03-tea-factory.nml 4.0 KB

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  1. // ####################
  2. // # -- SPRITESETS -- #
  3. // ####################
  4. spriteset (spriteset_tea_factory_building, "gfx/tea-factory.png") {
  5. [ 0, 0, 64, 42, -31, -11, NOCROP]
  6. [ 64, 0, 64, 42, -31, -11, NOCROP]
  7. [128, 0, 64, 42, -31, -11, NOCROP]
  8. [192, 0, 64, 42, -31, -11, NOCROP]
  9. }
  10. // #######################
  11. // # -- SPRITELAYOUTS -- #
  12. // #######################
  13. // # Factory Buildings #
  14. // ##################
  15. spritelayout spritelayout_tea_factory_building_1 {
  16. ground { sprite: GROUNDSPRITE_CONCRETE; }
  17. building { sprite: spriteset_tea_factory_building(0); recolour_mode: RECOLOUR_REMAP; palette: PALETTE_USE_DEFAULT; }
  18. }
  19. spritelayout spritelayout_tea_factory_building_2 {
  20. ground { sprite: GROUNDSPRITE_CONCRETE; }
  21. building { sprite: spriteset_tea_factory_building(1); recolour_mode: RECOLOUR_REMAP; palette: PALETTE_USE_DEFAULT; }
  22. }
  23. spritelayout spritelayout_tea_factory_building_3 {
  24. ground { sprite: GROUNDSPRITE_CONCRETE; }
  25. building { sprite: spriteset_tea_factory_building(2); recolour_mode: RECOLOUR_REMAP; palette: PALETTE_USE_DEFAULT; }
  26. }
  27. spritelayout spritelayout_tea_factory_building_4 {
  28. ground { sprite: GROUNDSPRITE_CONCRETE; }
  29. building { sprite: spriteset_tea_factory_building(3); recolour_mode: RECOLOUR_REMAP; palette: PALETTE_USE_DEFAULT; }
  30. }
  31. spritelayout spritelayout_tea_factory_building_5 {
  32. ground { sprite: GROUNDSPRITE_CONCRETE; }
  33. building { sprite: GROUNDSPRITE_CONCRETE; }
  34. }
  35. // #######################
  36. // # -- INDUSTRYTILES -- #
  37. // #######################
  38. item (FEAT_INDUSTRYTILES, item_industry_tea_factory_building_tile_1) {
  39. property { substitute: 27; special_flags: bitmask(INDTILE_FLAG_ACCEPT_ALL); }
  40. graphics { default: spritelayout_tea_factory_building_1; }
  41. }
  42. item (FEAT_INDUSTRYTILES, item_industry_tea_factory_building_tile_2) {
  43. property { substitute: 27; special_flags: bitmask(INDTILE_FLAG_ACCEPT_ALL); }
  44. graphics { default: spritelayout_tea_factory_building_2; }
  45. }
  46. item (FEAT_INDUSTRYTILES, item_industry_tea_factory_building_tile_3) {
  47. property { substitute: 27; special_flags: bitmask(INDTILE_FLAG_ACCEPT_ALL); }
  48. graphics { default: spritelayout_tea_factory_building_3; }
  49. }
  50. item (FEAT_INDUSTRYTILES, item_industry_tea_factory_building_tile_4) {
  51. property { substitute: 27; special_flags: bitmask(INDTILE_FLAG_ACCEPT_ALL); }
  52. graphics { default: spritelayout_tea_factory_building_4; }
  53. }
  54. item (FEAT_INDUSTRYTILES, item_industry_tea_factory_building_tile_5) {
  55. property { substitute: 27; special_flags: bitmask(INDTILE_FLAG_ACCEPT_ALL); }
  56. graphics { default: spritelayout_tea_factory_building_5; }
  57. }
  58. // #####################
  59. // # -- TILELAYOUTS -- #
  60. // #####################
  61. // # Factory #
  62. // ###########
  63. tilelayout item_industry_tea_factory_tilelayout_1 {
  64. 0, 0: item_industry_tea_factory_building_tile_3;
  65. 1, 0: item_industry_tea_factory_building_tile_1;
  66. 0, 1: item_industry_tea_factory_building_tile_5;
  67. 1, 1: item_industry_tea_factory_building_tile_4;
  68. }
  69. tilelayout item_industry_tea_factory_tilelayout_2 {
  70. 0, 0: item_industry_tea_factory_building_tile_2;
  71. 1, 0: item_industry_tea_factory_building_tile_4;
  72. 0, 1: item_industry_tea_factory_building_tile_3;
  73. 1, 1: item_industry_tea_factory_building_tile_5;
  74. }
  75. tilelayout item_industry_tea_factory_tilelayout_3 {
  76. 0, 0: item_industry_tea_factory_building_tile_3;
  77. 1, 0: item_industry_tea_factory_building_tile_1;
  78. 0, 1: item_industry_tea_factory_building_tile_2;
  79. 1, 1: item_industry_tea_factory_building_tile_4;
  80. }
  81. // ####################
  82. // # -- INDUSTRIES -- #
  83. // ####################
  84. item (FEAT_INDUSTRIES, item_industry_tea_factory) {
  85. property {
  86. substitute: INDUSTRYTYPE_COAL_MINE;
  87. name: string(STR_FACTORY_INDUSTRY_NAME);
  88. nearby_station_name: string(STR_STATION, string(STR_TOWN), string(STR_FACTORY_INDUSTRY_NAME));
  89. life_type: IND_LIFE_TYPE_PROCESSING;
  90. cargo_types:[
  91. accept_cargo("TEAL", produce_cargo("TEAB", 1))
  92. ];
  93. layouts:[
  94. item_industry_tea_factory_tilelayout_1,
  95. item_industry_tea_factory_tilelayout_2,
  96. item_industry_tea_factory_tilelayout_3,
  97. ];
  98. min_cargo_distr: 4;
  99. prob_map_gen: 3;
  100. prob_in_game: 2;
  101. map_colour: 62;
  102. }
  103. }