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civ3.tilespec
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civ3.tilespec
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[tilespec]
; Format and options of this tilespec file:
options = "+Freeciv-3.0-tilespec"
; A simple name for the tileset specified by this file:
name = "Civ 3"
priority = 25
; There`s no separate versioning in tilesets part of main freeciv distribution
;version = ""
; Summary and full description of the tileset.
summary = _("\
Variant of Amplio2 isometric tileset with unit sprites from civ3\
showing the direction the unit is facing.\
")
;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 = 96
normal_tile_height = 48
small_tile_width = 15
small_tile_height = 20
; Basic tile style.
type = "isometric"
is_hex = FALSE
; Blended fog
fog_style = "Darkness"
darkness_style = "Corner"
; offset the flags by this amount when drawing units
unit_flag_offset_x = 25
unit_flag_offset_y = 16
city_flag_offset_x = 2
city_flag_offset_y = 9
; 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 = 19
unit_offset_y = 18
; offset of the normal activity icons
activity_offset_x = 0
activity_offset_y = 0
; offset of the selected unit sprites
select_offset_x = 0
select_offset_y = 0
; offset the cities by this amount
city_offset_x = 0
city_offset_y = 0
; 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 = 30
; offset the tile label text by this amount
tilelabel_offset_y = 15
; 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.
; "Darkness", ; Darkness (unseen tiles)
; "Terrain2",
; "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).
; 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 =
"amplio2/terrain1.spec",
"amplio2/maglev.spec",
"amplio2/terrain2.spec",
"amplio2/hills.spec",
"amplio2/mountains.spec",
"amplio2/ocean.spec",
"amplio2/water.spec",
"amplio2/tiles.spec",
"amplio2/upkeep.spec",
"amplio2/activities.spec",
"amplio2/fog.spec",
"misc/small.spec",
"misc/events.spec",
"misc/governments.spec",
"misc/specialists.spec",
"amplio2/veterancy.spec",
"misc/flags-large.spec",
"misc/buildings-large.spec",
"misc/wonders-large.spec",
"misc/space.spec",
"misc/techs.spec",
"misc/treaty.spec",
"amplio2/nuke.spec",
"amplio2/explosions.spec",
"amplio2/cities.spec",
"amplio2/bases.spec",
"amplio2/select.spec",
"amplio2/grid.spec",
"misc/cursors.spec",
"misc/overlays.spec",
"misc/citybar.spec",
"misc/shields-large.spec",
"misc/editor.spec",
"misc/icons.spec",
"Civ3Tileset v3.0/civ3standard/u_aegis_cruiser/u_aegis_cruiser.spec",
"Civ3Tileset v3.0/civ3standard/u_alpine_troops/u_alpine_troops.spec",
"Civ3Tileset v3.0/civ3standard/u_archers/u_archers.spec",
"Civ3Tileset v3.0/civ3standard/u_armor/u_armor.spec",
"Civ3Tileset v3.0/civ3standard/u_artillery/u_artillery.spec",
"Civ3Tileset v3.0/civ3standard/u_awacs/u_awacs.spec",
"Civ3Tileset v3.0/civ3standard/u_barbarian_leader/u_barbarian_leader.spec",
"Civ3Tileset v3.0/civ3standard/u_battleship/u_battleship.spec",
"Civ3Tileset v3.0/civ3standard/u_bomber/u_bomber.spec",
"Civ3Tileset v3.0/civ3standard/u_cannon/u_cannon.spec",
"Civ3Tileset v3.0/civ3standard/u_caravan/u_caravan.spec",
"Civ3Tileset v3.0/civ3standard/u_caravel/u_caravel.spec",
"Civ3Tileset v3.0/civ3standard/u_carrier/u_carrier.spec",
"Civ3Tileset v3.0/civ3standard/u_catapult/u_catapult.spec",
"Civ3Tileset v3.0/civ3standard/u_cavalry/u_cavalry.spec",
"Civ3Tileset v3.0/civ3standard/u_chariot/u_chariot.spec",
"Civ3Tileset v3.0/civ3standard/u_cruiser/u_cruiser.spec",
"Civ3Tileset v3.0/civ3standard/u_crusaders/u_crusaders.spec",
"Civ3Tileset v3.0/civ3standard/u_destroyer/u_destroyer.spec",
"Civ3Tileset v3.0/civ3standard/u_diplomat/u_diplomat.spec",
"Civ3Tileset v3.0/civ3standard/u_dragoons/u_dragoons.spec",
"Civ3Tileset v3.0/civ3standard/u_elephants/u_elephants.spec",
"Civ3Tileset v3.0/civ3standard/u_engineers/u_engineers.spec",
"Civ3Tileset v3.0/civ3standard/u_explorer/u_explorer.spec",
"Civ3Tileset v3.0/civ3standard/u_fanatics/u_fanatics.spec",
"Civ3Tileset v3.0/civ3standard/u_fighter/u_fighter.spec",
"Civ3Tileset v3.0/civ3standard/u_freight/u_freight.spec",
"Civ3Tileset v3.0/civ3standard/u_frigate/u_frigate.spec",
"Civ3Tileset v3.0/civ3standard/u_galleon/u_galleon.spec",
"Civ3Tileset v3.0/civ3standard/u_helicopter/u_helicopter.spec",
"Civ3Tileset v3.0/civ3standard/u_horsemen/u_horsemen.spec",
"Civ3Tileset v3.0/civ3standard/u_howitzer/u_howitzer.spec",
"Civ3Tileset v3.0/civ3standard/u_ironclad/u_ironclad.spec",
"Civ3Tileset v3.0/civ3standard/u_knights/u_knights.spec",
"Civ3Tileset v3.0/civ3standard/u_leader/u_leader.spec",
"Civ3Tileset v3.0/civ3standard/u_legion/u_legion.spec",
"Civ3Tileset v3.0/civ3standard/u_marines/u_marines.spec",
"Civ3Tileset v3.0/civ3standard/u_mech_inf/u_mech_inf.spec",
"Civ3Tileset v3.0/civ3standard/u_migrants/u_migrants.spec",
"Civ3Tileset v3.0/civ3standard/u_cruise_missile/u_cruise_missile.spec",
"Civ3Tileset v3.0/civ3standard/u_musketeers/u_musketeers.spec",
"Civ3Tileset v3.0/civ3standard/u_nuclear/u_nuclear.spec",
"Civ3Tileset v3.0/civ3standard/u_paratroopers/u_paratroopers.spec",
"Civ3Tileset v3.0/civ3standard/u_partisan/u_partisan.spec",
"Civ3Tileset v3.0/civ3standard/u_phalanx/u_phalanx.spec",
"Civ3Tileset v3.0/civ3standard/u_pikemen/u_pikemen.spec",
"Civ3Tileset v3.0/civ3standard/u_riflemen/u_riflemen.spec",
"Civ3Tileset v3.0/civ3standard/u_settlers/u_settlers.spec",
"Civ3Tileset v3.0/civ3standard/u_spy/u_spy.spec",
"Civ3Tileset v3.0/civ3standard/u_stealth_bomber/u_stealth_bomber.spec",
"Civ3Tileset v3.0/civ3standard/u_stealth_fighter/u_stealth_fighter.spec",
"Civ3Tileset v3.0/civ3standard/u_submarine/u_submarine.spec",
"Civ3Tileset v3.0/civ3standard/u_transport/u_transport.spec",
"Civ3Tileset v3.0/civ3standard/u_trireme/u_trireme.spec",
"Civ3Tileset v3.0/civ3standard/u_warriors/u_warriors.spec",
"Civ3Tileset v3.0/civ3standard/u_workers/u_workers.spec",
"cimpletoon/orient_units.spec"
; Include color definitions
*include "misc/colors.tilespec"
; Terrain info - see README.graphics
[layer0]
match_types = "shallow", "deep", "land"
[layer1]
match_types = "forest", "hills", "mountains", "water", "ice"
[layer2]
match_types = "water", "ice"
; Water graphics referenced by terrain.ruleset
;
[tile_lake]
tag = "lake"
blend_layer = 1
num_layers = 1
layer0_match_type = "shallow"
layer0_match_with = "land"
layer0_sprite_type = "corner"
[tile_coast]
tag = "coast"
blend_layer = 1
num_layers = 2
layer0_match_type = "shallow"
layer0_match_with = "deep", "land"
layer0_sprite_type = "corner"
layer1_match_type = "water"
layer1_match_with = "ice"
layer1_sprite_type = "corner"
[tile_floor]
tag = "floor"
blend_layer = 0
num_layers = 2
layer0_match_type = "deep"
layer0_match_with = "shallow", "land"
layer0_sprite_type = "corner"
layer1_match_type = "water"
layer1_match_with = "ice"
layer1_sprite_type = "corner"
; Land graphics referenced by terrain.ruleset
;
[tile_arctic]
tag = "arctic"
; treated as water for ice cliffs
blend_layer = 0
num_layers = 3
layer0_match_type = "shallow"
layer1_match_type = "ice"
layer2_match_type = "ice"
[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"
[tile_jungle]
tag = "jungle"
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 = "hills"
layer1_match_with = "hills"
layer1_is_tall = TRUE
layer1_offset_y = 6
[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_inaccessible]
tag = "inaccessible"
blend_layer = 0
num_layers = 1
layer0_match_type = "land"
[extras]
styles =
{ "name", "style"
"road.road", "RoadAllSeparate"
"road.rail", "RoadAllSeparate"
"road.maglev", "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.castle", "3Layer"
"base.castle2", "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"
}