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