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[tilespec]
; Format and options of this tilespec file:
options = "+Freeciv-3.2-tilespec"
; A simple name for the tileset specified by this file:
name = "Toonhex"
; Based on hexemplio, which in turn is based on
; amplio2hexgbig by GriffonSpade
priority = 3
; There`s no separate versioning in tilesets part of main freeciv distribution
;version = ""
; Summary and full description of the tileset.
summary = _("Large iso-hex tileset combining Hexemplio's terrains \
and Cimpletoon's units with orientation.")
;description = ""
; TODO: add more overall information fields on tiles,
; eg, authors, colors, etc.
; What is the primary ruleset this tileset is meant for.
;for_ruleset = ""
; Basic tile sizes:
normal_tile_width = 126
normal_tile_height = 64
small_tile_width = 15
small_tile_height = 20
; The height svg flags should be drawn to, if they are used
svg_height = 44
; Basic tile style.
hex_side = 16
is_hex = TRUE
type = "isometric"
; Use old iso style
fog_style = "Auto"
; Was darkness style "IsoRect" (single-sprite)
darkness_style = "CardinalSingle"
; offset the flags by this amount when drawing units
unit_flag_offset_x = 45
unit_flag_offset_y = 39
city_flag_offset_x = 41
city_flag_offset_y = 10
; offset the city occupied sprite by this amount
occupied_offset_x = 0
occupied_offset_y = 0
; offset the units by this amount
unit_offset_x = 34
unit_offset_y = 38
; offset of the normal activity icons
activity_offset_x = 74
activity_offset_y = 28
; offset of the selected unit sprites
select_offset_x = 0
select_offset_y = 21
; offset of the unit stack size number sprites
stack_size_offset_x = 32
stack_size_offset_y = 25
; offset the cities by this amount
city_offset_x = 17
city_offset_y = 21
; offset the city size number by this amount
; This is relative to full sprite origin.
city_size_offset_x = 0
city_size_offset_y = 0
; offset the city bar text by this amount (from the city tile origin)
citybar_offset_y = 40
; offset the tile label text by this amount
tilelabel_offset_y = 20
; offset the upkeep icons by this amount from the top of the unit itself.
; The default is the normal tile height, which means that the upkeep icons
; appear below the unit icon if the unit icons are equal to tile height
; (typical in overhead tileset), or overlay lower part of the unit icon,
; if unit icon is higher than tiles (typical in iso tilesets)
;unit_upkeep_offset_y = 0
; Like unit_upkeep_offset_y, but to be used in case there`s only small
; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
; not having alternative layout.
;unit_upkeep_small_offset_y = 0
; For tilesets with oriented units, the directional sprite to use to
; represent a unit type rather than a specific unit from the map
; (e.g., in worklists, editor, and online help). Does not have to be a
; valid direction for the tileset.
unit_default_orientation = "s"
; The map is rendered in "layers", just like any decent image editor
; supports. The setting below allows to change the layer drawing order. The
; first layer in the list will be drawn below the others; the second on top
; of it, and so on. No layer can be omitted from the list, nor can new ones
; be added.
layer_order =
"Background", ; Background color (if enabled, the player color where there
; are units or cities). You probably want to leave this
; first.
"Terrain1", ; The three terrain layers. See sections [layerN] below.
"Terrain2",
"Darkness", ; Darkness (unseen tiles)
"Terrain3",
"Water", ; All extras with "River" style.
"Roads", ; All extras with style "RoadAllSeparate",
; "RoadParityCombined" or "RoadAllCombined".
"Special1", ; 1st layer for extras with style "3Layers", "Single2" or
; "Single1".
"Grid1", ; Grid layer for isometric tilesets.
"City1", ; City and walls.
"Special2", ; 2nd layer for extras with "3Layers" and "Single2" styles.
"Fog", ; Fog of war (on tiles one knows but doesn`t see).
"Unit", ; Units except the selected one(s).
"Special3", ; 3rd layer for extras with "3Layers" style, and base flags.
"City2", ; City size when the city bar is disabled.
"Grid2", ; Second grid layer (overhead tilesets only).
"Overlays", ; Tile output sprites.
"TileLabel", ; Tile labels ("Scorched spot").
"CityBar", ; The city bar with name, production, food, ...
"FocusUnit", ; The focused unit(s).
"Goto", ; Goto turn count and intermediate points, *not* goto lines.
"WorkerTask", ; The unit task indicators ("G", "S", ...).
"Editor", ; Editor stuff (selected tile and start points).
"InfraWork" ; Icons for the extras being placed.
; This is special because it gets freed and reloaded as required:
main_intro_file = "misc/intro"
; Below, the graphics spec files; must be somewhere (anywhere) in
; the data path. Order may be important for color allocation on
; low-color systems, and if there are any duplicate tags (lattermost
; tag is used).
files =
"misc/overlays.spec",
"misc/citybar.spec",
"misc/small.spec",
"misc/governments.spec",
"misc/specialists.spec",
"misc/events.spec",
"misc/buildings-large.spec",
"misc/wonders-large.spec",
"misc/shields-large.spec",
"misc/cursors.spec",
"misc/space.spec",
"misc/techs.spec",
"misc/treaty.spec",
"misc/icons.spec",
"misc/editor.spec",
"cimpletoon/orient_units.spec",
"cimpletoon/units/storm/xxx.spec",
"amplio2/nuke.spec",
"amplio2/explosions.spec",
"hexemplio/activities.spec",
"hexemplio/bases.spec",
"hexemplio/cities.spec",
"hexemplio/terrain.spec",
"hexemplio/savannah.spec",
"hexemplio/embellishments.spec",
"hexemplio/forests.spec",
"hexemplio/hills.spec",
"hexemplio/mountains.spec",
"hexemplio/tiles.spec",
"hexemplio/grid.spec",
"hexemplio/rivers.spec",
"hexemplio/roads.spec",
"hexemplio/roads-rails.spec",
"hexemplio/roads-maglevs.spec",
"hexemplio/unitextras.spec",
"hexemplio/unitcost.spec",
"hexemplio/select.spec",
"hexemplio/water1.spec",
"hexemplio/water2.spec",
"hexemplio/water3.spec",
; Add XYZ and Elefant units
"cimpletoon/units/abrams/xxx.spec",
"cimpletoon/units/assaultgun/xxx.spec",
"cimpletoon/units/biplane/xxx.spec",
"cimpletoon/units/container_ship/xxx.spec",
"cimpletoon/units/flak88/xxx.spec",
"cimpletoon/units/icebreaker/xxx.spec",
"cimpletoon/units/light_howitzer/xxx.spec",
"cimpletoon/units/locomotive/xxx.spec",
"cimpletoon/units/m4sherman/xxx.spec",
"cimpletoon/units/mig15/xxx.spec",
"cimpletoon/units/missile_sub/xxx.spec",
"cimpletoon/units/panther/xxx.spec",
"cimpletoon/units/panzer_iii/xxx.spec",
"cimpletoon/units/pt-boat/xxx.spec",
"cimpletoon/units/ROMB/xxx.spec",
"cimpletoon/units/stationary_sam/xxx.spec",
"cimpletoon/units/steamer/xxx.spec",
"cimpletoon/units/technical/xxx.spec",
"cimpletoon/units/tiger/xxx.spec",
"cimpletoon/units/truck/xxx.spec",
"cimpletoon/units/zeppelin/xxx.spec"
files_svg =
"misc/flags.spec"
files_pixel =
"misc/flags-large.spec"
; Include color definitions
*include "misc/colors.tilespec"
; Terrain info - see README.graphics
[layer0]
match_types = "floor", "coast", "lake"
[layer1]
match_types = "water", "land"
[layer2]
match_types = "hills", "foliage"
; Water graphics referenced by terrain.ruleset
;
[tile_lake]
tag = "lake"
blend_layer = 2
num_layers = 2
layer0_match_type = "lake"
layer0_match_with = "lake"
layer0_sprite_type = "corner"
layer1_match_type = "water"
layer1_match_with = "water"
layer1_sprite_type = "corner"
[tile_coast]
tag = "coast"
blend_layer = 2
num_layers = 2
layer0_match_type = "coast"
layer1_match_type = "water"
layer1_match_with = "water"
layer1_sprite_type = "corner"
[tile_floor]
tag = "floor"
blend_layer = 2
num_layers = 2
layer0_match_type = "floor"
layer0_match_with = "floor"
layer0_sprite_type = "corner"
layer1_match_type = "water"
layer1_match_with = "water"
layer1_sprite_type = "corner"
[tile_inaccessible]
tag = "inaccessible"
blend_layer = 0
num_layers = 2
layer0_match_type = "floor"
layer1_match_type = "land"
; Land graphics referenced by terrain.ruleset
;
[tile_arctic]
tag = "arctic"
blend_layer = 0
num_layers = 2
layer0_match_type = "lake"
layer1_match_type = "water"
[tile_desert]
tag = "desert"
blend_layer = 1
num_layers = 2
layer0_match_type = "lake"
layer1_match_type = "land"
[tile_forest]
tag = "forest"
blend_layer = 1
num_layers = 3
layer0_match_type = "lake"
layer1_match_type = "land"
layer2_match_type = "foliage"
layer2_match_with = "foliage"
[tile_grassland]
tag = "grassland"
blend_layer = 1
num_layers = 2
layer0_match_type = "lake"
layer1_match_type = "land"
[tile_hills]
tag = "hills"
blend_layer = 1
num_layers = 3
layer0_match_type = "lake"
layer1_match_type = "land"
layer2_match_type = "hills"
layer2_match_with = "hills"
[tile_jungle]
tag = "jungle"
blend_layer = 1
num_layers = 3
layer0_match_type = "lake"
layer1_match_type = "land"
layer2_match_type = "foliage"
layer2_match_with = "foliage"
[tile_savannah]
tag = "savannah"
blend_layer = 1
num_layers = 3
layer0_match_type = "lake"
layer1_match_type = "land"
layer2_match_type = "foliage"
layer2_match_with = "foliage"
[tile_mountains]
tag = "mountains"
blend_layer = 1
num_layers = 3
layer0_match_type = "lake"
layer1_match_type = "land"
layer2_match_type = "hills"
layer2_match_with = "hills"
[tile_plains]
tag = "plains"
blend_layer = 1
num_layers = 2
layer0_match_type = "lake"
layer1_match_type = "land"
[tile_swamp]
tag = "swamp"
blend_layer = 1
num_layers = 2
layer0_match_type = "lake"
layer1_match_type = "land"
[tile_tundra]
tag = "tundra"
blend_layer = 1
num_layers = 2
layer0_match_type = "lake"
layer1_match_type = "land"
[extras]
styles =
{ "name", "style"
"road.road", "RoadAllSeparate"
"road.rail", "RoadAllCombined"
"road.maglev", "RoadAllCombined"
"road.pave", "RoadAllSeparate"
"road.river", "River"
"tx.irrigation", "River"
"tx.farmland", "River"
"tx.mine", "Single1"
"tx.oil_mine", "Single1"
"tx.oil_rig", "Single1"
"tx.pollution", "Single2"
"tx.fallout", "Single2"
"tx.village", "Single1"
"tx.nets", "Single1"
"base.outpost", "3Layer"
"base.fortress", "3Layer"
"base.airstrip", "3Layer"
"base.airbase", "3layer"
"base.buoy", "3layer"
"extra.ruins", "3layer"
"ts.gold", "Single1"
"ts.iron", "Single1"
"ts.tundra_game", "Single1"
"ts.furs", "Single1"
"ts.coal", "Single1"
"ts.fish", "Single1"
"ts.fruit", "Single1"
"ts.gems", "Single1"
"ts.buffalo", "Single1"
"ts.wheat", "Single1"
"ts.oasis", "Single1"
"ts.peat", "Single1"
"ts.pheasant", "Single1"
"ts.grassland_resources", "Single1"
"ts.arctic_ivory", "Single1"
"ts.silk", "Single1"
"ts.spice", "Single1"
"ts.whales", "Single1"
"ts.wine", "Single1"
"ts.oil", "Single1"
"ts.horses", "Single1"
"ts.seals", "Single1"
}
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