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		<id>https://drl.chaosforge.org/w/index.php?action=history&amp;feed=atom&amp;title=Modding%3Agenerator_API_%280.9.9.6%29</id>
		<title>Modding:generator API (0.9.9.6) - Revision history</title>
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		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/w/index.php?title=Modding:generator_API_(0.9.9.6)&amp;action=history"/>
		<updated>2026-05-20T17:45:27Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
		<generator>MediaWiki 1.21.1</generator>

	<entry>
		<id>https://drl.chaosforge.org/w/index.php?title=Modding:generator_API_(0.9.9.6)&amp;diff=3881&amp;oldid=prev</id>
		<title>Epyon at 12:32, 11 August 2025</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/w/index.php?title=Modding:generator_API_(0.9.9.6)&amp;diff=3881&amp;oldid=prev"/>
				<updated>2025-08-11T12:32:27Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
			&lt;tr style='vertical-align: top;'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 12:32, 11 August 2025&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The generator holds all of the ever-present functions used to create the random maps in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;DoomRL&lt;/del&gt;. It also contains a variety of helper functions, many of them useful if not vital to the creation of intricate and meticulous game design.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The generator holds all of the ever-present functions used to create the random maps in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;DRL&lt;/ins&gt;. It also contains a variety of helper functions, many of them useful if not vital to the creation of intricate and meticulous game design.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== API ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== API ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Epyon</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/w/index.php?title=Modding:generator_API_(0.9.9.6)&amp;diff=2597&amp;oldid=prev</id>
		<title>Shark20061: Moving 0996 info here</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/w/index.php?title=Modding:generator_API_(0.9.9.6)&amp;diff=2597&amp;oldid=prev"/>
				<updated>2013-06-10T04:00:22Z</updated>
		
		<summary type="html">&lt;p&gt;Moving 0996 info here&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The generator holds all of the ever-present functions used to create the random maps in DoomRL. It also contains a variety of helper functions, many of them useful if not vital to the creation of intricate and meticulous game design.&lt;br /&gt;
&lt;br /&gt;
== API ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
 ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Level Interface'''&lt;br /&gt;
 {{Table2Col&lt;br /&gt;
  |es=background: #333; &lt;br /&gt;
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;&lt;br /&gt;
  |c2=padding:0px 2px;&lt;br /&gt;
  |{{modarg|Coord}}|{{moddef|list|safe_empty_coord|dot}} &lt;br /&gt;
  |{{modarg|Coord}}|{{moddef|list|standard_empty_coord|dot}} &lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|set_permanence|dot||Area|ar|boolean|val|Cell|tile}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|setup_ice_event|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|setup_perma_event|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|setup_alarm_event|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|setup_deadly_air_event|dot||integer|step}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|setup_nuke_event|dot||integer|minutes}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|setup_flood_event|dot||integer|direction|integer|step|Cell|cell|boolean|pure}}&lt;br /&gt;
  |{{modarg|integer}}|{{moddef|list|being_weight|dot}}&lt;br /&gt;
  |{{modarg|integer}}|{{moddef|list|item_amount|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|restore_walls|dot||Cell|wall_cell|boolean|keep_fluids}}&lt;br /&gt;
  |{{modarg|Cellset list}}|{{moddef|list|cell_set|dot||list|list}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|horiz_river|dot||Cell|cell|integer|width|boolean|bridge}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|vert_river|dot||Cell|cell|integer|width|boolean|bridge|Coord|pos}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_rivers|dot||boolean|allow_horiz|boolean|allow_more}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|drunkard_walk|dot||Coord|start|integer|steps|Cell|cell|Cell list|ignore|boolean|break_on_edge}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|drunkard_walks|dot||integer|amount|integer|steps|Cell|cell|Cell list|ignore|boolean|break_on_edge|Area|drunk_area}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|contd_drunkard_walks|dot||integer|amount|integer|steps|Cell|cell|Coord|edges1|Coord|edges2|Cell list|ignore|boolean|break_on_edge}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|plot_lines|dot||Coord|where|Area|larea|boolean|horiz|Cell|cell|Cell list|block}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|maze_dungeon|dot||Cell|floor_cell|Cell|wall_cell|integer|granularity|integer|tries|integer|minl|integer|maxl}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|warehouse_fill|dot||Cell|wall_cell|Area|fill_area|integer|box_size|integer|amount}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|warehouse_dungeon|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|add_room|dot||Area|room}}&lt;br /&gt;
  |{{modarg|boolean}}|{{moddef|list|add_rooms|dot}}&lt;br /&gt;
  |{{modarg|Room}}|{{moddef|list|get_room|dot||integer|min_size|integer|max_x|integer|max_y}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_tiled|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_warehouse_dungeon|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_tiled_dungeon|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_tiled_arena_dungeon|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_city_dungeon|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_maze_dungeon|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_archi_dungeon|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_caves_dungeon|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_arena_dungeon|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_fluids|dot||Area|drunk_area}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_barrels|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_stairs|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_special_stairs|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_lever_room|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_teleport_room|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_ammo_room|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_basain|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_warehouse_room|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|generate_vault|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|add_room_feature|dot||boolean|no_monsters}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|handle_rooms|dot||boolean|no_monsters}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|place_player|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|roll_event|dot}}&lt;br /&gt;
  |{{modarg|void}}|{{moddef|list|reset|dot}}&lt;br /&gt;
  |}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;{{moddef|desc|safe_empty_coord|dot}} &lt;br /&gt;
:Gives a coordinate that satisfies all [[Modding:Constants#Empty Flags|empty flags]]. If one cannot be found, another attempt is made that excludes EF_NOSAFE; if one still cannot be found, another attempt is made that additionally excludes EF_NOSTAIRS and EF_NOHARM.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|standard_empty_coord|dot}} &lt;br /&gt;
:Gives a coordinate that satisfies all empty flags other than EF_NOSAFE.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|set_permanence|dot||Area|ar|boolean|val|Cell|tile}}&lt;br /&gt;
:Adds the &amp;quot;frozen&amp;quot; level event to the map and records it in the mortem history. Levels with the frozen event change all walls into ice walls and all fluids into water.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|setup_ice_event|dot}}&lt;br /&gt;
:Adds the &amp;quot;frozen&amp;quot; level event to the map and records it in the mortem history. Levels with the frozen event change all walls into ice walls and all fluids into water.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|setup_perma_event|dot}}&lt;br /&gt;
:Adds the &amp;quot;sturdy&amp;quot; level event to the map and records it in the mortem history. Levels with the sturdy event set all wall tiles to be permanent.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|setup_alarm_event|dot}}&lt;br /&gt;
:Adds the &amp;quot;alarm&amp;quot; level event to the map and records it in the mortem history. Levels with the alarm event set all non-player beings' [[Modding:Constants#Being Flags|BF_HUNTING]] flag to true.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|setup_deadly_air_event|dot||integer|step}}&lt;br /&gt;
:Adds the &amp;quot;deadly air&amp;quot; event to the map and records it in the mortem history. Levels with the deadly air event cause all beings to lose hit points every '''step''' turns.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|setup_nuke_event|dot||integer|minutes}}&lt;br /&gt;
:Adds the &amp;quot;armed nuke&amp;quot; event to the map and records it in the mortem history. Levels with the armed nuke event begin with a [[thermonuclear bomb]] set at the player's starting position, which will explode in ''minutes'' game minutes.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|setup_flood_event|dot||integer|direction|integer|step|Cell|cell|boolean|pure}}&lt;br /&gt;
:Adds the &amp;quot;flood&amp;quot; event to the map and records it in the mortem history. Levels with the flood event are slowly filled with a fluid: ''direction'' determines whether the floor travels from the right (-1) or from the left (+1); every ''step'' turns, ''cell'' will replace all tiles in a next column to be flooded. Setting ''pure'' to false will move the player and stairs to opposite sides of the map, with the player nearest the flood.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|being_weight|dot|integer}}&lt;br /&gt;
:Gives a value equal to the difficulty-adjusted weight of beings for a given danger level. These are the results used for the base game's monster generation parameters.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|item_amount|dot|integer}}&lt;br /&gt;
:Gives a value equal to the number of items spawned for a given danger level. On level types where the this amount isn't preset, this is the result used for the base game's item generation parameters.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|restore_walls|dot||Cell|wall_cell|boolean|keep_fluids}}&lt;br /&gt;
:Sets all cells on the edge of the map to ''wall_cell''. If ''keep_fluids'' is set to true, fluid tiles will be maintained but set as permanent.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|cell_set|dot|Cellset list|list|list}}&lt;br /&gt;
:Creates a cellset for all cells in ''list''. The returned list functions just like any [[Modding:Constants#Cellsets|CELLSET constant]].&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|horiz_river|dot||Cell|cell|integer|width|boolean|bridge}}&lt;br /&gt;
:Adds a horizontal river to the map, created using ''cell'' tiles. ''width'' sets the tile-width of the river. If ''bridge'' is set to true, a non-fluid floor bridge will be created on the river.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|vert_river|dot||Cell|cell|integer|width|boolean|bridge|Coord|pos}}&lt;br /&gt;
;{{moddef|desc|vert_river|dot||Cell|cell|integer|width|boolean|bridge|integer|pos}}&lt;br /&gt;
:Adds a vertical river to the map, created using ''cell'' tiles. ''width'' sets the tile-width of the river, and ''pos'' sets the starting position of the river. If ''pos'' is given as an integer, then the starting y-coordinate of the river is at the top of the map. If ''bridge'' is set to true, a non-fluid floor bridge will be created on the river.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_rivers|dot||boolean|allow_horiz|boolean|allow_more}}&lt;br /&gt;
:Generates a random number of horizontal and vertical rivers on the map. See [[Fluids#Rivers|Rivers]] for more information. The fluid type varies with map depth.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|drunkard_walk|dot||Coord|start|integer|steps|Cell|cell|Cell list|ignore|boolean|break_on_edge}}&lt;br /&gt;
:Generates ''cell'' tiles according to a drunken walk algorithm. It travels ''steps'' times, starting at the coordinate ''start''. Any cells in ''ignore'' will not be set over but the algorithm will still continue. If ''break_on_edge'' is set to true, the drunken walk will stop if it hits a map border: otherwise it will continue, clamping cells within the map as necessary.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|drunkard_walks|dot||integer|amount|integer|steps|Cell|cell|Cell list|ignore|boolean|break_on_edge|Area|drunk_area}}&lt;br /&gt;
:As Generator.drunkard_walk, but repeated ''amount'' times. Additionally, rather than specifically a starting position, all walks are chosen from a random coordinate within ''drunk_area''.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|contd_drunkard_walks|dot||integer|amount|integer|steps|Cell|cell|Coord|edges1|Coord|edges2|Cell list|ignore|boolean|break_on_edge}}&lt;br /&gt;
:As Generator.drunkard_walks, but rather than limiting the walk's starting position, the walk will stop prematurely if it has reached the x- or y-coordinates of both ''edges1'' and ''edges2''.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|plot_lines|dot||Coord|where|Area|larea|boolean|horiz|Cell|cell|Cell list|block}}&lt;br /&gt;
:Generates a line of ''cell'' tiles on the map, starting at ''where'' and extending to the boundaries of ''larea''. ''horiz'' set to true will produce horizontal lines: otherwise it will produce vertical lines. If a cell from ''block'' is found, the line will end prematurely at the end on which it was blocked.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|maze_dungeon|dot||Cell|floor_cell|Cell|wall_cell|integer|granularity|integer|tries|integer|minl|integer|maxl}}&lt;br /&gt;
:Generates a map-wide maze, using ''wall_cell'' as the wall tiles and ''floor_cell'' as the floor tiles. Wall corridors are at least ''minl'' tiles apart and at most ''maxl'' tiles apart: ''granularity'' sets a rough complexity of the map. The number of walls attempted to be made is equal to ''tries''.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|warehouse_fill|dot||Cell|wall_cell|Area|fill_area|integer|box_size|integer|amount}}&lt;br /&gt;
:Generates ''wall_cell'' tiles in the shape of a square within ''fill_area''. ''boxsize'' sets the size of the side of a box, and ''amount'' sets the number of tries for boxes to be added.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|warehouse_dungeon|dot}}&lt;br /&gt;
:Generates a map-wide warehouse setting. Warehouse dungeons are divided into three large rooms, each attempting 50 tries with boxes of side length 3.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|add_room|dot||Area|room}}&lt;br /&gt;
:Adds ''room'' to the Generator.room_list and Generator.room_meta lists. This is used in conjunction with room generation functions.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|add_rooms|dot|boolean}}&lt;br /&gt;
:As Generator.add_room, but locates all rooms on the map and adds them to Generator.room_list and Generator.room_meta instead.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|get_room|dot|Room|integer|min_size|integer|max_x|integer|max_y}}&lt;br /&gt;
:Finds a room that contains at least ''min_size'' in both height and width, and has a width and height no bigger than ''max_x'' and ''max_y'', respectively.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_tiled|dot}}&lt;br /&gt;
:Generates a &amp;quot;normal&amp;quot; map. Normal levels are divided randomly into rectangular rooms.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_warehouse_dungeon|dot}}&lt;br /&gt;
:Builds a &amp;quot;warehouse&amp;quot; level. This includes everything necessary to be played as a typical random level.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_tiled_dungeon|dot}}&lt;br /&gt;
:Builds a &amp;quot;normal&amp;quot; level. This includes everything necessary to be played as a typical random level.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_tiled_arena_dungeon|dot}}&lt;br /&gt;
:Builds a &amp;quot;single-monster&amp;quot; level. This includes everything necessary to be played as a typical random level.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_city_dungeon|dot}}&lt;br /&gt;
:Builds a &amp;quot;city&amp;quot; level. This includes everything necessary to be played as a typical random level.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_maze_dungeon|dot}}&lt;br /&gt;
:Builds a &amp;quot;maze&amp;quot; level. This includes everything necessary to be played as a typical random level.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_archi_dungeon|dot}}&lt;br /&gt;
:Builds an &amp;quot;archi&amp;quot; level. This includes everything necessary to be played as a typical random level.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_caves_dungeon|dot}}&lt;br /&gt;
:Builds a &amp;quot;cave&amp;quot; level. This includes everything necessary to be played as a typical random level.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_arena_dungeon|dot}}&lt;br /&gt;
:Builds an &amp;quot;arena&amp;quot; level. This includes everything necessary to be played as a typical random level.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_fluids|dot||Area|drunk_area}}&lt;br /&gt;
:Generates all non-river fluids on the map using drunken walks, within ''drunk_area''. The fluid type varies with danger level.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_barrels|dot}}&lt;br /&gt;
:Generates all barrels on the map, The barrel type varies with danger level.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_stairs|dot}}&lt;br /&gt;
:Generates stairs on the map.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_special_stairs|dot}}&lt;br /&gt;
:Generates special stairs on the map, if a special level exists at the current map depth.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_lever_room|dot}}&lt;br /&gt;
:Finds a room of appropriate size and adjusts it into a lever room.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_teleport_room|dot}}&lt;br /&gt;
:Finds a room of appropriate size and adjusts it into a teleporter room.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_ammo_room|dot}}&lt;br /&gt;
:Finds a room of appropriate size and adjusts it into an ammo room. The type of ammo varies with danger level.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_basain|dot}}&lt;br /&gt;
:Finds a room of appropriate size and adjusts it into a room filled with fluid.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_warehouse_room|dot}}&lt;br /&gt;
:Finds a room of appropriate size and adjusts it into a room with boxes (as Generator.warehouse_fill).&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|generate_vault|dot}}&lt;br /&gt;
:Finds a room of appropriate size and adjust it into a vault. The monsters, items, and type of vault vary with danger level.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|add_room_feature|dot||boolean|no_monsters}}&lt;br /&gt;
:Randomly selects a room generation function to be added to the map. ''no_monsters'' set to true excludes the possibility of a vault room being generated.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|handle_rooms|dot||boolean|no_monsters}}&lt;br /&gt;
:Generates up to seven special rooms on the map and restores walls that were otherwise removed as a result of the room generation.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|place_player|dot}}&lt;br /&gt;
:Adds to player to the map.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|roll_event|dot}}&lt;br /&gt;
:Randomly select a level event function to be added to the map.&lt;br /&gt;
----&lt;br /&gt;
;{{moddef|desc|reset|dot}}&lt;br /&gt;
:Clears all generation properties and hooks, and changes the map into one bordered with the level style's walls and otherwise filled with the level style's floors.&lt;/div&gt;</summary>
		<author><name>Shark20061</name></author>	</entry>

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