Code: Select all
[spec]
; Format and options of this spec file:
options = "+Freeciv-2.5-spec"
[info]
artists = "
Tatu Rissanen <tatu.rissanen@hut.fi>
Jeff Mallatt <jjm@codewell.com> (miscellaneous)
GriffonSpade (unit upkeep; alternate fortifying icon)
"
[file]
gfx = "amplio2/tiles"
[grid_main]
x_top_left = 0
y_top_left = 0
dx = 96
dy = 48
tiles = { "row", "column", "tag"
; Unit activity letters: (note unit icons have just "u.")
0, 18, "unit.auto_attack",
"unit.auto_settler"
0, 19, "unit.stack"
1, 17, "unit.loaded"
1, 18, "unit.connect"
1, 19, "unit.auto_explore"
0, 16, "unit.transform"
0, 17, "unit.sentry"
4, 16, "unit.goto"
4, 17, "unit.mine"
2, 16, "unit.pollution"
2, 17, "unit.road"
2, 18, "unit.irrigate"
2, 19, "unit.fortifying"
; 1, 16, "unit.fortifying"
; 2, 19, "unit.fortress"
; 3, 16, "unit.airbase"
3, 17, "unit.pillage"1
3, 18, "unit.fortified"
3, 19, "unit.fallout"
4, 19, "unit.patrol"
1, 18, "unit.convert"
; Unit hit-point bars: approx percent of hp remaining
7, 0, "unit.hp_100"
7, 1, "unit.hp_90"
7, 2, "unit.hp_80"
7, 3, "unit.hp_70"
7, 4, "unit.hp_60"
7, 5, "unit.hp_50"
7, 6, "unit.hp_40"
7, 7, "unit.hp_30"
7, 8, "unit.hp_20"
7, 9, "unit.hp_10"
7, 10, "unit.hp_0"
; Numbers: city size: (also used for goto)
5, 0, "city.size_0"
5, 1, "city.size_1"
5, 2, "city.size_2"
5, 3, "city.size_3"
5, 4, "city.size_4"
5, 5, "city.size_5"
5, 6, "city.size_6"
5, 7, "city.size_7"
5, 8, "city.size_8"
5, 9, "city.size_9"
5, 10, "city.size_00"
5, 11, "city.size_10"
5, 12, "city.size_20"
5, 13, "city.size_30"
5, 14, "city.size_40"
5, 15, "city.size_50"
5, 16, "city.size_60"
5, 17, "city.size_70"
5, 18, "city.size_80"
5, 19, "city.size_90"
4, 1, "city.size_100"
4, 2, "city.size_200"
4, 3, "city.size_300"
4, 4, "city.size_400"
4, 5, "city.size_500"
4, 6, "city.size_600"
4, 7, "city.size_700"
4, 8, "city.size_800"
4, 9, "city.size_900"
; Numbers: city tile food/shields/trade y/g/b
8, 0, "city.t_food_0"
8, 1, "city.t_food_1"
8, 2, "city.t_food_2"
8, 3, "city.t_food_3"
8, 4, "city.t_food_4"
8, 5, "city.t_food_5"
8, 6, "city.t_food_6"
8, 7, "city.t_food_7"
8, 8, "city.t_food_8"
8, 9, "city.t_food_9"
6, 0, "city.t_shields_0"
6, 1, "city.t_shields_1"
6, 2, "city.t_shields_2"
6, 3, "city.t_shields_3"
6, 4, "city.t_shields_4"
6, 5, "city.t_shields_5"
6, 6, "city.t_shields_6"
6, 7, "city.t_shields_7"
6, 8, "city.t_shields_8"
6, 9, "city.t_shields_9"
6, 10, "city.t_trade_0"
6, 11, "city.t_trade_1"
6, 12, "city.t_trade_2"
6, 13, "city.t_trade_3"
6, 14, "city.t_trade_4"
6, 15, "city.t_trade_5"
6, 16, "city.t_trade_6"
6, 17, "city.t_trade_7"
6, 18, "city.t_trade_8"
6, 19, "city.t_trade_9"
; Unit upkeep in city dialog:
; These should probably be handled differently and have
; a different size...
0, 6, "upkeep.shield"
0, 7, "upkeep.shield2"
0, 8, "upkeep.shield3"
0, 9, "upkeep.shield4"
0, 10, "upkeep.shield5"
0, 11, "upkeep.shield6"
0, 12, "upkeep.shield7"
0, 13, "upkeep.shield8"
0, 14, "upkeep.shield9"
0, 15, "upkeep.shield10"
1, 6, "upkeep.gold"
1, 7, "upkeep.gold2"
1, 8, "upkeep.gold3"
1, 9, "upkeep.gold4"
1, 10, "upkeep.gold5"
1, 11, "upkeep.gold6"
1, 12, "upkeep.gold7"
1, 13, "upkeep.gold8"
1, 14, "upkeep.gold9"
1, 15, "upkeep.gold10"
2, 6, "upkeep.food"
2, 7, "upkeep.food2"
2, 8, "upkeep.food3"
2, 9, "upkeep.food4"
2, 10, "upkeep.food5"
2, 11, "upkeep.food6"
2, 12, "upkeep.food7"
2, 13, "upkeep.food8"
2, 14, "upkeep.food9"
2, 15, "upkeep.food10"
3, 6, "upkeep.unhappy"
3, 7, "upkeep.unhappy2"
3, 8, "upkeep.unhappy3"
3, 9, "upkeep.unhappy4"
3, 10, "upkeep.unhappy5"
3, 11, "upkeep.unhappy6"
3, 12, "upkeep.unhappy7"
3, 13, "upkeep.unhappy8"
3, 14, "upkeep.unhappy9"
3, 15, "upkeep.unhappy10"
; 7, 13, "upkeep.gold"
; 7, 14, "upkeep.gold2"
; 7, 15, "upkeep.food"
; 7, 16, "upkeep.food2"
; 7, 17, "upkeep.unhappy"
; 7, 18, "upkeep.unhappy2"
; 7, 19, "upkeep.shield"
; Base building activities
8, 15, "unit.fortress"
8, 16, "unit.airbase"
8, 17, "unit.buoy"
; Nuclear explosion: this could maybe now be handled as one
; big graphic (?), but for now is done old way as 3 by 3:
0, 0, "explode.nuke_00"
0, 1, "explode.nuke_01"
0, 2, "explode.nuke_02"
1, 0, "explode.nuke_10"
1, 1, "explode.nuke_11"
1, 2, "explode.nuke_12"
2, 0, "explode.nuke_20"
2, 1, "explode.nuke_21"
2, 2, "explode.nuke_22"
}