public override float SpawnChance(NPCSpawnInfo spawnInfo)
 {
     return(SpawnCondition.Ocean.Chance * 0.8f);
 }
Beispiel #2
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 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 => Main.hardMode && NPC.downedMoonlord && !spawnInfo.player.ZoneDungeon && spawnInfo.spawnTileY > Main.rockLayer ? 0.1f : 0f;
 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 {
     return(0f);
 }
Beispiel #4
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 public static bool NoZoneNormalSpawnAllowWater(NPCSpawnInfo spawnInfo)
 {
     return(NormalSpawn(spawnInfo) && NoZoneAllowWater(spawnInfo));
 }
Beispiel #5
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 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 => Helper.NormalSpawn(spawnInfo) && Helper.NoZoneAllowWater(spawnInfo) && spawnInfo.player.ZoneDesert && NPC.downedBoss1 && !Main.dayTime && spawnInfo.spawnTileY < Main.worldSurface ? 0.03f : 0f;
Beispiel #6
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        public static bool NoBiome(NPCSpawnInfo spawnInfo)
        {
            Player player = spawnInfo.player;

            return(!player.ZoneJungle && !player.ZoneDungeon && !player.ZoneCorrupt && !player.ZoneCrimson && !player.ZoneHoly && !player.ZoneSnow && !player.ZoneUndergroundDesert);
        }
Beispiel #7
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 public static bool NoZone(NPCSpawnInfo spawnInfo)
 {
     return(NoZoneAllowWater(spawnInfo) && !spawnInfo.water);
 }
Beispiel #8
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 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 => spawnInfo.spawnTileY < Main.rockLayer && !Main.dayTime ? 0.01f : 0f;
Beispiel #9
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 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 => Helper.NormalSpawn(spawnInfo) && (spawnInfo.spawnTileType == 53 || spawnInfo.spawnTileType == 112 || spawnInfo.spawnTileType == 116 || spawnInfo.spawnTileType == 234) && Helper.NoZoneAllowWater(spawnInfo) && spawnInfo.water && Main.hardMode && spawnInfo.spawnTileY < Main.rockLayer && (spawnInfo.spawnTileX <250 || spawnInfo.spawnTileX> Main.maxTilesX - 250) && !spawnInfo.playerSafe ? 0.01f : 0f;
 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 {
     return(spawnInfo.sky && Main.hardMode ? 0.1f : 0f);
 }
Beispiel #11
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 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 {
     // we would like this npc to spawn in the overworld.
     return(SpawnCondition.OverworldDaySlime.Chance * 0.1f);
 }
Beispiel #12
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 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 {
     return(spawnInfo.player.GetModPlayer <MyPlayer>(mod).ZonePlanet ? 0.5f : 0f);
 }
Beispiel #13
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 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 {
     return(spawnInfo.player.ZoneRockLayerHeight ? 0.1f : 0f);
 }
Beispiel #14
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 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 {
     return(spawnInfo.spawnTileY < Main.rockLayer && (Main.bloodMoon) && NPC.downedBoss2 ? 0.1f : 0f);
 }
Beispiel #15
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 public override float CanSpawn(NPCSpawnInfo spawnInfo)
 {
     return(spawnInfo.sky && Main.hardMode && NPC.downedMechBossAny ? 0.1f : 0f);
 }
        public override float SpawnChance(NPCSpawnInfo spawnInfo)
        {
            Tile tile = Main.tile[spawnInfo.spawnTileX, spawnInfo.spawnTileY];

            return(!spawnInfo.playerInTown && !spawnInfo.invasion && !Main.pumpkinMoon && !Main.snowMoon && !Main.eclipse && (tile.type == 147 || tile.type == 161 || tile.type == 163 || tile.type == 164 || tile.type == 200) && spawnInfo.spawnTileY <= Main.worldSurface && Main.hardMode ? 0.2f : 0f);
        }
Beispiel #17
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 //spawning helper methods imported from my tAPI mod
 public static bool NoInvasion(NPCSpawnInfo spawnInfo)
 {
     return(!spawnInfo.invasion && ((!Main.pumpkinMoon && !Main.snowMoon) || spawnInfo.spawnTileY > Main.worldSurface || Main.dayTime) && (!Main.eclipse || spawnInfo.spawnTileY > Main.worldSurface || !Main.dayTime));
 }
Beispiel #18
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 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 {
     return((spawnInfo.playerInTown && !NPC.AnyNPCs(NPC.type)) ? 10 : 0);
 }
Beispiel #19
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 public static bool NoZoneAllowWater(NPCSpawnInfo spawnInfo)
 {
     return(!spawnInfo.sky && !spawnInfo.player.ZoneMeteor && !spawnInfo.spiderCave);
 }
 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 {
     return(SpawnCondition.OverworldNightMonster.Chance * 0.5f);
 }
Beispiel #21
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 public static bool NormalSpawn(NPCSpawnInfo spawnInfo)
 {
     return(!spawnInfo.playerInTown && NoInvasion(spawnInfo));
 }
Beispiel #22
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 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 {
     return(SpawnCondition.OverworldDaySlime.Chance * 0.2f);
 }
Beispiel #23
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 public static bool NoBiomeNormalSpawn(NPCSpawnInfo spawnInfo)
 {
     return(NormalSpawn(spawnInfo) && NoBiome(spawnInfo) && NoZone(spawnInfo));
 }
Beispiel #24
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 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 => Helper.NormalSpawn(spawnInfo) && Helper.NoZoneAllowWater(spawnInfo) && spawnInfo.spiderCave ? 0.08f : 0f;
Beispiel #25
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 public override float CanSpawn(NPCSpawnInfo spawnInfo)
 {
     return(spawnInfo.spawnTileY < Main.rockLayer && Main.dayTime ? 1f * base.CanSpawn(spawnInfo): 0f);
 }
 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 {
     return(SpawnCondition.Underground.Chance * 0.3f);
 }
Beispiel #27
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 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 => Helper.NormalSpawn(spawnInfo) && Helper.NoZoneAllowWater(spawnInfo) && !Main.dayTime && spawnInfo.spawnTileY < Main.worldSurface ? 0.1f : 0f;
Beispiel #28
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 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 => Main.hardMode && spawnInfo.spawnTileType == TileID.LihzahrdBrick && NPC.downedMoonlord && spawnInfo.spawnTileY > Main.rockLayer ? 0.01f : 0f;
Beispiel #29
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 public override float SpawnChance(NPCSpawnInfo spawnInfo)
 {
     return(spawnInfo.player.ZoneCorrupt && spawnInfo.player.ZoneOverworldHeight ? .07f : 0f);
 }
Beispiel #30
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        public override float SpawnChance(NPCSpawnInfo spawnInfo)
        {
            DarkPlayer dp = Main.player[Main.myPlayer].GetModPlayer <DarkPlayer>();

            return((spawnInfo.spawnTileY < Main.rockLayer && dp.ZoneHauntedMansion) ? 1f : 0f);
        }