public override void NPCLoot()
{
if (Main.expertMode)
{
npc.DropBossBags();
}
else
{
Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("VirulentKatana"));
Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("Malevolence"));
if (Main.rand.Next(2) == 0)
{
Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("MepheticSprayer"));
}
if (Main.rand.Next(4) == 0)
{
Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("PestilentDefiler"));
}
if (Main.rand.Next(6) == 0)
{
Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("TheHive"));
}
}
if (CalamityWorld.uelibloomSpawns < 3)
{
Main.NewText("New pockets of ore have been energized in the underground jungle!", Color.Lime.R, Color.Lime.G, Color.Lime.B);
CalamityWorld.uelibloomSpawns += 1;
for (int k = 0; k < (int)((double)(Main.maxTilesX * Main.maxTilesY) * 11E-05); k++)
{
int x = Main.maxTilesX;
int y = Main.maxTilesY;
if (Main.tile[x, y].type == TileID.Mud)
{
int i2 = WorldGen.genRand.Next(0, x);
int j2 = WorldGen.genRand.Next((int)(y * .4f), (int)(y * .8f));
WorldGen.OreRunner(i2, j2, (double)WorldGen.genRand.Next(3, 4), WorldGen.genRand.Next(3, 8), (ushort)mod.TileType("UelibloomOre"));
}
}
}
}
public class NPCloot : GlobalNPC
{
public override void NPCLoot(NPC npc)
{
if(npc.type == mod.type("boss"){}
}
}
Roh, i cannot Dislike. (Because, in Bmod, you are the lead coder, so, if i help you, this is funny)
Else, so, no, i have not found error in your code. But, Modloader have not problem with Npcloot? You have try move the code in a GlobalNPC?
Or use BossLoot for that (I prefer use that, me than Npcloot if this is a Boss, and use never npcloot method also, because problem with multi, i believe)Code:public class NPCloot : GlobalNPC { public override void NPCLoot(NPC npc) { if(npc.type == mod.type("boss"){} } }
public override void BossLoot(ref string name, ref int potionType)
After, i have never touch ore generation, so, if my answer do not help you, i cannot help you after.
I did, now this happens, the files are both there and have the same name, trust meJust close your file and rebuild ^^.
namespace ExampleMod.Dustsnamespace: ExampleMod.Dusts
public class:Bubble : ModDust
https://github.com/bluemagic123/tModLoader/wiki/ModDustWas the problem because: public override bool Update : (Dust dust)?
Sorry to bother everyone again, but how would I go about preventing a modded NPC from spawning while a certain amount of friendly town NPCs are present?
Homing projectile, this is very easy, and i do not need say how because you can just search with the button search with write "homing"How can I make a projectile that acts like the Razor Blade Typhoon? The homing and bouncing.