![]() See List of NPC AI Styles for more information.ĭamage int How much damage this NPC does when touching the player.ĭefense int How much defense this NPC has. Width int The width of this NPC's hitbox, in pixels.ĪiStyle int Which default AI behavior this NPC exhibits. Height int The height of this NPC's hitbox, in pixels. Value float How many coins the NPC drops on death. See List of NPCs for more information.Default value: -1 Effects unknown.Default value: NPC.ĪctiveTimetype int A unique identifier assigned to this NPC so that other things can refer to it. TimeLeft int This may be so the NPC lasts only a short duration before disappearing. SoundKilled int Which sound to play when this monster is slain. SoundHit int Which sound to play when this monster is damaged. Scale float A multiplier for how large to draw this NPC's sprite.Default value: 1f NoGravity bool Whether this NPC is affected by gravity. Prioritized over the filename.Default value: "Unnamed"ĭisplayName string The name of the NPC which is displayed when you mouse over it.Default value: "" See the Item Attributes section on knockback for more information. KnockBackResist float How resistant this NPC is to knockback. NoTileCollide bool Whether this NPC ignores tile collisions.Īlpha int An integer value representing the alpha blending for this NPC when drawn.Ĭolor Color A color overlay to draw on the NPC, represented as a (R,G,B) value.Default value: default(Color) This changes the background music, among other things. ![]() This is used for enemies like the Man Eater it is drawn behind tiles but in front of walls.īoss bool Whether this NPC is considered a boss. TownNPC bool Whether this NPC can live in a house or not.įriendly bool Whether this NPC deals damage when it collides with a player.īehindTiles bool Whether this NPC will be drawn behind tiles. For example, bosses have a number very close to this cap to prevent monsters from spawning during a fight.Default value: 1įlavaImmune bool Whether this NPC is harmed by lava or not. Different monsters contribute different amounts. There is a hard cap of 200 onscreen at once. npcSlots float How many slots this NPC takes up in memory storage. Not every NPC requires housing as some NPCs (particularly Side NPCs) can only be found throughout the world and not housed.BuffImmune bool Whether a particular buff may be placed on this NPC.Default value:īuffImmune = truelifeRegen int How much life the NPC regenerates each second However, this can be done later on, as there are no real threats to your town in early game. Doors are three blocks high and can also be crafted at a workbench.Įventually housing will need to be protected due to events like the Blood Moon and Goblin Invasions, these means moving them higher or away from the conflict as the NPCs aren't to good at fighting. Finally you will need at least one door so that the NPC can enter and leave the room they are housed in. a torch) and a table and chair which can all be crafted at a work bench. ![]() Thirdly you will need a light source (ie. Secondly, a background wall will be needed these can be made at a workbench and can be destroyed with a variation of hammer. To start with wood will be an easy material to come across so use that. HousingHousing requires an outside wall of any material to a height that the NPCs / Player can fit into.
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