4 ; Format and options of this tilespec file:
\r
5 options = "+Freeciv-tilespec-Devel-2016-Jun-07"
\r
7 ; A simple name for the tileset specified by this file:
\r
9 ; Tileset meant to be used with alien ruleset.
\r
10 ; Started as copy of toonhex
\r
14 ; There`s no separate versioning in tilesets part of main freeciv distribution
\r
17 ; Summary and full description of the tileset.
\r
19 Tileset containing graphics suitable for playing with alien ruleset.\
\r
24 ; TODO: add more overall information fields on tiles,
\r
25 ; eg, authors, colors, etc.
\r
27 ; What is the primary ruleset this tileset is meant for.
\r
28 for_ruleset = "alien"
\r
31 normal_tile_width = 126
\r
32 normal_tile_height = 64
\r
33 small_tile_width = 15
\r
34 small_tile_height = 20
\r
44 ; Was darkness style "IsoRect" (single-sprite)
\r
45 darkness_style = "CardinalSingle"
\r
47 ; offset the flags by this amount when drawing units
\r
48 unit_flag_offset_x = 45
\r
49 unit_flag_offset_y = 39
\r
50 city_flag_offset_x = 41
\r
51 city_flag_offset_y = 10
\r
53 ; offset the city occupied sprite by this amount
\r
54 occupied_offset_x = 0
\r
55 occupied_offset_y = 0
\r
57 ; offset the units by this amount
\r
61 ; offset of the normal activity icons
\r
62 activity_offset_x = 74
\r
63 activity_offset_y = 28
\r
65 ; offset of the selected unit sprites
\r
67 select_offset_y = 21
\r
69 ; offset the cities by this amount
\r
73 ; offset the city size number by this amount
\r
74 ; This is relative to full sprite origin.
\r
75 city_size_offset_x = 0
\r
76 city_size_offset_y = 0
\r
78 ; offset the city bar text by this amount (from the city tile origin)
\r
79 citybar_offset_y = 40
\r
81 ; offset the tile label text by this amount
\r
82 tilelabel_offset_y = 20
\r
84 ; offset the upkeep icons by this amount from the top of the unit itself.
\r
85 ; The default is the normal tile height, which means that the upkeep icons
\r
86 ; appear below the unit icon if the unit icons are equal to tile height
\r
87 ; (typical in overhead tileset), or overlay lower part of the unit icon,
\r
88 ; if unit icon is higher than tiles (typical in iso tilesets)
\r
89 ;unit_upkeep_offset_y = 0
\r
91 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
\r
92 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
\r
93 ; not having alternative layout.
\r
94 ;unit_upkeep_small_offset_y = 0
\r
96 ; Font size (points) to use to draw city names and productions:
\r
97 city_names_font_size = 10
\r
98 city_productions_font_size = 10
\r
100 ; For tilesets with oriented units, the directional sprite to use to
\r
101 ; represent a unit type rather than a specific unit from the map
\r
102 ; (e.g., in worklists, editor, and online help). Does not have to be a
\r
103 ; valid direction for the tileset.
\r
104 unit_default_orientation = "s"
\r
106 ; The map is rendered in "layers", just like any decent image editor
\r
107 ; supports. The setting below allows to change the layer drawing order. The
\r
108 ; first layer in the list will be drawn below the others; the second on top
\r
109 ; of it, and so on. No layer can be omitted from the list, nor can new ones
\r
112 "Background", ; Background color (if enabled, the player color where there
\r
113 ; are units or cities). You probably want to leave this
\r
115 "Terrain1", ; The three terrain layers. See sections [layerN] below.
\r
117 "Darkness", ; Darkness (unseen tiles)
\r
119 "Water", ; All extras with "River" style.
\r
120 "Roads", ; All extras with style "RoadAllSeparate",
\r
121 ; "RoadParityCombined" or "RoadAllCombined".
\r
122 "Special1", ; 1st layer for extras with style "3Layers", "Single2" or
\r
124 "Grid1", ; Grid layer for isometric tilesets.
\r
125 "City1", ; City and walls.
\r
126 "Special2", ; 2nd layer for extras with "3Layers" and "Single2" styles.
\r
127 "Fog", ; Fog of war (on tiles one knows but doesn`t see).
\r
128 "Unit", ; Units except the selected one(s).
\r
129 "Special3", ; 3rd layer for extras with "3Layers" style, and base flags.
\r
130 "City2", ; City size when the city bar is disabled.
\r
131 "Grid2", ; Second grid layer (overhead tilesets only).
\r
132 "Overlays", ; Tile output sprites.
\r
133 "TileLabel", ; Tile labels ("Scorched spot").
\r
134 "CityBar", ; The city bar with name, production, food, ...
\r
135 "FocusUnit", ; The focused unit(s).
\r
136 "Goto", ; Goto turn count and intermediate points, *not* goto lines.
\r
137 "WorkerTask", ; The unit task indicators ("G", "S", ...).
\r
138 "Editor" ; Editor stuff (selected tile and start points).
\r
140 ; This is special because it gets freed and reloaded as required:
\r
141 main_intro_file = "misc/intro"
\r
143 ; Below, the graphics spec files; must be somewhere (anywhere) in
\r
144 ; the data path. Order may be important for color allocation on
\r
145 ; low-color systems, and if there are any duplicate tags (lattermost
\r
149 "misc/overlays.spec",
\r
150 "misc/citybar.spec",
\r
152 "misc/governments.spec",
\r
153 "misc/specialists.spec",
\r
154 "misc/events.spec",
\r
155 "misc/buildings-large.spec",
\r
156 "misc/wonders-large.spec",
\r
157 "misc/flags-large.spec",
\r
158 "misc/shields-large.spec",
\r
159 "misc/cursors.spec",
\r
162 "misc/treaty.spec",
\r
164 "misc/editor.spec",
\r
165 "cimpletoon/orient_units.spec",
\r
166 "amplio2/nuke.spec",
\r
167 "amplio2/explosions.spec",
\r
168 "amplio2/cities.spec",
\r
169 "hexemplio/activities.spec",
\r
170 "hexemplio/bases.spec",
\r
171 "hexemplio/terrain.spec",
\r
172 "hexemplio/embellishments.spec",
\r
173 "hexemplio/forests.spec",
\r
174 "hexemplio/hills.spec",
\r
175 "hexemplio/mountains.spec",
\r
176 "hexemplio/tiles.spec",
\r
177 "hexemplio/grid.spec",
\r
178 "hexemplio/rivers.spec",
\r
179 "hexemplio/roads.spec",
\r
180 "hexemplio/roads-rails.spec",
\r
181 "hexemplio/roads-maglevs.spec",
\r
182 "hexemplio/unitextras.spec",
\r
183 "hexemplio/unitcost.spec",
\r
184 "hexemplio/select.spec",
\r
185 "hexemplio/water1.spec",
\r
186 "hexemplio/water2.spec",
\r
187 "hexemplio/water3.spec",
\r
188 "alio/riversbrown.spec",
\r
189 "alio/riversgreen.spec",
\r
190 "alio/terrain.spec",
\r
191 "alio/tunnels.spec"
\r
194 ; Include color definitions
\r
195 *include "misc/colors.tilespec"
\r
197 ; Terrain info - see README.graphics
\r
200 match_types = "floor", "coast", "lake"
\r
203 match_types = "water", "land"
\r
206 match_types = "hills", "foliage"
\r
208 ; Water graphics referenced by terrain.ruleset
\r
215 layer0_match_type = "lake"
\r
216 layer0_match_with = "lake"
\r
217 layer0_sprite_type = "corner"
\r
218 layer1_match_type = "water"
\r
219 layer1_match_with = "water"
\r
220 layer1_sprite_type = "corner"
\r
226 layer0_match_type = "coast"
\r
227 layer1_match_type = "water"
\r
228 layer1_match_with = "water"
\r
229 layer1_sprite_type = "corner"
\r
235 layer0_match_type = "floor"
\r
236 layer0_match_with = "floor"
\r
237 layer0_sprite_type = "corner"
\r
238 layer1_match_type = "water"
\r
239 layer1_match_with = "water"
\r
240 layer1_sprite_type = "corner"
\r
242 [tile_inaccessible]
\r
243 tag = "inaccessible"
\r
246 layer0_match_type = "floor"
\r
247 layer1_match_type = "land"
\r
249 ; Land graphics referenced by terrain.ruleset
\r
256 layer0_match_type = "lake"
\r
257 layer1_match_type = "water"
\r
263 layer1_match_type = "land"
\r
269 layer1_match_type = "land"
\r
270 layer2_match_type = "foliage"
\r
271 layer2_match_with = "foliage"
\r
277 layer1_match_type = "land"
\r
283 layer1_match_type = "land"
\r
284 layer2_match_type = "hills"
\r
285 layer2_match_with = "hills"
\r
291 layer1_match_type = "land"
\r
292 layer2_match_type = "foliage"
\r
293 layer2_match_with = "foliage"
\r
299 layer1_match_type = "land"
\r
300 layer2_match_type = "hills"
\r
301 layer2_match_with = "hills"
\r
307 layer1_match_type = "land"
\r
313 layer1_match_type = "land"
\r
319 layer1_match_type = "land"
\r
321 [tile_radiating_rocks]
\r
322 tag = "radiating_rocks"
\r
325 layer1_match_type = "land"
\r
327 [tile_alien_forest]
\r
328 tag = "alien_forest"
\r
331 layer1_match_type = "land"
\r
332 layer2_match_type = "foliage"
\r
337 "road.road", "RoadAllSeparate"
\r
338 "road.rail", "RoadAllCombined"
\r
339 "road.maglev", "RoadAllCombined"
\r
340 "road.pave", "RoadAllSeparate"
\r
341 "road.river", "River"
\r
342 "tx.irrigation", "River"
\r
343 "tx.farmland", "River"
\r
344 "tx.mine", "Single1"
\r
345 "tx.oil_mine", "Single1"
\r
346 "tx.pollution", "Single2"
\r
347 "tx.fallout", "Single2"
\r
348 "tx.village", "Single1"
\r
349 "base.outpost", "3Layer"
\r
350 "base.fortress", "3Layer"
\r
351 "base.airfield", "3Layer"
\r
352 "base.airbase", "3layer"
\r
353 "base.buoy", "3layer"
\r
354 "extra.ruins", "3layer"
\r
355 "ts.fish", "Single1"
\r
356 "ts.grassland_resources", "Single1"
\r
357 "ts.thermal_vent", "Single1"
\r
358 "ts.glowing_rocks", "Single1"
\r
359 "ts.huge_plant", "Single1"
\r
360 "ts.alien_mine", "Single1"
\r
362 ; Following resources are not needed with alien ruleset,
\r
363 ; but are available in files hexemplio files currently loaded
\r
365 "ts.gold", "Single1"
\r
366 "ts.iron", "Single1"
\r
367 "ts.tundra_game", "Single1"
\r
368 "ts.furs", "Single1"
\r
369 "ts.coal", "Single1"
\r
370 "ts.fruit", "Single1"
\r
371 "ts.gems", "Single1"
\r
372 "ts.buffalo", "Single1"
\r
373 "ts.wheat", "Single1"
\r
374 "ts.oasis", "Single1"
\r
375 "ts.peat", "Single1"
\r
376 "ts.pheasant", "Single1"
\r
377 "ts.arctic_ivory", "Single1"
\r
378 "ts.silk", "Single1"
\r
379 "ts.spice", "Single1"
\r
380 "ts.whales", "Single1"
\r
381 "ts.wine", "Single1"
\r
382 "ts.oil", "Single1"
\r