public override void AI() { if (npc.velocity.X < 0f) { npc.spriteDirection = -1; } else { npc.spriteDirection = 1; } npc.TargetClosest(true); Player player = Main.player[npc.target]; BaseAI.AIFloater(npc, ref npc.ai, true, 0.2f, 3, 1.5f, .05f, 1.3f, 4); npc.ai[3]++; if (npc.ai[3] >= 120) { FireMagic(npc, npc.velocity); npc.ai[3] = 0; } npc.frameCounter++; if (npc.frameCounter >= 10) { npc.frameCounter = 0; npc.frame.Y += 66; if (Shooty == true) { if (npc.frame.Y < 66 * 8) { npc.frame.Y = 66 * 8; } if (npc.frame.Y > (66 * 15)) { npc.frameCounter = 0; npc.frame.Y = 0; Shooty = false; } } else { if (npc.frame.Y > (66 * 7)) { npc.frameCounter = 0; npc.frame.Y = 0; } } } }
public override void AI() { Player player = Main.player[npc.target]; // makes it so you can reference the player the npc is targetting BaseAI.AIFloater(npc, ref npc.ai, false, 0.2f, 2f, 1.5f, 0.04f, 1.5f, 3); if (npc.wet) { npc.life = 0; } npc.frameCounter++; if (npc.frameCounter > 8) { npc.frameCounter = 0; npc.frame.Y += 20; if (npc.frame.Y > 40) { npc.frame.Y = 0; } } }