Source symbols: a map area = 1159 B map loop macro C m(i) d keys e gold f level G player move macro H item check macro i iterator j i\wide k i mod mapwidth L m(p) m map N and o map sight mask p generic variable (set by S macro) q pause time count down / macro arg R rnd / macro arg RM sight macro S find tile mac / macro arg T if U mod v generic variable (set by T macro) W define x location of downstairs item y player health z player position On maps with lvl%3 = 0, the stairs are in a certain chest On maps with lvl%3 = 1, a certain switch will create the stairs On maps with lvl%3 = 2, the stairs are out in the open The numbers referring to each item in the m array, along with the chance that any non wall/door tile on the map is generated as: 0 floor 81% 1 - 2 mapping scroll 0.80% 1/3 chance to reveal the map 1/3 chance to hide the map 1/3 chance to reveal the location of the downstairs item 3 pause portal 0.46% 4 teleport 0.79% 5 locked door 6 door 7 key 2.75% 8 enemy 9.78% 9 wall 10 @ 11 chest 0.40% 1/6 chance to contain each of mapping scroll, pause portal, hp, switch, gold, teleport 12 hp 2.40% 13 switch 0.80% 1/14 chance to do nothing 1/7 chance to turn 50% of mapping scrolls into pause portals 1/7 chance to turn 50% of pause portals into teleporrts 1/7 chance to turn 50% of teleports into locked doors 1/7 chance to turn 50% of locked doors into doors 1/7 chance to turn 50% of doors into keys 1/7 chance to turn 50% of keys into enemies 1/14 chance to turn 50% of enemies into stone 14 gold 0.46% 15 stairs