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mr:prison_level

Prison Level - Code References

Java Classes

JSON Configuration

This level is implemented primarily in Java. Configuration references:

  • levelsDesc/Bestiary.json - Monster spawn configuration for PrisonLevel (depths 6-9)
    1. Depth 6: Skeleton (4), Thief (2), Swarm (1), Shaman (0.2), Bandit (0.06)
    2. Depth 7: Skeleton (3), Thief (1), Swarm (1), Shaman (1), Shadow (1), Bandit (0.03)
    3. Depth 8: Skeleton (3), Shaman (2), Thief (1), Swarm (1), Shadow (1), Bat (0.02), Bandit (0.03)
    4. Depth 9: Skeleton (3), Shaman (3), Thief (1), Swarm (1), Shadow (1), Bat (0.02), Brute (0.01), Bandit (0.03)
  • levelsDesc/Bestiary.json - Boss configuration: PrisonBossLevel spawns Tengu

String Resources

<string name="Prison_TileWater">Dark cold water.</string>
<string name="Prison_TileDescDeco">There are old blood stains on the floor.</string>
<string name="Prison_TileDescBookshelf">This is probably a vestige of a prison library. Might it burn?</string>

Lua Scripts

This level is implemented in Java, no Lua scripts exist

Implementation Details

  • Class: com.watabou.pixeldungeon.levels.PrisonLevel
  • Extends: RegularLevel
  • Depths: 6-9 (regular), PrisonBossLevel (boss)
  • Tile Colors: color1=0x6a723d, color2=0x88924c
  • Texture: Assets.TILES_PRISON_XYZ, Assets.TILES_PRISON, Assets.TILES_PRISON_X
  • Water Texture: Assets.WATER_PRISON
  • Special Features:
    1. WandMaker NPC quest spawns in entrance room
    2. NecromancerNPC spawns at depth 7 exit if hero is not Necromancer class
    3. Depth 7 exit uses NecroExitPainter for special decoration
    4. Wall torches added on WALL_DECO tiles
    5. Barrels placed randomly (0-4)
  • Terrain Generation:
    1. Water patches: 45% base, 65% with WATER feeling
    2. Grass patches: 40% base, 60% with GRASS feeling
    3. Empty floor decorations (EMPTY_DECO) placed based on wall adjacency
  • Room Types: All TUNNEL rooms converted to PASSAGE

Mob Drops

  • PrisonBossLevel: Tengu (boss drop)
mr/prison_level.txt · Last modified: by 127.0.0.1