NPCs & Enemies A Zoologist NPC

Do you think this would be a good addition to the current NPC roster?


  • Total voters
    13
This NPC wouldn't offer anything too new or exciting but would be nice to have around. The zoologist would spawn as soon as you get your first enemy banner.


When a player interacts with the zoologist, they'll get the following dialogue options:


Shop: Like any other NPC, he/she'll sell items, just nothing too special. Items include:


- Tranquilizer Dart: A type of ammo used with the dart pistol/rifle and the blowgun. Inflicts the "Slow" and "Confused" debuffs at the same time, but not at a 100% chance.


- Throwing Net: A consumable which can be used for two different purposes. Throwing nets can be thrown at insects and animals to capture them (basically, a ranged bug net) in order to use them as bait (or whatever else you need to capture animals for). On the other hand, they may also be thrown at enemies in order to temporarily stall them; the throwing net has a chance to inflict the "webbed" debuff (https://terraria.wiki.gg/Webbed). This will only last for around a second before the enemy breaks out, and many enemies may be invulnerable to this debuff. The throwing net also has a notable arc when thrown, meaning that the user must still get in close range in order to use it.


- Crab Pot: Once again, an item with two uses. The Crab Pot can be used as a tiny chest (which is rather pointless, as the crab pot has only around 10 useable slots, compared to the 40 slots of a normal chest). The intended use, however, is to catch fish and other items: there is a single slot in the crab pot which is solely dedicated to placing bait - nothing else may be placed inside this slot. The crab pot is to be placed inside a body of water and left alone once primed with bait. The crab pot essentially automatically fishes items for you, meaning that no player input will be needed. The crab pot will randomly consume bait at a random rate (like a standard fishing rod), and as items are fished up, they will take up space inside the slots of the crab pot. There are two downsides to using crab pots over fishing, the main downside being the reduced chances of getting rare items (i.e. crates, fish-themed weapons and tools) and stackable items will only stack up to around 10. The crab pot will also stop capturing new bait when either all bait has ran out, or there is no more space for new items. To top off, the default crab pot is somewhat pricey, and will only function in forest lakes and in the ocean. Alternative crab pots may be crafted in order to be used in specific biomes (jungle crab pot, hallowed crab pot, crimson cran pot, etc.) with default crab pots, along with materials relating to the target biome (for example, a hallowed crab pot will require a normal crab pot, some pearlstone, some pearlwood and some fairy dust). There is no limit as to how many crab pots a player can place within a single area, however, as long as there are enough tiles at the bottom of the body of water.


- Binoculars (only after EOC has been defeated).


- Zoologist's Perfume: A single use consumable that cannot be stacked. When used, the player will be given the "Tree Hugger" buff (that's a placeholder name. If you have any better names, feel free to comment them). The buff dramatically increases the spawn rate of friendly animals and insects, allowing for easier bait and animal farming. The spawnrate of monsters will also be slightly decreased, in order to prevent animals from being massacred.


- Tent: Basically a bed that does not require a house to be built around it, but will also count as a bed for town NPCs (NPCs will still require proper housing, tents will just act as substitutes for proper bedding). Town NPCs may occasionally climb inside a tent during night time and sleep inside it, causing Z's to float out of the tent.


- Random bait, depending on the moon phase and biome the zoologistis in.


- Other items, which you guys can suggest.


Now, back to the main topic. Another dialogue option which the player can select is "Offer Banner". When clicked, a slot will open underneath the speech bubble. Banners and boss trophies may be placed here. This will lead onto the next dialogue option.


"Glossary", where all the banners you gave to the zoologist come to use. This is basically a Pokedex for enemies: when you click "glossary", you'll be greeted with a lengthy list of enemies you have encountered and donated banners for, along with enemies you haven't encountered (marked with a silhouette of said enemy, along with a series of question marks for the name). The moment you encounter a new enemy, their identity and basic stats will be added to the glossary. If you donate a banner to the zoologist, more information about the enemy will be unlocked, most being trivia. Here's an example of what the page for a green slime would look like:


"Green Slime" :gslime:


Species: Slime

Habitat: Native to Pure Forests

Maximum Health: 14

Attack Damage: 6

Defense: 0

Notes:

These sentient green gelatinous blobs like to hop around mindlessly until disturbed. They hunt by leaping onto their prey and trapping them inside their sticky and slightly acidic bodies, before slowly dissolving them away. They mainly target small insignificant creatures such as worms, butterflies and grasshoppers, and tend to ignore larger animals such as rabbits and birds, as these are usually too fast to be captured and can take weeks to fully digest. Green slimes also appear to have a herd instinct of some sort, meaning that if one is found, there is likely a small colony nearby.


It has been hypothesised that green slimes are coloured as such in order to help camouflage better with forest flora. This seems to be prevalent with various other slime species, such as the ???? ????s found within the desert, the ??? ????s found in the tundra, and the ?????? ????s found deep within the jungle. Green slimes seem to have evolved this ability in order to compensate for their notable weakness. In rare cases, some may even dissolve into thin puddles in order stay hidden, waiting for prey to tread on them. Of course, stunts like these typically don't end well - more than not, they'll just get trodden on by creatures much larger than grasshoppers and worms. You know, like zombies and blind humans.


Unless put under specific circumstances, green slimes are usually passive at all times. Precautions should be taken when taking care of slimes:

- Keep exposed under direct sunlight at all times. The behaviour of green slimes dramatically changes during the night time, when they are moved away from sunlight. Green slimes move more aggressively during the dark, and won't hesitate to attack anything near them. They also fight back if directly attacked.

- Keep away from children under the age of 3, or anything you want to keep alive that is around the size of a rabbit. Especially [Name of Angler].

- If provoked, they will relentlessly attack without stopping. Tests show that green slimes will go at it for months on end before giving up. Green slimes can easily be dispatched with a few well-placed slices or shots from any half-decent weapon. Slimes in general seem to “die” when they are split apart into smaller pieces of gel. Green slimes stop functioning once they have been split into separate mouse-sized balls of slime. Attempts to reattach slimes together are unsuccessful, and usually only result in creating large hunks of motionless slime.


Oddly enough, when cryogenized, normal green slimes will slowly . . . [MORE RESEARCH REQUIRED]





. . . that's when you need to get the next banner.
So, what do you guys think?
Edit: I guess some rare enemies like the nymph would have the killcount required for a banner to be reduced, in order to make their banners to be actually obtainable.
 
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With the amount of mobs in the game (as of now, there'll surely be more eventually) I think an entire dex of every banner-positive mob with such a description would be a pain to write up. Unless you were to make a GUI where it just displays average stats and any additional information such as attacks.
 
With the amount of mobs in the game (as of now, there'll surely be more eventually) I think an entire dex of every banner-positive mob with such a description would be a pain to write up. Unless you were to make a GUI where it just displays average stats and any additional information such as attacks.

It would certainly be a pain, but it would certainly be doable. I'm guessing a good chunk of enemies would have to have no extra description, such as:
- Anything robotic
- Anything human (e.g. pirates, cultists)
- Variants of enemies which wouldn't be considered too different from their normal counterparts (e.g. the bride and groom zombies, all dungeon skeletons)
- "Insignificant" enemies, like bees and hornets.

I also guarantee that most descriptions wouldn't be nearly as long as my first example. For example:

Bee [Image of Bee]

[Stats]

Extra Notes: An extremely numerous and territorial species of insect, which are typically found in the jungle. Specimens may be as small as balled fists or be as large as an adult male's forearm. They can be encountered in the massive underground nests which house their queens, and to a lesser extent, in the smaller hives that dot the jungles. They exist solely for the purpose of serving their queen and are used as disposable troops whenever needed. Bees will only attack if their nest is being destroyed.


Angry Trapper [Image of Trapper]

[Stats]

Extra Notes: A highly aggressive species of plant, native to the jungle. Despite sharing the same family as the snatcher and man-eater plants, it is visually completely different. While the snatcher and man-eater are almost completely indistinguishable, the trapper is completely different. The angry trapper is clearly more heavily armoured than the other members of its family, and also has massive jaw strength in comparison - the trapper is able to snap apart human skeletons with ease, while at most, snappers and man-eaters are only capable of catching onto and pinning down their prey. Their armour is also around the same strength as steel, rendering many weapons useless against them. Just like the snatchers and the eaters, trappers will die if either their "heads" have been destroyed or they are uprooted from their base tile.





Basically, simple stuff like that.
 
K, makes sense. Thanks for addressing my issue.

So we've established that adding this NPC will be a :red: to do, and we both agree with that. Any other critiques you have?
[doublepost=1503063728,1503063657][/doublepost]If you've got any suggestions on how to solve this problem, feel free to suggest a solution or two.
[doublepost=1503063953][/doublepost]Please don't make it be "don't add the NPC".
 
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