/usr/share/games/freeciv/cimpletoon.tilespec is in freeciv-data 2.5.3-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 | [tilespec]
; Format and options of this tilespec file:
options = "+Freeciv-2.5-tilespec"
; A simple name for the tileset specified by this file:
name = "cimpletoon"
priority = 30
; TODO: add more overall information fields on tiles,
; eg, description, authors, colors, etc.
; 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
; Fogstyle 2, darkness_style 4 : blended fog
fogstyle = 2
darkness_style = 4
; 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 = 25
unit_flag_offset_y = 16
city_flag_offset_x = 2
city_flag_offset_y = 9
; offset the units by this amount when drawing units
unit_offset_x = 19
unit_offset_y = 18
; 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
; Font size (points) to use to draw city names and productions:
city_names_font_size = 10
city_productions_font_size = 8
; 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 =
"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/fog.spec",
"misc/small.spec",
"misc/governments.spec",
"misc/specialists.spec",
"amplio2/veterancy.spec",
"cimpletoon/orient_units.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/ancientcities.spec",
"amplio2/medievalcities.spec",
"amplio2/moderncities.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"
; 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]
blend_layer = 1
num_layers = 1
layer0_match_type = "shallow"
layer0_match_with = "land"
layer0_sprite_type = "corner"
mine_sprite = "tx.oil_mine"
[tile_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"
mine_sprite = "tx.oil_mine"
[tile_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"
mine_sprite = "tx.oil_mine"
; Land graphics referenced by terrain.ruleset
;
[tile_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"
mine_sprite = "tx.oil_mine"
[tile_desert]
blend_layer = 1
num_layers = 1
layer0_match_type = "land"
mine_sprite = "tx.oil_mine"
[tile_forest]
blend_layer = 1
num_layers = 2
layer0_match_type = "land"
layer1_match_type = "forest"
layer1_match_with = "forest"
mine_sprite = "tx.mine"
[tile_grassland]
blend_layer = 1
num_layers = 1
layer0_match_type = "land"
mine_sprite = "tx.mine"
[tile_hills]
blend_layer = 1
num_layers = 2
layer0_match_type = "land"
layer1_match_type = "hills"
layer1_match_with = "hills"
mine_sprite = "tx.mine"
[tile_jungle]
blend_layer = 1
num_layers = 2
layer0_match_type = "land"
layer1_match_type = "forest"
layer1_match_with = "forest"
mine_sprite = "tx.mine"
[tile_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
mine_sprite = "tx.mine"
[tile_plains]
blend_layer = 1
num_layers = 1
layer0_match_type = "land"
mine_sprite = "tx.mine"
[tile_swamp]
blend_layer = 1
num_layers = 1
layer0_match_type = "land"
mine_sprite = "tx.mine"
[tile_tundra]
blend_layer = 1
num_layers = 1
layer0_match_type = "land"
mine_sprite = "tx.oil_mine"
[tile_inaccessible]
blend_layer = 0
num_layers = 1
layer0_match_type = "land"
mine_sprite = "tx.mine"
[roads]
styles =
{ "name", "style"
"road.road", "AllSeparate"
"road.rail", "AllSeparate"
"road.river", "River"
}
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