TILEMASTER2004 DATA V1

# Town: Friel

# Notes:
# - Any anchor distances are defined either in the NPC def or here directly using the AIDIST setting.  Those defined directly are sometimes based on a corresponding anchor from the standard NPC def when a def for a given simple conv is needed.  For example, say it was set to 3 for a generic guard NPC def, but if a given guard was using a simple conv, then it may have to be set here specifically to 3 since the value would probably not be set for the NPC def with that simple conv.  Another common use is to keep a given NPC from entering a nearby building and blocking movement.  That said, some of them are allowed to wander anywhere which does run the risk of blocking movement, but testing has always shown this to be only a temporary inconvenience.
# - An inn was added by squeezing it into the area NW and revising that extremely odd guard wall structure at the same time into a smaller tower (removing it entirely was considered, but the basic idea seemed good).  Other ideas that were considered included a second level (although that was not a particularly desirable solution since the design is really intended as a single level), squeezing it into the area SW (but that area seemed implemented better than the NW), or expanding the map size (which did not seem like a desirable solution for the sake of consistency with similar maps and for avoiding heavy revisions to the overall layout of the town).  There was also the possibility of something like part of Joreth's conv mentioning that the town's inn outside the moat was destroyed (meaning, the only way to sleep near this town would have been by camping), but including the inn seemed like the better choice (although the basic concept of an old inn was still used in a conv to explain the layout of this one).  Some of these ideas could still be useful if another building had to be added.
# - The east river is a revision from what was previously the edge of a big lake (the canal still extending from it but considered to instead be a moat).  This fishing lake theoretically went off to the E (it was never intended to be just the small lake, which was WAY too obviously far out of scale even for an abstraction like maps with sea ports).  An attempt was made to use a repeating border, but it did not look right (the N and S shores were totally flat instead of realistically rough and curved).  Other ideas that were considered include a border based on a map (an engine enhancement that has been under consideration for some time), a canal to get to the big lake (which would sort of synergize with the moat concept), or expanding the map size (as mentioned with regards to the inn, not a desirable solution).  The river solution could still be changed to one of these, but it seems like a good solution so it is probably better to leave it intact.

# TODO:
# - Review the NPC's for anchor length and position, as I already found and fixed one that wasn't correct.  Also do at least a quick check if other towns look about right or not.  UPDATE: This town has now been done, but the others have not.
# - GINCLUDE is now used here; if it works well for a while, then also integrate it into all other appropriate map*.dat files.  The original purpose was going to be to abstract various scale settings away from these files, which would have been a vast improvement in maintenance (changing values, adding new rates, etc.), but it turns out a core rate approach was selected instead so it wasn't an issue.  That said, it still allows all common settings to be abstacted away from each general type of map (such as settlement, overland, dangerous OH, FP, combat, and dungeon room where there are settings in common), including both the core rate and other settings such as AIMOVETYPE.  Note that any setting can be overrided if it comes after the GINCLUDE command.  Also note that since the core rate is NYI, the food rate is being used temporarily as such.

# Optional TODO:
# - There's now a dungeon nearby (the easy dungeon, which was moved from its original location); consider adding a conv hint about this somewhere.
# - It may be interesting if there were something to find in the lake (as a side quest / easter egg), giving the leaky boat another purpose other than just color.

# General
GINCLUDE: Inc-Town.dat
TRIGGERLIST: 3

# Creatures
# C: ID Type X Y; HP NPCType Disposition
# ANCHOR: X Y
# AIDIST: Distance
# Tags: DEFENDER
CLIST:

# Joreth the town leader
C: 0 40 12 26; 0 20
DEFENDER

# Guards
C: 0 31 7 32; 0 44
AIDIST: 1
C: 0 31 10 31; 0 9
AIDIST: 3
C: 0 31 6 24; 0 137
AIDIST: 3
C: 0 31 6 28; 0 85
AIDIST: 3
C: 0 31 33 31; 0 43

# Blacksmith
# Targ
C: 0 50 18 40; 0 21
ANCHOR: 18 40
DEFENDER

# Import supplies
# Corelith, the merchant
C: 0 50 20 16; 0 22
DEFENDER
# Corelith's wife
C: 0 21 15 18; 0 6
AIDIST: 3

# Pub
# The barkeep
C: 0 30 35 13; 0 106
# Cook (wife)
C: 0 21 32 12; 0 8
ANCHOR: 30 14
AIDIST: 4
# Minstrel
C: 0 35 39 12; 0 168
# A farmer here at the pub for a drink
C: 0 20 37 12; 0 14
AIDIST: 1
# A fisherman, here at the pub for a drink
C: 0 20 39 9; 0 15
AIDIST: 1

# Inn
# The innkeeper
C: 0 30 8 10; 0 189

# General supplies
# Merchant
C: 0 30 41 40; 0 52
# Woman at the merchant's, with child
C: 0 21 39 39; 0 87
ANCHOR: 35 40
AIDIST: 4
C: 0 25 39 40; 0 10
ANCHOR: 35 40
AIDIST: 4

# Shrine, cleric
C: 0 41 30 41; 0 71

# Gareth the fisherman
C: 0 20 29 24; 0 23
AIDIST: 8

# A farmer who works fields to the south
C: 0 20 19 26; 0 119
AIDIST: 7

# Well
# Woman
C: 0 21 22 10; 0 45
AIDIST: 9
# Children
# - Anchor position and dist matches the mother's
C: 0 25 17 7; 0 47
ANCHOR: 22 10
AIDIST: 9
C: 0 24 19 7; 0 143
ANCHOR: 22 10
AIDIST: 9

# Child outside the pub
C: 0 24 41 19; 0 46
AIDIST: 6

# Misc. peasant
# - Add more, as needed
# - These are wanderers, but if they get too annoying then may require an AIDIST after all, although perhaps the anchor could be set to points where they can have a long distance.
C: 0 20 21 34; 0 2
C: 0 20 12 39; 0 150

# Cats!
C: 0 34 27 10; 0 28
C: 0 34 29 8; 0 29
C: 0 34 24 43; 0 30

END


# Vehicles
# V: ID Type X Y HP
VLIST:

# Gareth's leaky boat
V: 0 10 38 23
