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augmentedis.tilespec
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augmentedis.tilespec
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[tilespec]
; Format and options of this tilespec file:
options = "+Freeciv-2.6-tilespec"
; A simple name for the tileset specified by this file:
name = "augmentedis"
priority = 3
; There`s no separate versioning in tilesets part of main freeciv distribution
;version = ""
; Summary and full description of the tileset.
summary = _("Isometric small hex tiles for augmented2 modpack.")
;description = ""
; TODO: add more overall information fields on tiles,
; eg, authors, colors, etc.
; Basic tile sizes:
normal_tile_width = 64
normal_tile_height = 32
small_tile_width = 15
small_tile_height = 20
; Basic tile style.
type = "isometric"
hex_side = 16
is_hex = TRUE
; Use old iso style
fog_style = "Auto"
; Was darkness style "IsoRect" (single-sprite)
darkness_style = "CardinalSingle"
; Which terrain layer darkness is drawn top of (0-2)
darkness_layer = 0
; offset the flags by this amount when drawing units
unit_flag_offset_x = 17
unit_flag_offset_y = 11
city_flag_offset_x = 17
city_flag_offset_y = 11
; 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 = 21
unit_offset_y = 13
; offset of the normal activity icons
activity_offset_x = 0
activity_offset_y = 0
; offset the cities by this amount
city_offset_x = 0
city_offset_y = 0
; offset the city bar text by this amount (from the city tile origin)
citybar_offset_y = 20
; offset the tile label text by this amount
tilelabel_offset_y = 10
; 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
; Font size (points) to use to draw city names and productions.
; (Deprecated, and ignored by many clients.)
city_names_font_size = 10
city_productions_font_size = 10
; These are special because they get freed and reloaded
; as required:
main_intro_file = "misc/intro"
minimap_intro_file = "misc/radar"
; 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",
; "isophex/terrain1.spec",
"isophex/terrain2.spec",
"isophex/darkness.spec",
"isotrident/tiles.spec",
"isotrident/unitcost.spec",
"isophex/grid.spec",
"isophex/rivers.spec",
"misc/small.spec",
"misc/events.spec",
"misc/governments.spec",
"misc/specialists.spec",
"misc/buildings.spec",
; "trident/units.spec",
"isotrident/unitextras.spec",
"misc/flags.spec",
"misc/shields.spec",
"misc/cursors.spec",
"misc/space.spec",
"misc/techs.spec",
"misc/treaty.spec",
"misc/icons.spec",
"misc/editor.spec",
"isotrident/nuke.spec",
"isotrident/cities.spec",
"isotrident/morecities.spec",
"augmented2/small_units/units.spec",
"augmented2/buildings_small/buildings-small.spec",
"augmented2/wonders_small/wonders-small.spec",
"augmented2/misc/governments.spec",
"augmented2/terrain_small/terrain-small.spec",
"augmented2/terrain_small/roads_unpaved.spec",
"augmented2/terrain_small/roads.spec",
"augmented2/terrain_small/roads-hwys.spec",
"augmented2/terrain_small/waterlocks.spec",
"augmented2/terrain_small/road_bridges.spec",
"augmented2/terrain_small/forest2.spec",
"augmented2/misc/techs.spec"
; Include color definitions
*include "misc/colors.tilespec"
; Terrain info - see README.graphics
[layer0]
match_types = "land", "water"
[layer1]
match_types = "forest", "hills", "mountains", "ridge", "trench"
; Water graphics referenced by terrain.ruleset
;
[tile_lake]
tag = "lake"
blend_layer = 1
num_layers = 1
layer0_match_type = "water"
layer0_match_with = "water"
layer0_sprite_type = "corner"
[tile_coast]
tag = "coast"
blend_layer = 1
num_layers = 1
layer0_match_type = "water"
layer0_match_with = "water"
layer0_sprite_type = "corner"
[tile_floor]
tag = "floor"
blend_layer = 1
num_layers = 1
layer0_match_type = "water"
layer0_match_with = "water"
layer0_sprite_type = "corner"
; Land graphics referenced by terrain.ruleset
;
[tile_inaccessible]
tag = "inaccessible"
blend_layer = 0
num_layers = 1
layer0_match_type = "land"
[tile_arctic]
tag = "arctic"
blend_layer = 1
num_layers = 1
layer0_match_type = "land"
[tile_desert]
tag = "desert"
blend_layer = 1
num_layers = 1
layer0_match_type = "land"
[tile_forest]
tag = "forest"
blend_layer = 1
num_layers = 2
layer0_match_type = "land"
layer1_match_type = "forest"
layer1_match_with = "forest"
[tile_grassland]
tag = "grassland"
blend_layer = 1
num_layers = 1
layer0_match_type = "land"
[tile_hills]
tag = "hills"
blend_layer = 1
num_layers = 2
layer0_match_type = "land"
layer1_match_type = "hills"
layer1_match_with = "hills"
;ugly and misleading swamp-like img
;[tile_jungle]
;tag = "jungle"
;blend_layer = 1
;num_layers = 1
;layer0_match_type = "land"
[tile_jungle]
tag = "jungle"
blend_layer = 1
num_layers = 2
layer0_match_type = "land"
layer1_match_type = "forest"
layer1_match_with = "forest"
[tile_taiga]
tag = "taiga"
blend_layer = 1
num_layers = 2
layer0_match_type = "land"
layer1_match_type = "forest"
layer1_match_with = "forest"
[tile_mountains]
tag = "mountains"
blend_layer = 1
num_layers = 2
layer0_match_type = "land"
layer1_match_type = "mountains"
layer1_match_with = "mountains"
[tile_plains]
tag = "plains"
blend_layer = 1
num_layers = 1
layer0_match_type = "land"
[tile_swamp]
tag = "swamp"
blend_layer = 1
num_layers = 1
layer0_match_type = "land"
[tile_tundra]
tag = "tundra"
blend_layer = 1
num_layers = 1
layer0_match_type = "land"
[tile_volcano]
tag = "volcano"
blend_layer = 1
num_layers = 3
layer0_match_type = "land"
layer1_match_type = "mountains"
layer1_match_with = "mountains"
[extras]
styles =
{ "name", "style"
"road.road_unpaved", "RoadAllSeparate"
"road.road", "RoadAllSeparate"
"road.rail", "RoadAllSeparate"
"road.maglev", "RoadAllSeparate"
"road.hwy", "RoadAllSeparate"
"road.river", "River"
"tx.irrigation", "Cardinals"
"tx.farmland", "Cardinals"
"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"
"base.ruins", "3Layer"
"road.waterlock","River"
"road.road_bridge","RoadAllCombined"
}