/// <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);
                 }
             }
         }
     }
 }