Init Commit because im an Init Twat

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2025-10-30 23:50:31 +00:00
commit 7a9b03d1d0
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using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
using Microsoft.Xna.Framework;
using Terraria.Chat;
using Terraria.Localization;
namespace ForgottenWawiTech.Content.NPCs.OriginalNiko
{
[AutoloadBossHead]
public class Niko : ModNPC
{
public override void SetStaticDefaults()
{
// DisplayName.SetDefault("Original Niko");
Main.npcFrameCount[NPC.type] = 1;
}
public override void SetDefaults()
{
NPC.width = 40;
NPC.height = 40;
NPC.damage = 1786;
NPC.defense = 290;
NPC.lifeMax = 1000000;
NPC.HitSound = SoundID.NPCHit1;
NPC.DeathSound = SoundID.NPCDeath1;
NPC.knockBackResist = 0f;
NPC.boss = true;
NPC.aiStyle = -1;
NPC.value = Item.buyPrice(0, 1, 0, 0);
}
public override void AI()
{
// Phased behaviour for Niko:
// Phase 0: initial/dummy AI until 50% HP
// Phase 1: invulnerable for ~1 minute (dialogue opportunity)
// Phase 2: dummy AI until 30% HP
// Phase 3: spawn other bosses (Lyyka, Neptune, Lexy) if they are undefeated, then move to Phase 4
NPC.TargetClosest(false);
Player target = Main.player[NPC.target];
if (!target.active || target.dead)
{
NPC.timeLeft = 300;
return;
}
int phase = (int)NPC.ai[0];
int flags = (int)NPC.ai[1]; // bit0=Lyyka spawned, bit1=Neptune spawned, bit2=Lexy spawned
int timer = (int)NPC.ai[2];
// Simple dummy movement helper
void DoDummyMovement(float speed)
{
Vector2 dir = target.Center - NPC.Center;
if (dir.Length() > 8f)
{
dir.Normalize();
NPC.velocity = Vector2.Lerp(NPC.velocity, dir * speed, 0.02f);
}
}
// Phase 0: initial until 50% HP
if (phase == 0)
{
DoDummyMovement(3f);
if (NPC.life <= NPC.lifeMax / 2)
{
// Enter invulnerable phase
NPC.ai[0] = 1;
NPC.ai[2] = 0; // reset timer
NPC.dontTakeDamage = true;
NPC.netUpdate = true;
string announce = "Niko envelopes themself in a strange silence...";
if (Main.netMode != NetmodeID.MultiplayerClient)
Main.NewText(announce, 200, 100, 255);
else
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(announce), new Color(200, 100, 255));
}
}
// Phase 1: invulnerable waiting (~1 minute) for dialogue
else if (phase == 1)
{
NPC.ai[2]++;
// Idle drift
NPC.velocity *= 0.98f;
// Periodic short dialogue during invulnerable phase
int t = (int)NPC.ai[2];
if (t == 120)
{
string line = "...silence stretches, an uneasy calm.";
if (Main.netMode != NetmodeID.MultiplayerClient)
Main.NewText(line, 200, 120, 255);
else
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(line), new Color(200, 120, 255));
}
else if (t == 900)
{
string line = "Niko: You think you've seen everything?";
if (Main.netMode != NetmodeID.MultiplayerClient)
Main.NewText(line, 220, 160, 255);
else
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(line), new Color(220, 160, 255));
}
else if (t == 2100)
{
string line = "Niko: There's more yet to come...";
if (Main.netMode != NetmodeID.MultiplayerClient)
Main.NewText(line, 200, 140, 255);
else
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(line), new Color(200, 140, 255));
}
// After approx 60 seconds (3600 ticks), end invulnerability
if (NPC.ai[2] >= 3600)
{
NPC.dontTakeDamage = false;
NPC.ai[0] = 2;
NPC.netUpdate = true;
string announce = "Niko's barrier fades... the battle resumes.";
if (Main.netMode != NetmodeID.MultiplayerClient)
Main.NewText(announce, 255, 150, 100);
else
ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(announce), new Color(255, 150, 100));
}
}
// Phase 2: dummy AI after invul until 30% HP
else if (phase == 2)
{
DoDummyMovement(4f);
if (NPC.life <= (int)(NPC.lifeMax * 0.3f))
{
NPC.ai[0] = 3; // go to spawn phase
NPC.netUpdate = true;
}
}
// Phase 3: spawn other bosses if undefeated
else if (phase == 3)
{
// Spawn Lyyka if undefeated and not already spawned
if (!WorldDefeatedBosses.Lyyka && (flags & 1) == 0)
{
flags |= 1;
string announceL = "Lyyka is called to the fray!";
}
// Spawn Neptune if undefeated and not already spawned
if (!WorldDefeatedBosses.Neptune && (flags & 2) == 0)
{
flags |= 2;
string announceN = "The waves answer Niko's call: Neptune arrives!";
}
// Spawn Lexy if undefeated and not already spawned
if (!WorldDefeatedBosses.Lexy && (flags & 4) == 0)
{
flags |= 4;
string announceX = "Lexy emerges to twist the battlefield!";
}
// Save flags and move to final phase
NPC.ai[1] = flags;
NPC.ai[0] = 4;
NPC.netUpdate = true;
}
// Phase 4+: final behaviour (dummy)
else
{
DoDummyMovement(5f);
}
}
public override void OnKill()
{
// Spawn NikoNPC when killed
/* if (Main.netMode != NetmodeID.MultiplayerClient)
{
NPC.NewNPC(NPC.GetSource_Death(), (int)NPC.Center.X, (int)NPC.Center.Y, ModContent.NPCType<NikoNPC>());
}
else
{
NetMessage.SendData(MessageID.SpawnNPC, number: ModContent.NPCType<NikoNPC>(), number2: NPC.whoAmI);
} */
// Set a world flag or similar to indicate Niko has been defeated
WorldDefeatedBosses.Niko = true;
// Immediate sync of world flags
WorldDefeatedBosses.Sync(ModContent.GetInstance<ForgottenWawiTech>());
}
}
}
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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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