== Three key resources ==
There are three key steps to getting your
=== Your dungeon data file ===
Your dungeon.dat file should reside in Script/dungeons where it will automatically be picked up by the
=== define.dat ===
Anything you put in define.dat, you can refer to in your other script files. This is a general rule and is applicable to any of the data files. For example, if you want to create another config of a guard, then you just put a new #define in define.dat, and you can now refer to it in char.dat and your dungeon data file.
So it follows that you can #define your own dungeon name, which will be essential when we come to link the dungeon data file to the terrain data file.
Stick to upper case lettering when adding a new #define, and be sure to put an underscore when separating words.
Dos and don'ts: be sure items that are enumerated follow a nice numerical sequence e.g. 1, 2, 3, 4, 5; or 2, 4, 8, 16, 32; rather than 1, 2, 5, 7, 8;
If we wish to refer to a particular dungeon in the code itself, say in game.cpp, then the code will need to know about it, and so a #define will need to appear in ivandef.h before compiling the game.
=== owterra.dat ===
=== defineThe data file "owterra.dat ===" contains the "over-world terrains" of the IVAN world map. These are so named, because they become the little pictures that sit over the ground terrain on the world map. They denote the
== A worked example ==
== Known limitations ==
As of 0.50.6, the number of slots is 32.
Overflow of number of dungeons. Ways in which this can happen.
Population distribution of terrain types collected by the sampling algorithm.