit task indicators ("G", "S", ...).
129 ; "Editor" ; Editor stuff (selected tile and start points).
131 ; This is special because it gets freed and reloaded as required:
132 main_intro_file = "misc/intro"
134 ; Below, the graphics spec files; must be somewhere (anywhere) in
135 ; the data path. Order may be important for color allocation on
136 ; low-color systems, and if there are any duplicate tags (lattermost
139 "amplio2/terrain1.spec",
140 "amplio2/maglev.spec",
141 "amplio2/terrain2.spec",
142 "amplio2/hills.spec",
143 "amplio2/mountains.spec",
144 "amplio2/ocean.spec",
145 "amplio2/water.spec",
146 "amplio2/tiles.spec",
147 "amplio2/upkeep.spec",
148 "amplio2/activities.spec",
152 "misc/governments.spec",
153 "misc/specialists.spec",
154 "amplio2/units.spec",
155 "amplio2/veterancy.spec",
156 "misc/flags-large.spec",
157 "misc/buildings-large.spec",
158 "misc/wonders-large.spec",
163 "amplio2/explosions.spec",
164 "amplio2/cities.spec",
165 "amplio2/bases.spec",
166 "amplio2/select.spec",
169 "misc/overlays.spec",
171 "misc/shields-large.spec",
176 ; Include color definitions
177 *include "misc/colors.tilespec"
179 ; Terrain info - see README.graphics
182 match_types = "shallow", "deep", "land"
185 match_types = "forest", "hills", "mountains", "water", "ice"
188 match_types = "water", "ice"
190 ; Water graphics referenced by terrain.ruleset
196 layer0_match_type = "shallow"
197 layer0_match_with = "land"
198 layer0_sprite_type = "corner"
204 layer0_match_type = "shallow"
205 layer0_match_with = "deep", "land"
206 layer0_sprite_type = "corner"
207 layer1_match_type = "water"
208 layer1_match_with = "ice"
209 layer1_sprite_type = "corner"
215 layer0_match_type = "deep"
216 layer0_match_with = "shallow", "land"
217 layer0_sprite_type = "corner"
218 layer1_match_type = "water"
219 layer1_match_with = "ice"
220 layer1_sprite_type = "corner"
222 ; Land graphics referenced by terrain.ruleset
226 ; treated as water for ice cliffs
229 layer0_match_type = "shallow"
230 layer1_match_type = "ice"
231 layer2_match_type = "ice"
237 layer0_match_type = "land"
243 layer0_match_type = "land"
244 layer1_match_type = "forest"
245 layer1_match_with = "forest"
251 layer0_match_type = "land"
257 layer0_match_type = "land"
258 layer1_match_type = "hills"
259 layer1_match_with = "hills"
265 layer0_match_type = "land"
266 layer1_match_type = "forest"
267 layer1_match_with = "forest"
273 layer0_match_type = "land"
274 layer1_match_type = "hills"
275 layer1_match_with = "hills"
276 layer1_is_tall = TRUE
283 layer0_match_type = "land"
289 layer0_match_type = "land"
295 layer0_match_type = "land"
301 layer0_match_type = "land"
306 "road.road", "RoadAllSeparate"
307 "road.rail", "RoadAllSeparate"
308 "road.maglev", "RoadAllSeparate"
309 "road.river", "River"
310 "tx.irrigation", "Cardinals"
311 "tx.farmland", "Cardinals"
313 "tx.oil_mine", "Single1"
314 "tx.pollution", "Single2"
315 "tx.fallout", "Single2"
316 "tx.village", "Single1"
317 "base.outpost", "3Layer"
318 "base.fortress", "3Layer"
319 "base.airstrip", "3Layer"
320 "base.airbase", "3Layer"
321 "base.buoy", "3layer"
322 "extra.ruins", "3Layer"
325 "ts.tundra_game", "Single1"
329 "ts.fruit", "Single1"
331 "ts.buffalo", "Single1"
332 "ts.wheat", "Single1"
333 "ts.oasis", "Single1"
335 "ts.pheasant", "Single1"
336 "ts.grassland_resources", "Single1"
337 "ts.arctic_ivory", "Single1"
339 "ts.spice", "Single1"
340 "ts.whales", "Single1"
343 "ts.horses", "Single1"
344 "ts.seals", "Single1"