/*
    The purpose of this module is to be able to quickly set up a random dungeon
with no real purpose or goal other than to have fun. There is no end game quest
or goal it's completely open ended. The encounter tables are designed to give
a party a good 4 or 5 encounters before having to rest, of course this assuption
is made that the party will consist of a balanced group of 4 to 6 members.

    The dungeon is randomly generated as the PCs move thru it. It operates on a
simple premise of 90% of the things in a dungeon are controlled by waypoints.
if a waypoint of a specific type is placed a object of a certain type is placed.

    Traps and Secret Door Triggers cannot be placed dynamically so therefore
numerous traps and triggers must be placed so that the system can randomly
deactivate them. In all seriousness each area should have about 10+ traps in it
so as to allow for a greater amount of randomness. Detect mode MUST be activated
to find secret doors/traps in the dungeon.

The constants for dungeon generation is handled by a file called
"inc_mod_constant". By adjusting this file you can determine how often many
things in the game appear and not appear. Example since we already touched on
traps, the default chance of a trap being present is 5% Therefore for every 20
traps in your module the PCs will only (on average) encounter 1. The other 19
are destroyed by the game engine.

Required naming conventions (ID Codes):
Areas : Area###  ### is a unique 3 digit ID code that no other AREA has.
        Example Area001, Area002, Area003.

RDG Toys:

Doors: 2 Types of Doors have been provided 1 one the area transition door the
    other is a generic door. The area transition door is the workhorse of the
    RDG it randomly links itself to another door of it's type in the dungeon.
    The generic door is a NON-area transition door. These doors are listed under
    CUSTOM TILE-SET SPECIFIC DOORS.

    Earlier versions of the RDG required unique tagging of the doors this is no
    longer a requirement.

Traps: A custom trap has been suppled called "Trap" under generic triggers -
    custom. This trap generates a random trap effect. From 1: Weak (might get a
    mage's attention) to 5 Fatal (Our warrior with 18 CON is a pile of goo!)
    ID OPTIONAL.

Monster Spawn: A custom waypoint "Mon_" will spawn a encounter for the
    party +/- 4 levels of the parties level. This spawn should be used in rooms
    as it has a higher chance of generating an encounter than Wan_. Note a
    safety feature rerolls encounters that would be greater than 1.5 x the level
    of the party. Preventing a level 1 party from getting a level 5 encounter.
    While allowing a level 10 party to get a level 14 encounter. ID OPTIONAL.

Secret Doors and Hidden Treasure Spawns: A custom waypoint has been supplied for
    each of these types of spawns. Just drag and drop. Modifying the Tags on
    these waypoints will break them. The DCs for discovering this items is based
    on average PC level. NO ID.

Decoration: A custom waypoint called "Decor" is included. This will create misc.
    debris within the dungeon making each room unique (in theory).

Dungeon Aging: You can now decorate a dungeon room the way you would like to
    have seen it "originally". Simply turn off the static box on each placeable
    and the placeable becomes ageable. The party will find the room as you
    decorated but with some exceptions. Items will be missing or broken. This
    allows you the creator to make rooms that PCs can wonder what it was
    originally for as they explore making it a more entertaining experience.
*/


