# ==============================================================================
# F.I.S.S.I.O.N. - city_<modname>.txt – Area definitions for worldmap towns
# ==============================================================================
#
# Each [Area X] section defines one town. The order must match the area names in
# map_<modname>.msg (first area = offset 1500, second = 1501, etc.)
#
# FORMAT (standard Fallout 2 syntax):
#   [Area <unique_number>]
#   area_name=<string>     (must match the area key in map_<modname>.msg)
#   world_pos=<x>,<y>
#   start_state=<On/Off>
#   size=<Small/Medium/Large>
#   townmap_art_idx=<num>
#   townmap_label_art_idx=<num>
#   entrance_<N>=<state>,<x>,<y>,<map_lookup_name>,<elevation>,<tile>,<rotation>
#
# EXAMPLE:
#   [Area 0]
#   area_name=SCRAPTOWN
#   world_pos=360,290
#   start_state=On
#   size=Medium
#   townmap_art_idx=5933
#   townmap_label_art_idx=368
#   entrance_0=On,110,220,Scraptown1,-1,-1,0
#   entrance_1=On,235,250,Scraptown2,-1,-1,0
#
#   [Area 1]
#   area_name=HIGHTOWN
#   world_pos=460,290
#   start_state=On
#   size=Medium
#   townmap_art_idx=156
#   townmap_label_art_idx=368
#   entrance_0=On,110,220,Hightown1,-1,-1,0
#   entrance_1=On,235,250,Hightown2,-1,-1,0
#
# NOTES:
#   - The [Area X] number is ignored (use 0,1,2... for clarity).
#   - Place this file in: data/
#   - Area slots (script IDs) are stable – they never change.
#   - Entrance map names must match the lookup_name in maps_<modname>.txt.
#
# ==============================================================================

[Area 0]
area_name = MYTOWN ; UPPERCASE, globally unique name
world_pos = 450,600 ; Where it appears on world map (x,y)
start_state = on ; on, off
size = medium ; small, medium, large (lowercase)
entrance_0 = on,100,200,MYMAP,-1,-1,0
