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  1. using System;
  2. using System.Collections.Generic;
  3. using Microsoft.Xna.Framework;
  4. using Microsoft.Xna.Framework.Graphics;
  5. using Terraria.ID;
  6. using Terraria;
  7. using Terraria.ModLoader;
  8.  
  9. namespace TutorialMOD.NPCs            //We need this to basically indicate the folder where it is to be read from, so you the texture will load correctly
  10. {
  11.     public class CustomTownNPC : ModNPC
  12.     {
  13.         public override bool Autoload(ref string name, ref string texture, ref string[] altTextures)
  14.         {
  15.             name = "Custom Town NPC";
  16.             return mod.Properties.Autoload;
  17.         }
  18.         public override void SetDefaults()
  19.         {
  20.             npc.name = "Custom Town NPC";   //the name displayed when hovering over the npc ingame.
  21.             npc.townNPC = true; //This defines if the npc is a town Npc or not
  22.             npc.friendly = true;  //this defines if the npc can hur you or not()
  23.             npc.width = 18; //the npc sprite width
  24.             npc.height = 46;  //the npc sprite height
  25.             npc.aiStyle = 7; //this is the npc ai style, 7 is Pasive Ai
  26.             npc.defense = 25;  //the npc defense
  27.             npc.lifeMax = 250;// the npc life
  28.             npc.HitSound = SoundID.NPCHit1;  //the npc sound when is hit
  29.             npc.DeathSound = SoundID.NPCDeath1;  //the npc sound when he dies
  30.             npc.knockBackResist = 0.5f;  //the npc knockback resistance
  31.             Main.npcFrameCount[npc.type] = 25; //this defines how many frames the npc sprite sheet has
  32.             NPCID.Sets.ExtraFramesCount[npc.type] = 9;
  33.             NPCID.Sets.AttackFrameCount[npc.type] = 4;
  34.             NPCID.Sets.DangerDetectRange[npc.type] = 150; //this defines the npc danger detect range
  35.             NPCID.Sets.AttackType[npc.type] = 3; //this is the attack type,  0 (throwing), 1 (shooting), or 2 (magic). 3 (melee)
  36.             NPCID.Sets.AttackTime[npc.type] = 30; //this defines the npc attack speed
  37.             NPCID.Sets.AttackAverageChance[npc.type] = 10;//this defines the npc atack chance
  38.             NPCID.Sets.HatOffsetY[npc.type] = 4; //this defines the party hat position
  39.             animationType = NPCID.Guide;  //this copy the guide animation
  40.         }
  41.         public override bool CanTownNPCSpawn(int numTownNPCs, int money) //Whether or not the conditions have been met for this town NPC to be able to move into town.
  42.         {
  43.             if (NPC.downedBoss1)  //so after the EoC is killed
  44.             {
  45.                 return true;
  46.             }
  47.             return false;
  48.         }
  49.         public override bool CheckConditions(int left, int right, int top, int bottom)    //Allows you to define special conditions required for this town NPC's house
  50.         {
  51.             return true;  //so when a house is available the npc will  spawn
  52.         }
  53.         public override string TownNPCName()     //Allows you to give this town NPC any name when it spawns
  54.         {
  55.             switch (WorldGen.genRand.Next(6))
  56.             {
  57.                 case 0:
  58.                     return "Rick";
  59.                 case 1:
  60.                     return "Denis";
  61.                 case 2:
  62.                     return "Heisenberg";
  63.                 case 3:
  64.                     return "Jack";
  65.                 case 4:
  66.                     return "Blue Magic";
  67.                 case 5:
  68.                     return "Blue";
  69.                 default:
  70.                     return "Walter";
  71.             }
  72.         }
  73.  
  74.         public override void SetChatButtons(ref string button, ref string button2)  //Allows you to set the text for the buttons that appear on this town NPC's chat window.
  75.         {
  76.             button = "Buy Potions";   //this defines the buy button name
  77.         }
  78.         public override void OnChatButtonClicked(bool firstButton, ref bool openShop) //Allows you to make something happen whenever a button is clicked on this town NPC's chat window. The firstButton parameter tells whether the first button or second button (button and button2 from SetChatButtons) was clicked. Set the shop parameter to true to open this NPC's shop.
  79.         {
  80.  
  81.             if (firstButton)
  82.             {
  83.                 openShop = true;   //so when you click on buy button opens the shop
  84.             }
  85.         }
  86.  
  87.         public override void SetupShop(Chest shop, ref int nextSlot)       //Allows you to add items to this town NPC's shop. Add an item by setting the defaults of shop.item[nextSlot] then incrementing nextSlot.
  88.         {
  89.             if (NPC.downedSlimeKing)   //this make so when the king slime is killed the town npc will sell this
  90.             {
  91.                 shop.item[nextSlot].SetDefaults(ItemID.RecallPotion);  //an example of how to add a vanilla terraria item
  92.                 nextSlot++;
  93.                 shop.item[nextSlot].SetDefaults(ItemID.WormholePotion);
  94.                 nextSlot++;
  95.             }
  96.             if (NPC.downedBoss3)   //this make so when Skeletron is killed the town npc will sell this
  97.             {
  98.                 shop.item[nextSlot].SetDefaults(ItemID.BookofSkulls);
  99.                 nextSlot++;
  100.                 shop.item[nextSlot].SetDefaults(ItemID.ClothierVoodooDoll);
  101.                 nextSlot++;
  102.             }
  103.             shop.item[nextSlot].SetDefaults(ItemID.IronskinPotion);
  104.             nextSlot++;
  105.             shop.item[nextSlot].SetDefaults(mod.ItemType("CustomSword"));  //this is an example of how to add a modded item
  106.             nextSlot++;
  107.  
  108.         }
  109.  
  110.         public override string GetChat()       //Allows you to give this town NPC a chat message when a player talks to it.
  111.         {
  112.             int wizardNPC = NPC.FindFirstNPC(NPCID.Wizard);   //this make so when this npc is close to Wizard
  113.             if (wizardNPC >= 0 && Main.rand.Next(4) == 0)    //has 1 in 3 chance to show this message
  114.             {
  115.                 return "Yes " + Main.npc[wizardNPC].displayName + " is a wizard.";
  116.             }
  117.             int guideNPC = NPC.FindFirstNPC(NPCID.Guide); //this make so when this npc is close to the Guide
  118.             if (guideNPC >= 0 && Main.rand.Next(4) == 0) //has 1 in 3 chance to show this message
  119.             {
  120.                 return "Sure you can ask " + Main.npc[guideNPC].displayName + " how to make Ironskin potion or you can buy it from me..hehehe.";
  121.             }
  122.             switch (Main.rand.Next(4))    //this are the messages when you talk to the npc
  123.             {
  124.                 case 0:
  125.                     return "You wanna buy something?";
  126.                 case 1:
  127.                     return "What you want?";
  128.                 case 2:
  129.                     return "I like this house.";
  130.                 case 3:
  131.                     return "<I'm blue dabu di dabu dai>....OH HELLO THERE..";
  132.                 default:
  133.                     return "Go kill Skeletron.";
  134.  
  135.             }
  136.         }
  137.         public override void TownNPCAttackStrength(ref int damage, ref float knockback)//  Allows you to determine the damage and knockback of this town NPC attack
  138.         {
  139.             damage = 40;  //npc damage
  140.             knockback = 2f;   //npc knockback
  141.         }
  142.  
  143.         public override void TownNPCAttackCooldown(ref int cooldown, ref int randExtraCooldown)  //Allows you to determine the cooldown between each of this town NPC's attack. The cooldown will be a number greater than or equal to the first parameter, and less then the sum of the two parameters.
  144.         {
  145.             cooldown = 5;
  146.             randExtraCooldown = 10;
  147.         }
  148.         //------------------------------------This is an example of how to make the npc use a sward attack-------------------------------
  149.         public override void DrawTownAttackSwing(ref Texture2D item, ref int itemSize, ref float scale, ref Vector2 offset)//Allows you to customize how this town NPC's weapon is drawn when this NPC is swinging it (this NPC must have an attack type of 3). Item is the Texture2D instance of the item to be drawn (use Main.itemTexture[id of item]), itemSize is the width and height of the item's hitbox
  150.         {
  151.             scale = 1f;
  152.             item = Main.itemTexture[mod.ItemType("CustomSword")]; //this defines the item that this npc will use
  153.             itemSize = 56;
  154.         }
  155.  
  156.         public override void TownNPCAttackSwing(ref int itemWidth, ref int itemHeight) //  Allows you to determine the width and height of the item this town NPC swings when it attacks, which controls the range of this NPC's swung weapon.
  157.         {
  158.             itemWidth = 56;
  159.             itemHeight = 56;
  160.         }
  161.  
  162.         //----------------------------------This is an example of how to make the npc use a gun and a projectile ----------------------------------
  163.         /*public override void DrawTownAttackGun(ref float scale, ref int item, ref int closeness) //Allows you to customize how this town NPC's weapon is drawn when this NPC is shooting (this NPC must have an attack type of 1). Scale is a multiplier for the item's drawing size, item is the ID of the item to be drawn, and closeness is how close the item should be drawn to the NPC.
  164.           {
  165.               scale = 1f;
  166.               item = mod.ItemType("GunName");  
  167.               closeness = 20;
  168.           }
  169.           public override void TownNPCAttackProj(ref int projType, ref int attackDelay)//Allows you to determine the projectile type of this town NPC's attack, and how long it takes for the projectile to actually appear
  170.           {
  171.               projType = ProjectileID.CrystalBullet;
  172.               attackDelay = 1;
  173.           }
  174.  
  175.           public override void TownNPCAttackProjSpeed(ref float multiplier, ref float gravityCorrection, ref float randomOffset)//Allows you to determine the speed at which this town NPC throws a projectile when it attacks. Multiplier is the speed of the projectile, gravityCorrection is how much extra the projectile gets thrown upwards, and randomOffset allows you to randomize the projectile's velocity in a square centered around the original velocity
  176.           {
  177.               multiplier = 7f;
  178.              // randomOffset = 4f;
  179.  
  180.           }   */
  181.  
  182.     }
  183. }
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