remove dev boss npcs

This commit is contained in:
2025-11-20 16:26:15 +00:00
parent b30fcc9563
commit 3febc28658
12 changed files with 0 additions and 514 deletions
-139
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@@ -1,139 +0,0 @@
using System.Collections.Generic;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
using Terraria.GameContent.Personalities;
using Terraria.Localization;
namespace ForgottenWawiTech.Content.NPCs.OriginalNiko
{
[AutoloadHead]
public class NikoNPC : ModNPC
{
public override void SetStaticDefaults()
{
// DisplayName.SetDefault("Niko");
Main.npcFrameCount[NPC.type] = 25; // The amount of frames the NPC has
NPCID.Sets.ExtraFramesCount[NPC.type] = 9; // Generally for Town NPCs, this should be 9
NPCID.Sets.AttackFrameCount[NPC.type] = 4;
NPCID.Sets.DangerDetectRange[NPC.type] = 700; // The amount of pixels away from the center of the npc that it tries to attack enemies
NPCID.Sets.AttackType[NPC.type] = 0;
NPCID.Sets.AttackTime[NPC.type] = 90; // The amount of time it takes for the NPC's attack animation to be over
NPCID.Sets.AttackAverageChance[NPC.type] = 30;
NPCID.Sets.HatOffsetY[NPC.type] = 4; // For when a party is active, the party hat spawns at a Y offset
// Influences how the NPC looks in the Bestiary
NPCID.Sets.NPCBestiaryDrawModifiers drawModifiers = new NPCID.Sets.NPCBestiaryDrawModifiers(0)
{
Velocity = 1f, // Draws the NPC in the bestiary as if its walking +1 tiles in the x direction
Direction = 1 // -1 is left and 1 is right. NPCs are drawn facing the left by default
};
NPCID.Sets.NPCBestiaryDrawOffset.Add(Type, drawModifiers);
}
public override void SetDefaults()
{
NPC.townNPC = true;
NPC.friendly = true;
NPC.width = 18;
NPC.height = 40;
NPC.aiStyle = 7;
NPC.damage = 10;
NPC.defense = 15;
NPC.lifeMax = 250;
NPC.HitSound = SoundID.NPCHit1;
NPC.DeathSound = SoundID.NPCDeath1;
NPC.knockBackResist = 0.5f;
AnimationType = NPCID.Guide;
}
public override bool CanTownNPCSpawn(int numTownNPCs)
{
// NikoNPC can only spawn after Original Niko is defeated
// Due to Terraria logic, we need to return true here if Niko has been defeated so that the NPC can respawn.
return WorldDefeatedBosses.Niko;
}
public override List<string> SetNPCNameList()
{
return new List<string>() {
"Niko"
};
}
public override void SetChatButtons(ref string button, ref string button2)
{
button = Language.GetTextValue("LegacyInterface.28"); // "Shop"
}
public override void OnChatButtonClicked(bool firstButton, ref string shop)
{
if (firstButton)
{
shop = "Shop";
}
}
public override void AddShops()
{
var npcShop = new NPCShop(Type)
.Add(ItemID.LightningBug) // Example item, replace with your own items
.Add(ItemID.Sunflower); // Example item, replace with your own items
npcShop.Register();
}
public override string GetChat()
{
switch (Main.rand.Next(8))
{
case 0:
return "Just because you defeated me doesn't mean I'm gone forever.";
case 1:
return "I'm taking the internet down for an hour, hope you don't mind.";
case 2:
return "FUCK!";
case 3:
return "Be quick, I'm about to bugger off to Nando's.";
case 4:
return "I'm not dead yet!";
case 5:
return "You can't get rid of me that easily!";
case 6:
return "I'll be back!";
case 7:
return "This isn't the end!";
default:
return "I have no idea what to say.";
}
}
public override void TownNPCAttackStrength(ref int damage, ref float knockback)
{
damage = 20;
knockback = 4f;
}
public override void TownNPCAttackCooldown(ref int cooldown, ref int randExtraCooldown)
{
cooldown = 30;
randExtraCooldown = 30;
}
public override void TownNPCAttackProj(ref int projType, ref int attackDelay)
{
projType = ProjectileID.SwordBeam;
attackDelay = 1;
}
public override void TownNPCAttackProjSpeed(ref float multiplier, ref float gravityCorrection, ref float randomOffset)
{
multiplier = 12f;
randomOffset = 2f;
}
}
}
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