I've just laid the groundwork for persistent, procedural dungeons (i.e. where the game remembers each floor and recreates it when you traverse up and down levels). Here's what we've got:
- procedural level generation now takes a seed parameter, meaning that it can now consistently reproduce a generated level! The new, tenth parameter is seed, a number. Feed it the exact same parameters 1-9 and then the same seed, and it'll remake the level exactly. (Leave the seed parameter blank if you want the game to supply its own seed.)
- game now saves and loads the current seed at the start of a scene! This two immediate consequences: first, you can no longer juke the RNG, getting different results out of the same set of actions merely by reloading a battle; and second, reloading a procedurally generated battle will now produce the same exact battlefield no matter how many times you do it, as the seed will remain consistent between reloads.
- new dialogue action: SetSeed. This has one parameter: a number. When this action is run, the seed is set to your chosen number.
- new special character: -SEED-. The game will automatically replace this character with whatever the current seed value is. (Note that the seed value changes every time the game generates a random number, so you'll need this to find out the current seed even if you'd set the seed to something specific at the start of the battle!)
- new special character: -STARTSEED-. The game will automatically replace this with whatever the seed value was when the scene first loaded.
- updated the manual with documentation on seeds.