示例#1
0
        public override float SpawnChance(NPCSpawnInfo spawnInfo)
        {
            int x    = spawnInfo.spawnTileX;
            int y    = spawnInfo.spawnTileY;
            int tile = (int)Main.tile[x, y].type;

            return((Antiaris.NormalSpawn(spawnInfo) && Antiaris.NoZoneAllowWater(spawnInfo)) && NPC.downedBoss1 && !Main.dayTime && y < Main.worldSurface ? 0.1f : 0f);
        }
        public override float SpawnChance(NPCSpawnInfo spawnInfo)
        {
            var x    = spawnInfo.spawnTileX;
            var y    = spawnInfo.spawnTileY;
            var tile = (int)Main.tile[x, y].type;

            return((Antiaris.NormalSpawn(spawnInfo) && Antiaris.NoZoneAllowWater(spawnInfo)) && spawnInfo.player.GetModPlayer <AntiarisPlayer>(mod).mirrorZone&& !WorldGen.crimson && Main.hardMode && !mod.GetModWorld <AntiarisWorld>().DownedTowerKeeper&& y < Main.worldSurface ? 0.12f : 0f);
        }
示例#3
0
        public override float SpawnChance(NPCSpawnInfo spawnInfo)
        {
            int x    = spawnInfo.spawnTileX;
            int y    = spawnInfo.spawnTileY;
            int tile = (int)Main.tile[x, y].type;

            return((Antiaris.NormalSpawn(spawnInfo) && Main.hardMode && Antiaris.NoZoneAllowWater(spawnInfo)) && spawnInfo.player.ZoneJungle && y > Main.rockLayer ? 0.01f : 0f);
        }
示例#4
0
        public override float SpawnChance(NPCSpawnInfo spawnInfo)
        {
            int x    = spawnInfo.spawnTileX;
            int y    = spawnInfo.spawnTileY;
            int tile = (int)Main.tile[x, y].type;

            return((Antiaris.NormalSpawn(spawnInfo) && Main.raining && Antiaris.NoZoneAllowWater(spawnInfo)) && spawnInfo.player.ZoneHoly && y < Main.worldSurface ? 0.1f : 0f);
        }
示例#5
0
        public override float SpawnChance(NPCSpawnInfo spawnInfo)
        {
            int x    = spawnInfo.spawnTileX;
            int y    = spawnInfo.spawnTileY;
            int tile = (int)Main.tile[x, y].type;

            return((Antiaris.NoZoneAllowWater(spawnInfo)) && !spawnInfo.player.ZoneDungeon && y > Main.rockLayer ? 0.01f : 0f);
        }
        public override float SpawnChance(NPCSpawnInfo spawnInfo)
        {
            var x    = spawnInfo.spawnTileX;
            var y    = spawnInfo.spawnTileY;
            var tile = (int)Main.tile[x, y].type;

            return((Antiaris.NormalSpawn(spawnInfo) && Antiaris.NoZoneAllowWater(spawnInfo)) && spawnInfo.player.ZoneSnow && y < Main.worldSurface ? 0.04f : 0f);
        }