public override void OnFirstTick(NPC npc)
        {
            base.OnFirstTick(npc);

            if (Main.rand.NextBool(4))
            {
                EModeGlobalNPC.Horde(npc, Main.rand.Next(6) + 1);
            }
        }
Exemple #2
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        public override void OnFirstTick(NPC npc)
        {
            base.OnFirstTick(npc);

            if (Main.rand.NextBool(3) && NPC.downedGolemBoss)
            {
                EModeGlobalNPC.Horde(npc, Main.rand.Next(2, 10));
            }
        }
        public override void OnFirstTick(NPC npc)
        {
            base.OnFirstTick(npc);

            if (npc.type == NPCID.Shark && Main.rand.NextBool(3))
            {
                EModeGlobalNPC.Horde(npc, Main.rand.Next(1, 5));
            }
        }
        public override void OnFirstTick(NPC npc)
        {
            base.OnFirstTick(npc);

            if (Main.rand.NextBool(5))
            {
                npc.TargetClosest(false);
                if (npc.HasValidTarget && Main.player[npc.target].ZoneUnderworldHeight)
                {
                    EModeGlobalNPC.Horde(npc, Main.rand.Next(8) + 1);
                }
            }
        }
Exemple #5
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        public override void AI(NPC npc)
        {
            base.AI(npc);

            bool vulnerableTarget = npc.HasValidTarget && Main.player[npc.target].bleed && Main.player[npc.target].ZoneJungle;

            if (vulnerableTarget && npc.wet)
            {
                if (++SwarmTimer >= 90)
                {
                    SwarmTimer = 0;
                    if (Main.rand.NextBool() && NPC.CountNPCS(NPCID.Piranha) <= 6)
                    {
                        EModeGlobalNPC.Horde(npc, 1);
                    }
                }

                if (++JumpTimer > 240)
                {
                    JumpTimer = 0;

                    int t = npc.HasPlayerTarget ? npc.target : npc.FindClosestPlayer();
                    if (Main.rand.NextBool() && t != -1 && Main.netMode != NetmodeID.MultiplayerClient)
                    {
                        const float gravity = 0.3f;
                        const float time    = 120f;
                        Vector2     distance;
                        if (Main.player[t].active && !Main.player[t].dead && !Main.player[t].ghost)
                        {
                            distance = Main.player[t].Center - npc.Center;
                        }
                        else
                        {
                            distance = new Vector2(npc.Center.X < Main.player[t].Center.X ? -300 : 300, -100);
                        }
                        distance.X    = distance.X / time;
                        distance.Y    = distance.Y / time - 0.5f * gravity * time;
                        npc.ai[1]     = 120f;
                        npc.ai[2]     = distance.X;
                        npc.ai[3]     = distance.Y;
                        npc.netUpdate = true;
                    }
                }
            }

            if (npc.ai[1] > 0f) //while jumping
            {
                npc.ai[1]--;
                npc.noTileCollide = true;
                npc.velocity.X    = npc.ai[2];
                npc.velocity.Y    = npc.ai[3];
                npc.ai[3]        += 0.3f;

                int num22 = 5;
                for (int index1 = 0; index1 < num22; ++index1)
                {
                    Vector2 vector2_2 = ((float)(Main.rand.NextDouble() * 3.14159274101257) - 1.570796f).ToRotationVector2() * Main.rand.Next(3, 8);
                    int     index2    = Dust.NewDust(npc.position, npc.width, npc.height, 172, vector2_2.X * 2f, vector2_2.Y * 2f, 100, new Color(), 1.4f);
                    Main.dust[index2].noGravity = true;
                    Main.dust[index2].noLight   = true;
                    Main.dust[index2].velocity /= 4f;
                    Main.dust[index2].velocity -= npc.velocity;
                }
            }
            else
            {
                if (npc.noTileCollide)
                {
                    npc.noTileCollide = Collision.SolidCollision(npc.position, npc.width, npc.height);
                }
            }
        }