3 ; Format and options of this tilespec file:
4 options = "+Freeciv-tilespec-Devel-2016-Jun-07"
6 ; A simple name for the tileset specified by this file:
10 ; There`s no separate versioning in tilesets part of main freeciv distribution
13 ; Summary and full description of the tileset.
14 summary = _("Basic small overhead tileset.")
17 ; TODO: add more overall information fields on tiles,
18 ; eg, authors, colors, etc.
20 ; What is the primary ruleset this tileset is meant for.
24 normal_tile_width = 30
25 normal_tile_height = 30
27 small_tile_height = 20
34 fog_style = "Darkness"
36 ; Was darkness style "CardinalFull" (15 sprites)
37 darkness_style = "Corner"
39 ; offset the flags by this amount when drawing units
40 unit_flag_offset_x = 0
41 unit_flag_offset_y = 0
42 city_flag_offset_x = 0
43 city_flag_offset_y = 0
45 ; offset the city occupied sprite by this amount
49 ; offset the units by this amount
53 ; offset of the normal activity icons
57 ; offset of the selected unit sprites
61 ; offset the cities by this amount
65 ; offset the city size number by this amount
66 ; This is relative to full sprite origin.
67 city_size_offset_x = 0
68 city_size_offset_y = 0
70 ; offset the city bar text by this amount (from the city tile origin)
73 ; offset the tile label text by this amount
74 tilelabel_offset_y = 10
76 ; offset the upkeep icons by this amount from the top of the unit itself.
77 ; The default is the normal tile height, which means that the upkeep icons
78 ; appear below the unit icon if the unit icons are equal to tile height
79 ; (typical in overhead tileset), or overlay lower part of the unit icon,
80 ; if unit icon is higher than tiles (typical in iso tilesets)
81 ;unit_upkeep_offset_y = 0
83 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
84 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
85 ; not having alternative layout.
86 ; Set it to overlay lower part of the unit icon instead of taking extra
88 unit_upkeep_small_offset_y = 20
90 ; Font size (points) to use to draw city names and productions:
91 city_names_font_size = 10
92 city_productions_font_size = 10
94 ; For tilesets with oriented units, the directional sprite to use to
95 ; represent a unit type rather than a specific unit from the map
96 ; (e.g., in worklists, editor, and online help). Does not have to be a
97 ; valid direction for the tileset.
98 ;unit_default_orientation = "s"
100 ; The map is rendered in "layers", just like any decent image editor
101 ; supports. The setting below allows to change the layer drawing order. The
102 ; first layer in the list will be drawn below the others; the second on top
103 ; of it, and so on. No layer can be omitted from the list, nor can new ones
106 ; "Background", ; Background color (if enabled, the player color where there
107 ; ; are units or cities). You probably want to leave this
109 ; "Terrain1", ; The three terrain layers. See sections [layerN] below.
110 ; "Darkness", ; Darkness (unseen tiles)
113 ; "Water", ; All extras with "River" style.
114 ; "Roads", ; All extras with style "RoadAllSeparate",
115 ; ; "RoadParityCombined" or "RoadAllCombined".
116 ; "Special1", ; 1st layer for extras with style "3Layers", "Single2" or
118 ; "Grid1", ; Grid layer for isometric tilesets.
119 ; "City1", ; City and walls.
120 ; "Special2", ; 2nd layer for extras with "3Layers" and "Single2" styles.
121 ; "Fog", ; Fog of war (on tiles one knows but doesn`t see).
122 ; "Unit", ; Units except the selected one(s).
123 ; "Special3", ; 3rd layer for extras with "3Layers" style, and base flags.
124 ; "City2", ; City size when the city bar is disabled.
125 ; "Grid2", ; Second grid layer (overhead tilesets only).
126 ; "Overlays", ; Tile output sprites.
127 ; "TileLabel", ; Tile labels ("Scorched spot").
128 ; "CityBar", ; The city bar with name, production, food, ...
129 ; "FocusUnit", ; The focused unit(s).
130 ; "Goto", ; Goto turn count and intermediate points, *not* goto lines.
131 ; "WorkerTask", ; The unit task indicators ("G", "S", ...).
132 ; "Editor" ; Editor stuff (selected tile and start points).
134 ; This is special because it gets freed and reloaded as required:
135 main_intro_file = "misc/intro"
137 ; Below, the graphics spec files; must be somewhere (anywhere) in
138 ; the data path. Order may be important for color allocation on
139 ; low-color systems, and if there are any duplicate tags (lattermost
142 "misc/overlays.spec",
144 "trident/tiles.spec",
145 "trident/earth.spec",
148 "misc/governments.spec",
149 "misc/specialists.spec",
150 "trident/units.spec",
151 "trident/select.spec",
156 "trident/roads.spec",
157 "misc/buildings.spec",
164 "trident/cities.spec",
165 "trident/explosions.spec"
168 ; Include color definitions
169 *include "misc/colors.tilespec"
171 ; Terrain info - see README.graphics
174 match_types = "desert", "forest", "grassland", "hills", "jungle", "mountains", "water", "plains", "swamp", "tundra"
177 match_types = "water", "land"
180 match_types = "water", "arctic"
182 ; Water graphics referenced by terrain.ruleset
188 layer0_match_type = "water"
189 layer0_match_with = "water"
190 layer0_sprite_type = "corner"
191 layer1_match_type = "water"
192 layer1_match_with = "water"
193 layer2_match_type = "water"
194 layer2_match_with = "water"
200 layer0_match_type = "water"
201 layer0_match_with = "water"
202 layer0_sprite_type = "corner"
203 layer1_match_type = "water"
204 layer1_match_with = "water"
205 layer2_match_type = "water"
206 layer2_match_with = "water"
212 layer0_match_type = "water"
213 layer0_match_with = "water"
214 layer0_sprite_type = "corner"
215 layer1_match_type = "water"
216 layer1_match_with = "water"
217 layer2_match_type = "water"
218 layer2_match_with = "water"
224 layer0_match_type = "water"
225 layer0_match_with = "water"
226 layer0_sprite_type = "corner"
227 layer1_match_type = "water"
228 layer1_match_with = "water"
229 layer2_match_type = "water"
230 layer2_match_with = "water"
232 ; Land graphics referenced by terrain.ruleset
238 layer0_match_type = "tundra"
239 layer0_match_with = "tundra"
240 layer1_match_type = "water"
241 layer1_match_with = "water"
242 layer2_match_type = "arctic"
248 layer0_match_type = "desert"
249 layer0_match_with = "desert"
250 layer1_match_type = "land"
251 layer2_match_type = "water"
257 layer0_match_type = "forest"
258 layer0_match_with = "forest"
259 layer1_match_type = "land"
260 layer2_match_type = "water"
266 layer0_match_type = "grassland"
267 layer1_match_type = "land"
268 layer2_match_type = "water"
274 layer0_match_type = "hills"
275 layer0_match_with = "hills"
276 layer1_match_type = "land"
277 layer2_match_type = "water"
283 layer0_match_type = "jungle"
284 layer0_match_with = "jungle"
285 layer1_match_type = "land"
286 layer2_match_type = "water"
292 layer0_match_type = "mountains"
293 layer0_match_with = "mountains"
294 layer1_match_type = "land"
295 layer2_match_type = "water"
301 layer0_match_type = "plains"
302 layer0_match_with = "plains"
303 layer1_match_type = "land"
304 layer2_match_type = "water"
310 layer0_match_type = "swamp"
311 layer0_match_with = "swamp"
312 layer1_match_type = "land"
313 layer2_match_type = "water"
319 layer0_match_type = "tundra"
320 layer0_match_with = "tundra"
321 layer1_match_type = "land"
322 layer2_match_type = "water"
327 "road.road", "RoadParityCombined"
328 "road.rail", "RoadParityCombined"
329 "road.maglev", "RoadParityCombined"
330 "road.river", "River"
331 "tx.irrigation", "Cardinals"
332 "tx.farmland", "Cardinals"
334 "tx.oil_mine", "Single1"
335 "tx.pollution", "Single2"
336 "tx.fallout", "Single2"
337 "tx.village", "Single1"
338 "base.outpost", "3Layer"
339 "base.fortress", "3Layer"
340 "base.airstrip", "3Layer"
341 "base.airbase", "3Layer"
342 "extra.ruins", "3Layer"
345 "ts.tundra_game", "Single1"
349 "ts.fruit", "Single1"
351 "ts.buffalo", "Single1"
352 "ts.wheat", "Single1"
353 "ts.oasis", "Single1"
355 "ts.pheasant", "Single1"
356 "ts.grassland_resources", "Single1"
357 "ts.arctic_ivory", "Single1"
359 "ts.spice", "Single1"
360 "ts.whales", "Single1"
363 "ts.horses", "Single1"
364 "ts.seals", "Single1"