This is a brief guide explaining how to include your customized dungeons on the IVAN world map.
== Three key steps resources ==
There are three key steps to getting your dungeon to appear on the world map.
=== Your dungeon data file ===
Your dungeon data file should reside in <code>Script/dungeons</code> where it will automatically be picked up by the game when it creates the world map. It should contain the kinds of things described in the article on [[Dungeon Building]]. Most importantly, the [[#Dungeon_Building:DungeonControlVariable|<code>Dungeon</code>]] control variable will need to be the <code>DEFINED_VALUE</code> you set in <code>define.dat</code>, which will help link the dungeon to its overworld terrain.
=== define.dat ===
You will need Anything you put in <code>define.dat</code>, you can refer to define the name that the IVAN in your other script files will use . This is a general rule and is applicable to recognise your dungeonany of the data files. Therefore For example, if you will need want to include create another config of a guard, then you just put a new <code>#define</code> with the other dungeon names in <code>define.dat</code>, and you can now refer to it in <code>char.dat</code> and your dungeon data file.
Anything you put in <code>define.dat</code>, 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 <code>#define</code> in <code>define.dat</code>, and you can now refer to it in <code>char.dat</code> and your dungeon data file. So it follows that you can <code>#define</code> 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 <code>#define</code>, and be sure to put an underscore when separating words. Be sure items that are enumerated follow a nice numerical sequence e.g. <code>1, 2, 3, 4, 5;</code> or <code>2, 4, 8, 16, 32;</code>, rather than <code>1, 2, 5, 7, 8;</code>.
For programmersDos and don'ts: note be sure items that if are enumerated follow a nice numerical sequence e.g. <code>1, 2, 3, 4, 5;</code> or <code>2, 4, 8, 16, 32;</code>, rather than <code>1, 2, 5, 7, 8;</code>. If we wish to refer to a particular dungeon in the ''code'' itself, for example to do something special say in <code>game.cpp</code>, then the code will need to know about it, and so a <code>#define</code> will also need to appear in <code>ivandef.h</code> before ''compiling'' the game.
=== owterra.dat ===
The data file <code>owterra.dat</code> 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 places - cities or dungeons - you can visit when adventuring in the world map, and so they need to be linked up to the dungeon data files. Here are some pictures showing famous owterrains:
{| class="wikitable"! New Attnam! Attnam! Gloomy Caves|-| [[File:OwnewattnamPictures showing famous owterrains.png|80px]]| [[File:Owattnam.png|80px]]| [[File:Owgloomycaves.png|80px]]|}
This table shows the control variables for each over-world terrain: