[tilespec] ; Format and options of this tilespec file: options = "+Freeciv-3.1-tilespec duplicates_ok" ; A simple name for the tileset specified by this file: name = "Delta2" priority = 3 ; Version of the tileset version = "3.1-0" ; Summary and full description of the tileset. summary = _("Tileset to be used with variant2 ruleset in hex mode (default)") ;description = "" ; What is the primary ruleset this tileset is meant for. for_ruleset = "variant2" ; Basic tile sizes: normal_tile_width = 126 normal_tile_height = 64 small_tile_width = 15 small_tile_height = 20 ; 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 the cities by this amount city_offset_x = 17 city_offset_y = 21 ; 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 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/flags-large.spec", "misc/shields-large.spec", "misc/cursors.spec", "misc/space.spec", "misc/techs.spec", "misc/treaty.spec", "misc/icons.spec", "misc/editor.spec", "amplio2/units.spec", "amplio2/nuke.spec", "amplio2/explosions.spec", "delta2/units.spec", "delta2/canals.spec", "hexemplio/activities.spec", "hexemplio/bases.spec", "hexemplio/cities.spec", "hexemplio/terrain.spec", "hexemplio/embellishments.spec", "hexemplio/forests.spec", "hexemplio/hills.spec", "hexemplio/mountains.spec", "hexemplio/water1.spec", "hexemplio/water2.spec", "hexemplio/water3.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" ; 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_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" "road.canal", "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" "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" }