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static bool[] | ActsLikeTownNPC = Factory.CreateBoolSet(453) |
| Whether or not a given NPC will act like a town NPC in terms of AI, animations, and attacks, but not in other regards, such as having a happiness button or appearing on the minimap, like the bone merchant in vanilla.
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static bool[] | AllNPCs = Factory.CreateBoolSet(true) |
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static bool[] | AllowDoorInteraction = Factory.CreateBoolSet() |
| Whether or not this NPC can still interact with doors if they use the Vanilla TownNPC aiStyle (AKA aiStyle == 7) but are not actually marked as Town NPCs (AKA npc.townNPC == true). More...
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static int[] | AttackAverageChance = Factory.CreateIntSet(1, 38, 40, 17, 30, 107, 60, 19, 30, 22, 30, 124, 30, 228, 50, 178, 50, 18, 60, 229, 40, 209, 30, 54, 30, 108, 30, 160, 60, 20, 60, 369, 50, 453, 30, 368, 40, 207, 1, 227, 30, 208, 50, 142, 50, 441, 1, 353, 1, 633, 1, 550, 40, 588, 20, 663, 1, 638, 1, 637, 1, 656, 1) |
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static int[] | AttackFrameCount = Factory.CreateIntSet(0, 17, 4, 18, 4, 19, 4, 20, 2, 22, 5, 37, 0, 38, 4, 54, 2, 107, 4, 108, 2, 124, 4, 142, 4, 160, 2, 178, 4, 207, 4, 208, 4, 209, 5, 227, 4, 228, 5, 229, 5, 353, 4, 633, 4, 368, 5, 369, 4, 453, 4, 441, 4, 550, 4, 588, 4, 663, 2, 637, 0, 638, 0, 656, 0) |
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static int[] | AttackTime = Factory.CreateIntSet(-1, 38, 34, 17, 34, 107, 60, 19, 40, 22, 30, 124, 34, 228, 40, 178, 24, 18, 34, 229, 60, 209, 60, 54, 60, 108, 30, 160, 60, 20, 600, 369, 34, 453, 34, 368, 60, 207, 15, 227, 60, 208, 34, 142, 34, 441, 15, 353, 12, 633, 12, 550, 34, 588, 20, 663, 60, 638, -1, 637, -1, 656, -1) |
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static int[] | AttackType = Factory.CreateIntSet(-1, 38, 0, 17, 0, 107, 0, 19, 1, 22, 1, 124, 0, 228, 1, 178, 1, 18, 0, 229, 1, 209, 1, 54, 2, 108, 2, 160, 2, 20, 2, 369, 0, 453, 0, 368, 1, 207, 3, 227, 1, 208, 0, 142, 0, 441, 3, 353, 3, 633, 0, 550, 0, 588, 0, 663, 2, 638, -1, 637, -1, 656, -1) |
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static bool[] | BelongsToInvasionOldOnesArmy = Factory.CreateBoolSet(552, 553, 554, 561, 562, 563, 555, 556, 557, 558, 559, 560, 576, 577, 568, 569, 566, 567, 570, 571, 572, 573, 548, 549, 564, 565, 574, 575, 551, 578) |
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static List< int > | BossBestiaryPriority |
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static int[] | BossHeadTextures = Factory.CreateIntSet(-1, 4, 0, 13, 2, 344, 3, 370, 4, 246, 5, 249, 5, 345, 6, 50, 7, 396, 8, 395, 9, 325, 10, 262, 11, 327, 13, 222, 14, 125, 15, 126, 20, 346, 17, 127, 18, 35, 19, 68, 19, 113, 22, 266, 23, 439, 24, 440, 24, 134, 25, 491, 26, 517, 27, 422, 28, 507, 29, 493, 30, 549, 35, 564, 32, 565, 32, 576, 33, 577, 33, 551, 34, 548, 36, 636, 37, 657, 38, 668, 39) |
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static bool[] | CannotDropSouls = Factory.CreateBoolSet(1, 13, 14, 15, 121, 535) |
| Whether or not a given NPC is excluded from dropping hardmode souls (Soul of Night/Light)
Contains vanilla NPCs that are easy to spawn in large numbers, preventing easy soul farming
Do not add your NPC to this if it would be excluded automatically (i.e. critter, town NPC, or no coin drops)
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static bool[] | CannotSitOnFurniture = Factory.CreateBoolSet(638, 656) |
| Whether or not a given NPC can sit on suitable furniture (TileID.Sets.CanBeSatOnForNPCs)
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static bool[] | CantTakeLunchMoney = Factory.CreateBoolSet(394, 393, 392, 492, 491, 662, 384, 478, 535, 658, 659, 660, 128, 131, 129, 130, 139, 267, 247, 248, 246, 249, 245, 409, 410, 397, 396, 401, 400, 440, 68) |
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static bool[] | CountsAsCritter = Factory.CreateBoolSet(46, 303, 337, 540, 443, 74, 297, 298, 442, 611, 377, 446, 612, 613, 356, 444, 595, 596, 597, 598, 599, 600, 601, 604, 605, 357, 448, 374, 484, 355, 358, 606, 359, 360, 485, 486, 487, 148, 149, 55, 230, 592, 593, 299, 538, 539, 300, 447, 361, 445, 362, 363, 364, 365, 367, 366, 583, 584, 585, 602, 603, 607, 608, 609, 610, 616, 617, 625, 626, 627, 615, 639, 640, 641, 642, 643, 644, 645, 646, 647, 648, 649, 650, 651, 652, 653, 654, 655, 661) |
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static int[] | DangerDetectRange = Factory.CreateIntSet(-1, 38, 300, 17, 320, 107, 300, 19, 900, 22, 700, 124, 800, 228, 800, 178, 900, 18, 300, 229, 1000, 209, 1000, 54, 700, 108, 700, 160, 700, 20, 1200, 369, 300, 453, 300, 368, 900, 207, 60, 227, 800, 208, 400, 142, 500, 441, 50, 353, 60, 633, 100, 550, 120, 588, 120, 663, 700, 638, 250, 637, 250, 656, 250) |
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static bool[] | DangerThatPreventsOtherDangers = Factory.CreateBoolSet(517, 422, 507, 493, 399) |
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static Dictionary< int, NPCDebuffImmunityData > | DebuffImmunitySets |
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static bool[] | DemonEyes = Factory.CreateBoolSet(2, 190, 192, 193, 191, 194, 317, 318) |
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static bool[] | DontDoHardmodeScaling = Factory.CreateBoolSet(5, 13, 14, 15, 267, 113, 114, 115, 116, 117, 118, 119, 658, 659, 660, 400) |
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static int[] | ExtraFramesCount = Factory.CreateIntSet(0, 17, 9, 18, 9, 19, 9, 20, 7, 22, 10, 37, 5, 38, 9, 54, 7, 107, 9, 108, 7, 124, 9, 142, 9, 160, 7, 178, 9, 207, 9, 208, 9, 209, 10, 227, 9, 228, 10, 229, 10, 353, 9, 633, 9, 368, 10, 369, 9, 453, 9, 441, 9, 550, 9, 588, 9, 663, 7, 637, 18, 638, 11, 656, 20) |
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static int[] | ExtraTextureCount = Factory.CreateIntSet(0, 38, 1, 17, 1, 107, 0, 19, 0, 22, 0, 124, 1, 228, 0, 178, 1, 18, 1, 229, 1, 209, 1, 54, 1, 108, 1, 160, 0, 20, 0, 369, 1, 453, 1, 368, 1, 207, 1, 227, 1, 208, 0, 142, 1, 441, 1, 353, 1, 633, 1, 550, 0, 588, 1, 633, 2, 663, 1, 638, 0, 637, 0, 656, 0) |
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static int[] | FaceEmote = Factory.CreateIntSet(0, 17, 101, 18, 102, 19, 103, 20, 104, 22, 105, 37, 106, 38, 107, 54, 108, 107, 109, 108, 110, 124, 111, 142, 112, 160, 113, 178, 114, 207, 115, 208, 116, 209, 117, 227, 118, 228, 119, 229, 120, 353, 121, 368, 122, 369, 123, 453, 124, 441, 125, 588, 140, 633, 141, 663, 145) |
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static SetFactory | Factory = new SetFactory(NPCLoader.NPCCount) |
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static bool[] | FighterUsesDD2PortalAppearEffect = Factory.CreateBoolSet(552, 553, 554, 561, 562, 563, 555, 556, 557, 576, 577, 568, 569, 570, 571, 572, 573, 564, 565) |
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static List< int > | GoldCrittersCollection |
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static bool[] | HasNoPartyText = Factory.CreateBoolSet(441, 453) |
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static int[] | HatOffsetY = Factory.CreateIntSet(0, 227, 4, 107, 2, 108, 2, 229, 4, 17, 2, 38, 8, 160, -10, 208, 2, 142, 2, 124, 2, 453, 2, 37, 4, 54, 4, 209, 4, 369, 6, 441, 6, 353, -2, 633, -2, 550, -2, 588, 2, 663, 2, 637, 0, 638, 0, 656, 4) |
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static bool[] | HurtingBees = Factory.CreateBoolSet(210, 211, 222) |
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static bool[] | IsDragonfly = Factory.CreateBoolSet(595, 596, 597, 598, 599, 600, 601) |
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static bool[] | IsTownPet = Factory.CreateBoolSet(637, 638, 656) |
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static Color[] | MagicAuraColor = Factory.CreateCustomSet(Color.White, (short)54, new Color(100, 4, 227, 127), (short)108, new Color(255, 80, 60, 127), (short)160, new Color(40, 80, 255, 127), (short)20, new Color(40, 255, 80, 127), (short)663, Main.hslToRgb(0.92f, 1f, 0.78f, 127)) |
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static bool[] | MPAllowedEnemies = Factory.CreateBoolSet(4, 13, 50, 126, 125, 134, 127, 128, 131, 129, 130, 222, 245, 266, 370, 657, 668) |
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static bool[] | MustAlwaysDraw = Factory.CreateBoolSet(113, 114, 115, 116, 126, 125) |
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static bool[] | NeedsExpertScaling = Factory.CreateBoolSet(25, 30, 665, 33, 112, 666, 261, 265, 371, 516, 519, 522, 397, 396, 398, 491) |
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static bool[] | NoEarlymodeLootWhenSpawnedFromStatue = Factory.CreateBoolSet(480, 82, 86, 170, 180, 171) |
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static bool[] | NoMultiplayerSmoothingByAI = Factory.CreateBoolSet(6, 8, 37) |
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static bool[] | NoMultiplayerSmoothingByType = Factory.CreateBoolSet(113, 114, 50, 657, 120, 245, 247, 248, 246, 370, 222, 398, 397, 396, 400, 401, 668) |
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static List< int > | NormalGoldCritterBestiaryPriority |
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static Dictionary< int, NPCBestiaryDrawModifiers > | NPCBestiaryDrawOffset = NPCBestiaryDrawOffsetCreation() |
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static int[] | NPCFramingGroup = Factory.CreateIntSet(0, 18, 1, 20, 1, 208, 1, 178, 1, 124, 1, 353, 1, 633, 1, 369, 2, 160, 3, 637, 4, 638, 5, 656, 6) |
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static bool[] | PositiveNPCTypesExcludedFromDeathTally = Factory.CreateBoolSet(121, 384, 406, 478, 479, 410, 472, 378) |
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static int[] | PrettySafe = Factory.CreateIntSet(-1, 19, 300, 22, 200, 124, 200, 228, 300, 178, 300, 229, 300, 209, 300, 54, 100, 108, 100, 160, 100, 20, 200, 368, 200, 227, 200) |
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static bool[] | ProjectileNPC = Factory.CreateBoolSet(25, 30, 665, 33, 112, 666, 261, 265, 371, 516, 519, 522) |
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static Dictionary< int, int > | RespawnEnemyID |
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static bool[] | ShouldBeCountedAsBoss = Factory.CreateBoolSet(false, 517, 422, 507, 493, 13, 664) |
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static bool[] | Skeletons = Factory.CreateBoolSet(77, 449, 450, 451, 452, 481, 201, 202, 203, 21, 324, 110, 323, 293, 291, 322, 292, 197, 167, 44, 635) |
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static bool[] | SpawnFromLastEmptySlot = Factory.CreateBoolSet(222, 245) |
| Whether or not the spawned NPC will start looking for a suitable slot from the end of - See also
- Main.npc
, ignoring the Start parameter of NPC.NewNPC. Useful if you have a multi-segmented boss and want its parts to draw over the main body (body will be in this set).
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static bool[] | SpawnsWithCustomName = Factory.CreateBoolSet(453) |
| Whether or not a given NPC will spawn with a custom name like a town NPC. In order to determine what name will be selected, override the TownNPCName hook. True will force a name to be rolled regardless of vanilla behavior. False will have vanilla handle the naming.
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static Dictionary< int, int > | SpecialSpawningRules |
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static float[] | StatueSpawnedDropRarity = Factory.CreateCustomSet(-1f, (short)480, 0.05f, (short)82, 0.05f, (short)86, 0.05f, (short)48, 0.05f, (short)490, 0.05f, (short)489, 0.05f, (short)170, 0.05f, (short)180, 0.05f, (short)171, 0.05f, (short)167, 0.25f, (short)73, 0.01f, (short)24, 0.05f, (short)481, 0.05f, (short)42, 0.05f, (short)6, 0.05f, (short)2, 0.05f, (short)49, 0.2f, (short)3, 0.2f, (short)58, 0.2f, (short)21, 0.2f, (short)65, 0.2f, (short)449, 0.2f, (short)482, 0.2f, (short)103, 0.2f, (short)64, 0.2f, (short)63, 0.2f, (short)85, 0f) |
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static bool[] | TakesDamageFromHostilesWithoutBeingFriendly = Factory.CreateBoolSet(46, 55, 74, 148, 149, 230, 297, 298, 299, 303, 355, 356, 358, 359, 360, 361, 362, 363, 364, 365, 366, 367, 377, 357, 374, 442, 443, 444, 445, 446, 448, 538, 539, 337, 540, 484, 485, 486, 487, 592, 593, 595, 596, 597, 598, 599, 600, 601, 602, 603, 604, 605, 606, 607, 608, 609, 611, 612, 613, 614, 615, 616, 617, 625, 626, 627, 639, 640, 641, 642, 643, 644, 645, 646, 647, 648, 649, 650, 651, 652, 653, 654, 655, 583, 584, 585) |
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static bool[] | TeleportationImmune = Factory.CreateBoolSet(552, 553, 554, 561, 562, 563, 555, 556, 557, 558, 559, 560, 576, 577, 568, 569, 566, 567, 570, 571, 572, 573, 548, 549, 564, 565, 574, 575, 551, 578) |
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static bool[] | TownCritter = Factory.CreateBoolSet(46, 148, 149, 230, 299, 300, 303, 337, 361, 362, 364, 366, 367, 443, 445, 447, 538, 539, 540, 583, 584, 585, 592, 593, 602, 607, 608, 610, 616, 617, 625, 626, 627, 639, 640, 641, 642, 643, 644, 645, 646, 647, 648, 649, 650, 651, 652) |
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static List< int > | TownNPCBestiaryPriority |
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static int[][] | TownNPCsFramingGroups |
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static int[] | TrailCacheLength = Factory.CreateIntSet(10, 402, 36, 519, 20, 522, 20, 620, 20) |
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static int[] | TrailingMode = Factory.CreateIntSet(-1, 439, 0, 440, 0, 370, 1, 372, 1, 373, 1, 396, 1, 400, 1, 401, 1, 473, 2, 474, 2, 475, 2, 476, 2, 4, 3, 471, 3, 477, 3, 479, 3, 120, 4, 137, 4, 138, 4, 94, 5, 125, 6, 126, 6, 127, 6, 128, 6, 129, 6, 130, 6, 131, 6, 139, 6, 140, 6, 407, 6, 420, 6, 425, 6, 427, 6, 426, 6, 581, 6, 516, 6, 542, 6, 543, 6, 544, 6, 545, 6, 402, 7, 417, 7, 419, 7, 418, 7, 574, 7, 575, 7, 519, 7, 521, 7, 522, 7, 546, 7, 558, 7, 559, 7, 560, 7, 551, 7, 620, 7, 657, 6, 636, 7) |
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static bool[] | UsesNewTargetting = Factory.CreateBoolSet(547, 552, 553, 554, 561, 562, 563, 555, 556, 557, 558, 559, 560, 576, 577, 568, 569, 566, 567, 570, 571, 572, 573, 564, 565, 574, 575, 551, 578, 210, 211, 620, 668) |
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static bool[] | Zombies = Factory.CreateBoolSet(3, 132, 186, 187, 188, 189, 200, 223, 161, 254, 255, 52, 53, 536, 319, 320, 321, 332, 436, 431, 432, 433, 434, 435, 331, 430, 590) |
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