/// <summary> /// Add buff to npc /// </summary> /// <param name="type">Tyep of buff</param> /// <param name="npc">NPC to add to</param> public void StatusNPC(int type, NPC npc) { switch (type) { case 121: if (Main.rand.Next(2) == 0) npc.AddBuff(24, 180, false); return; case 122: if (Main.rand.Next(10) == 0) npc.AddBuff(24, 180, false); return; case 190: if (Main.rand.Next(4) == 0) npc.AddBuff(20, 420, false); return; case 217: if(Main.rand.Next(5) == 0) npc.AddBuff(24, 180, false); return; } }
public void StatusNPC(NPC npc) { switch (this.type) { case ProjectileType.ARROW_FIRE: if (Main.rand.Next(3) == 0) npc.AddBuff(24, 180, false); break; case ProjectileType.BALL_OF_FIRE: if (Main.rand.Next(2) == 0) npc.AddBuff(24, 300, false); break; case ProjectileType.FLAMARANG: if (Main.rand.Next(5) == 0) npc.AddBuff(24, 180, false); break; case ProjectileType.FLAMELASH: if (Main.rand.Next(2) == 0) npc.AddBuff(24, 240, false); break; case ProjectileType.SUNFURY: if (Main.rand.Next(4) == 0) npc.AddBuff(24, 180, false); break; case ProjectileType.CHAKRUM_THORN: if (Main.rand.Next(5) == 0) npc.AddBuff(20, 420, false); break; case ProjectileType.KNIFE_POISONED: if (Main.rand.Next(2) == 0) npc.AddBuff(20, 600, false); break; } }
public void StatusNPC(NPC npc) { switch (this.type) { case ProjectileType.N2_FIRE_ARROW: if (Main.rand.Next(3) == 0) npc.AddBuff(24, 180, false); break; case ProjectileType.N15_BALL_OF_FIRE: if (Main.rand.Next(2) == 0) npc.AddBuff(24, 300, false); break; case ProjectileType.N19_FLAMARANG: if (Main.rand.Next(5) == 0) npc.AddBuff(24, 180, false); break; case ProjectileType.N34_FLAMELASH: if (Main.rand.Next(2) == 0) npc.AddBuff(24, 240, false); break; case ProjectileType.N35_SUNFURY: if (Main.rand.Next(4) == 0) npc.AddBuff(24, 180, false); break; case ProjectileType.N33_THORN_CHAKRUM: if (Main.rand.Next(5) == 0) npc.AddBuff(20, 420, false); break; case ProjectileType.N54_POISONED_KNIFE: if (Main.rand.Next(2) == 0) npc.AddBuff(20, 600, false); break; case ProjectileType.N63_THE_DAO_OF_POW: if (Main.rand.Next(2) == 0) npc.AddBuff(31, 120, false); break; case ProjectileType.N85_FLAMES: if (Main.rand.Next(2) == 0) npc.AddBuff(24, 1200, false); break; case ProjectileType.N95_CURSED_FLAME: if (Main.rand.Next(2) == 0) npc.AddBuff(39, 420, false); break; case ProjectileType.N103_CURSED_ARROW: if (Main.rand.Next(2) == 0) npc.AddBuff(39, 420, false); break; case ProjectileType.N104_CURSED_BULLET: if (Main.rand.Next(2) == 0) npc.AddBuff(39, 420, false); break; case ProjectileType.N98_POISON_DART: if (Main.rand.Next(2) == 0) npc.AddBuff(20, 600, false); break; } }
/// <summary> /// Add buff to npc /// </summary> /// <param name="type">Tyep of buff</param> /// <param name="npc">NPC to add to</param> public void StatusNPC(int type, NPC npc) { if (type == 121) { if (Main.rand.Next(2) == 0) { npc.AddBuff(24, 180, false); return; } } else { if (type == 122) { if (Main.rand.Next(10) == 0) { npc.AddBuff(24, 180, false); return; } } else { if (type == 190) { if (Main.rand.Next(4) == 0) { npc.AddBuff(20, 420, false); return; } } else { if (type == 217 && Main.rand.Next(5) == 0) { npc.AddBuff(24, 180, false); } } } } }