All right! You can now change the properties of a dungeon to be generated within the nextLevel string itself. Use the following format when telling the game to randomly generate a level:
GENERATE_RANDOM_LEVEL[Mines,DeviousSchemes2,1,28,10-16,Bandit/Swordsman:Bandit/Bowman:Bandit/Healer]
We'll go through this step by step. First, name the level GENERATE_RANDOM_LEVEL, then add a couple of square brackets after it.
Within the square brackets, we're going to have six parameters delimited by commas: next scene, music track, number of floors, number of tiles along one full side of a floor, numerical range of enemies the level can spawn, and the types of enemies that can spawn.
So in this example, the parameters are:
Mines,DeviousSchemes2,1,28,10-16,Bandit/Swordsman:Bandit/Bowman:Bandit/Healer
Meaning that the game will generate a dungeon that loads Mines after completion; that it will play the music track DeviousSchemes2; that it will be a single floored dungeon; that each floor will be 28 by 28 tiles in size; that each floor will have between 10 and 16 enemies; and that the enemies will be some combination of Bandit Swordsmen, Bandit Bowmen, and/or Bandit Healers. Notice that each type of enemy is listed in slash notation, and that the types are each delimited by a colon. It's important that you get this right, or enemies will not spawn on the level correctly!
Note: as of right now, the game supports only single-level dungeons.