public override float SpawnChance(NPCSpawnInfo spawnInfo) { int x = spawnInfo.spawnTileX; int y = spawnInfo.spawnTileY; _ = Main.tile[x, y].type; return((Consolaria.NormalSpawn(spawnInfo) && spawnInfo.spawnTileY > Main.maxTilesY - 200) ? 0.003f : 0f); }
public override float SpawnChance(NPCSpawnInfo spawnInfo) { int x = spawnInfo.spawnTileX; int y = spawnInfo.spawnTileY; int tile = (int)Main.tile[x, y].type; return((Consolaria.NormalSpawn(spawnInfo) && spawnInfo.player.ZoneCorrupt && spawnInfo.player.ZoneUndergroundDesert && Main.hardMode && y < Main.rockLayer) ? 0.01f : 0f); }
public override float SpawnChance(NPCSpawnInfo spawnInfo) { int x = spawnInfo.spawnTileX; int y = spawnInfo.spawnTileY; int tile = Main.tile[x, y].type; return((Consolaria.NormalSpawn(spawnInfo) && Consolaria.NoZoneAllowWater(spawnInfo)) && Main.dayTime && !CWorld.downedLepus && y < Main.worldSurface && !spawnInfo.sky ? 0.01f : 0); }
public override float SpawnChance(NPCSpawnInfo spawnInfo) { int x = spawnInfo.spawnTileX; int y = spawnInfo.spawnTileY; int tile = Main.tile[x, y].type; return((Consolaria.NormalSpawn(spawnInfo) && spawnInfo.water) && y < Main.rockLayer && (x < 250 || x > Main.maxTilesX - 250) && !spawnInfo.playerSafe ? 0.01f : 0f); }
public override float SpawnChance(NPCSpawnInfo spawnInfo) { int x = spawnInfo.spawnTileX; int y = spawnInfo.spawnTileY; int tile = Main.tile[x, y].type; return((Consolaria.NormalSpawn(spawnInfo) && Consolaria.NoZoneAllowWater(spawnInfo)) && spawnInfo.player.ZoneDungeon && spawnInfo.spawnTileY > Main.maxTilesY - 200 ? 0.03f : 0); }
public override float SpawnChance(NPCSpawnInfo spawnInfo) { int x = spawnInfo.spawnTileX; int y = spawnInfo.spawnTileY; int tile = Main.tile[x, y].type; return((Consolaria.NormalSpawn(spawnInfo) && Consolaria.NoZoneAllowWater(spawnInfo)) && spawnInfo.player.ZoneJungle && y > Main.rockLayer ? 0.03f : 0f); }