public override void PostInit() { base.PostInit(); // disable god mode, since that's enabled by default in the NPC IsGodMode.Value = false; if (NPCInfo != null) { DefaultTraderID = NPCInfo.TraderID; } InvokeRepeating("DisplayStats", 0f, 60f); // Check if there's a loot container or not already attached to store its stuff. DisplayLog(" Checking Entity's Loot Container"); if (lootContainer == null) { DisplayLog(" Entity does not have a loot container. Creating one."); int lootList = GetLootList(); DisplayLog(" Loot list is: " + lootList); lootContainer = new TileEntityLootContainer(null); lootContainer.entityId = entityId; lootContainer.SetContainerSize(new Vector2i(8, 6), true); // If the loot list is available, set the container to that size. if (lootList != 0) { lootContainer.SetContainerSize(LootContainer.lootList[lootList].size, true); } } Buffs.SetCustomVar("$waterStaminaRegenAmount", 0, false); }
public override void PostInit() { base.PostInit(); // disable god mode, since that's enabled by default in the NPC IsGodMode.Value = false; if (NPCInfo != null) { DefaultTraderID = NPCInfo.TraderID; } InvokeRepeating("DisplayStats", 0f, 60f); // Check if there's a loot container or not already attached to store its stuff. DisplayLog(" Checking Entity's Loot Container"); if (lootContainer == null) { DisplayLog(" Entity does not have a loot container. Creating one."); int lootList = GetLootList(); DisplayLog(" Loot list is: " + lootList); lootContainer = new TileEntityLootContainer(null); lootContainer.entityId = entityId; lootContainer.SetContainerSize(new Vector2i(8, 6), true); // If the loot list is available, set the container to that size. if (lootList != 0) { lootContainer.SetContainerSize(LootContainer.lootList[lootList].size, true); } } Buffs.SetCustomVar("$waterStaminaRegenAmount", 0, false); SetupStartingItems(); inventory.SetHoldingItemIdx(0); // Does a quick local scan to see what pathing blocks, if any, are nearby. If one is found nearby, then it'll use that code for pathing. SetupAutoPathingBlocks(); }