# size of a hex tile #
map_tile_width = 60
map_tile_height = 50
# offset one must add to put hex tiles together without gaps #
map_tile_x_offset = 45
map_tile_y_offset = 25

fog = test/fog.bmp
grid = test/grid.bmp
frame = test/sel_frame.bmp
crosshair = test/crosshair.bmp
explosion = test/explosion.bmp
damage_bar = test/damage_bars.bmp

# sounds #
explosion_sound = test/explosion.wav
select_sound = test/select.wav

entry_name = plains
name = Plains
char_id = p
picture = test/plains.bmp
movement = 2
spotting = 1
min_entrench = 0
max_entrench = 3
flags ( none )

entry_name = forest
name = Forest
char_id = f
picture = test/forest.bmp
movement = 3
spotting = 1
min_entrench = 1
max_entrench = 6
flags ( no_spotting inf_entr_bonus )

entry_name = mountain
name = Mountain
char_id = m
picture = test/mountains.bmp
movement = 1
spotting = 1
min_entrench = 2
max_entrench = 8
flags ( mountain no_spotting difficult inf_entr_bonus )

entry_name = town
name = Town
char_id = t
picture = test/town.bmp
movement = 3
spotting = 1
min_entrench = 2
max_entrench = 8
flags ( no_spotting inf_entr_bonus )

entry_name = harbor
name = Harbor
char_id = h
picture = test/harbor.bmp
movement = 3
spotting = 2
min_entrench = 2
max_entrench = 8
flags ( inf_entr_bonus harbor )

entry_name = road
name = Road
char_id = r
picture = test/road.bmp
movement = 1
spotting = 1
min_entrench = 0
max_entrench = 0
flags ( none )

entry_name = river
name = River
char_id = w
picture = test/river.bmp
movement = 1
spotting = 1
min_entrench = 0
max_entrench = 0
flags ( river difficult )

entry_name = airfield
name = Airfield
char_id = a
picture = test/airport.bmp
movement = 1
spotting = 1
min_entrench = 1
max_entrench = 5
flags ( airfield inf_entr_bonus )

entry_name = beach
name = Beach
char_id = b
picture = test/beach.bmp
movement = 2
spotting = 1
min_entrench = 0
max_entrench = 0
flags ( none )

entry_name = sea
name = Sea
char_id = s
picture = test/water.bmp
movement = 1
spotting = 1
min_entrench = 0
max_entrench = 0
flags ( water )
