Talk:NPCs

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Npc's selfdefense

Is there a way to disable the Npc's attack as im sick of the guide provokeing slimes and pushing zombies into me when im trying to build. --Martingolding96 (talk) 15:44, 1 May 2016 (UTC)

Nope. LordofEditing =(Talk)= 00:45, 1 January 2017 (UTC)

You cant,it's only for self defense so why did you post this? Player2170 (talk) 05:12, 4 March 2020 (UTC)

Info needed about weapons that damage NPCs

I'm trying to kill the tavernkeep and realized that info would be useful. I've only found that [[Rotten Egg]s apparently damage NPCs. Anything else? --Leonord cursetalk」 09:11, 10 December 2016 (UTC)

The intro section discusses some things that kill NPCs (fourth paragraph). The only player-wielded weapon is Rotten Eggs. Other than that there's lava, traps, enemies, and water (they do drown). Equazcion (talk) 09:18, 10 Dec 2016 (UTC)

Question

I have a player in a hardmode world and I'm going for most of the achievements now as I have beaten the moon lord, so I got the last town NPC but was not awarded the achievement for having all NPCs in my world. I tried reloading the world. The only unusual circumstance might be that I have a solar pillar in the world. Reecespuff (talk) 00:24, 1 January 2017 (UTC)

You sure you have every single NPC? LordofEditing =(Talk)= 00:44, 1 January 2017 (UTC)
All 23 of them. Reecespuff (talk) 00:46, 1 January 2017 (UTC)
Possibly a bug. Take a screenshot of the housing interface (the one where you can rehouse and view npcs) and refer to the forums as a bug. And also be 100% sure that you have not earned the achievement beforehand. LordofEditing =(Talk)= 00:53, 1 January 2017 (UTC)
Turns out all I needed to do was kill my guide and have him respawn. Reecespuff (talk) 07:15, 1 January 2017 (UTC)
Great! LordofEditing =(Talk)= 08:19, 1 January 2017 (UTC)

Trivia: The Mechanic is only one block wide while bound...

"The Mechanic is only one block wide while bound, whereas she is two blocks wide once talked to. This can be used to force her into a one block wide space." Can someone verify this? Afaik blocks are 16x16 pixels. NPC.cs seems to have bound mechanic width set to 18, same as bound goblin(tinker), bound wizard, and all of their unbound versions. I tried to 'box in' four bound wizards, but it didn't work. Seems like spawning places them in the middle of a block(code seems to confirm this(x*16+8)), so they manage to block 3 blocks worth of width unless knocked back by enemies. This could just be some block placement glitch, some multiplayer related glitch or console/mobile difference? 88.193.92.203 15:30, 9 May 2017 (UTC)

nvm, just found webbed stylist that I could block into 1 wide space. someone erase this talk please, I can't seem to do it as unsigned user 88.193.92.203 12:20, 30 May 2017 (UTC)

Thanks for looking into it :) p.s. we don't delete talk sections... you never know when somebody may be getting ready to ask the very same thing ;) – Ferretwings (talk) 14:58, 30 May 2017 (UTC)

NPC Pages

Is there a standard to what sections of the pages be where? For example, on some the "Names" Section is after "Notes", others it is after "Trivia." I would fix them all to be one standard, but I am not sure if there already is one. If not, we can discuss here where to put what and make a standard. Shadowjared24 (talk) 02:26, 24 June 2017 (UTC)

Blinking NPCs

Does NPCs blink their eyes? It seems they won’t blink in the 1.4 version. --Superwill771 (talk) 00:34, 12 May 2020 (UTC)

Reduced shop costs

So it says on the page for the merchant: "Likes to be alone, no immediate neighbors." But when I talk to him under the happiness tab (and the only NPCs in the world are the nurse and the merchant) he says this: "This is nice, lots of privacy to store my wares. I like the scenery in the Forest, a good view attracts customers! Hannah the Nurse makes loads of money, I like deep pockets." and the costs for items are less than when the merchant was my only NPC, the forest pylon costing 8 gold instead of 8 gold and 25 silver. Their houses are right next to each other, which is why I'm confused by the "likes to be alone" bit. --Canniballistic (talk) 07:07, 17 May 2020 (UTC)

'Alone' means fewer than two villagers within 25 tiles and fewer than four villagers within 150 tiles. - Andrio Celos (talk) 13:12, 24 May 2020 (UTC)
I have questions regarding the "within x tiles": What exactly does that mean? If I have the home tile on x=0, and there is another hometile on x=25, does this hometile count towards the "within" or not? Also let's say it does count. Then there is another hometile in the other direction, at x=-25. It should count into the "within 25 tiles" from x=0 if x=25 counts, but does the whole configuration (x=-15, x=0 and x=25) also count as "within 25 tiles", since both outer hometiles are "within 25 tiles" of x=0 in either direction? Also, is the "home tile" the tile directly under the portrait of the NPC, or is it any tile belonging to the home (including the walls)? --Grumpey102 (talk) 12:42, 10 June 2020 (UTC)

Trivia: Nurse's favorite biome

the nurse's favorite biome being the hallow could be a reference to The Legend of Maxx comic #128 (here)

Afyber (talk) 18:52, 17 May 2020 (UTC)

Dye Trader's Requirements

The Dye Trader does not require the defeating of a boss in order to spawn in 1.4. I was able to obtain him long before defeating any boss or obtaining any Strange Plants (he was my third villager). I believe his new spawn requirements are only that a dye item is in the inventory/picked up. 72.39.111.222 12:19, 18 May 2020 (UTC)

Can confirm that the Dye Trader only needs a dye material in order to spawn in 1.4. Metalax (talk) 07:55, 21 May 2020 (UTC)

Question regarding NPC vendor inventory requirement.

Take for example, the Witch Doctor's Bewitching Table, it says that it needs the Wizard to be present. By present, would it mean having the Wizard unlocked or would it mean having the Wizard nearby?

 Unlocked

1.4 NPC Quotes

There's a lot of new quotes available to NPCs based on the weather, their housing, their neighbors, etc; I made a document for sharing whatever quotes you find here:

https://docs.google.com/spreadsheets/d/1eQEpfnyh_z_CV7tfTTvPzGDKPHeFWS3WMPFzMFSSIQA/edit?usp=sharing

Whatever you put down in this document, everyone else accessing it can see as well to use when updating each NPC's wiki page. I made a backup in case something goes wrong, so don't be afraid to use it!

Vendors seem to go down to a price of 66.7% (instead of 75%).

Edit: This only seems to apply to items sold to them.

Certain happy vendors seem to lower their prices down to 66.7% instead of the 75% the wiki is talking about. As far as I see this only applies to items sold to them.

For example, in this screenshot the Arms Dealer buys a Magic Mirror for 133.3% its normal price. He lives in a desert biome with the Nurse next to him and nobody else within 120 tiles. This vendor has the same discount on a friend's world where he lives in the same conditions.

Posting this here so maybe someone will look into it.

Do any NPCs prefer a town with 2+ other villagers?

I'm going through the NPC pages, and all of them have a row in their Living Preferences table for Crowding, but they all are either empty or just say, "< 3" under like/loves and "> 3" under dislikes/hates. Is there actually an NPC that prefers to have a crowded town, or is the row in these tables unnecessary? Warpshard (talk) 06:45, 21 May 2020 (UTC)

They are all the same as far as I can tell. Bonus for being alone or with 1 other, neutral for being with 2 others and a penalty for 3 or more. Metalax (talk) 07:33, 21 May 2020 (UTC)
Is it <2 they like (i.e., 1 other) as it says on the main NPC page in the happiness section or is it <3 (i.e., 1 or 2 others) like it says on the individual pages? We seem to have a discrepancy. ChrisStreamingCode (talk) 22:15, 21 May 2020 (UTC)
I think it's just that if there are more than 3 NPCs in a town, the NPCs in the town will be upset. If there are 3 or less NPCs in a town, they're all fine. Warpshard (talk) 00:04, 22 May 2020 (UTC)

Biome Love/Hate

Is Santa really the only NPC who Loves/Hates a biome? If so it may be clearer to explicitly label those modifiers as being for Santa. Metalax (talk) 07:55, 21 May 2020 (UTC)

NPCs seem to buy things for a little more than their shop discount.

From what I've found;

  • NPCs that sell items at 95% will buy items at 105.26%
  • NPCs that sell items at 90% will buy items at 111.11%
  • NPCs that sell items at 85% will buy items at 117.64%
  • NPCs that sell items at 80% will buy items at 125%.
  • NPCS that sell items at 75% will buy items at 133.3%

There must be some formula behind it but I am bad at maths.

Please add this to the wiki page.

 The pattern here seems to simply be sell price = normal price / price modifier. For example, 1 / 0.8 = 1.25. --Seud0 (talk) 18:36, 21 May 2020 (UTC)

Reason Tax Collector and Santa Claus hate each other?

I was wondering for a while why they hated each other so much then it hit me: maybe it's because of the Bible! Hear me out: Christmas is celebrated as the birth of Christ, which the mascot of Christmas is Santa Claus. During Jesus's time on Earth, he talked with tax collectors. He didn't hate them (not part of Christian lifestyle), but they sinned a lot (they were very unforgiving and arbitrarily taxed people) so they were maybe lower on his favorite people list. Edit: I just noticed in the Tax Collector article it said he is a reference to Ebenezer Scrooge. Johntothepeach (talk) 01:05, 22 May 2020 (UTC)

Traveling Merchant prices.

Where does the info about prices scaling for the Traveling Merchant come from? Have specifically tried to make a village half-way to the edge of the map, prices are exactly the same as in the spawn area, and they're standard in the center of the map as well, no scaling whatsoever. The version is 1.4.0.4 Desktop.

Must be outdated; Traveling/Skeleton Merchant having Happines was fixed in a 1.4 patch. --172.58.4.114
I still feel listing it as "accidentally having happiness" is untruthful. Travelling Merchant and Skeleton Merchant had unique happiness mechanics, so I feel the initial inclusion at 1.4.0.1 was deliberate. More a comment on the patch notes, than the wiki. 43.225.33.81 01:32, 4 June 2020 (UTC)

Sortable by biome

Make the NPC charts sortable so that you can sort by biome, or name, etc.

More Clarification for Distance between NPC houses

I was troubleshooting the distance between NPCs houses when building some houses for my NPCs on the beach. I tried looking through the wiki page to see how the game calculated distance between NPC houses but couldn't find it. From some cursory testing, it seemed like the house distance was calculated by NPC flags, but I may still be wrong. I thought this might be useful information to add to the wiki page, but I don't really feel like I'm experienced enough to do so, and I think if I were going to it would require more testing. If anyone else is looking though, it seems to determine nearby NPC as a 25 block distance between NPC flags, as opposed to calculating by the middle of their home, or any part of their home. Hope this helps!

Takalot79 (talk) 07:25, 1 June 2020 (UTC)

NPC Stat Scaling

As several people have pointed out elsewhere, this article lacks any information on how Town NPCs' stats scale upwards throughout the game. I have read the source code to find the exact numbers on this; I'm posting them below, so if anyone else wants to add them to the article proper, feel free. If not, I'll get to it in a few hours.

  • First of all, Dryad's BlessingDryad's Blessing(Desktop, Console and Mobile versions) adds different amounts of defense in different gamemodes: +6 / +10 / +14 defense. This does not appear to be represented on that page yet.
  • There are multiple points of game progression which affect town NPC stats. The way these work is as follows: If the event (boss / invasion / etc.) was cleared, then all town NPCs instantly have their stats raised appropriately. The stats which are affected are damage and defense.
    • With damage, a "damage factor" is computed additively, and then multiplied with each NPC's base damage. (Thus, in the list below, combining "+10%" and "+20%" gives a total of +30%, so if the town NPC in question has 10 base attack damage, they will deal 10 + (10 * 0.30 = 3) = 13 damage.)
    • With defense, all bonuses take the form of a simple addition to the NPCs' base defense value.
Trigger Damage Factor Defense Bonus
Advanced Combat TechniquesAdvanced Combat Techniques(Desktop, Console and Mobile versions) used +20% +6
Eye of Cthulhu defeated +10% +3
Eater of Worlds / Brain of Cthulhu defeated +10% +3
Skeletron defeated +10% +3
Queen Bee defeated +10% +3
World is in Hardmode +40% +12
(Wall of Flesh defeated)
Queen Slime defeated +30% +14
The Destroyer defeated +15% +6
The Twins defeated +15% +6
Skeletron Prime defeated +15% +6
Plantera defeated +15% +8
Golem defeated +15% +8
Ancient Cultist defeated +15% +8
    • Note: Queen Slime might be a bug - she is listed in the code twice, once before the mechanical bosses (with +15% and +6), and once after Plantera (with +15% and +8). Perhaps the latter listing was intended to be for Empress of Light?

- Fistsh (talk) 00:49, 9 June 2020 (UTC)

How does the happiness section here work?

This is the current happiness table here:

Criteria[1] Price modifier[1]
Two or more other NPCs within 25 tiles (for each additional NPC) 104%
No more than one other NPC within 25 tiles and no more than three other NPCs (not counting the NPCs within 25 tiles) within 120 tiles 90%
Located in a Loved biome 90%
Located in a Liked biome 95%
Located in a Disliked biome 105%
Located in a Hated biome 110%
For each Loved NPC within 25 tiles 90%
For each Liked NPC within 25 tiles 95%
For each Disliked NPC within 25 tiles 105%
For each Hated NPC within 25 tiles 110%

There are 4 types of percentages in the second column. I understand it was taken directly from the source code from the footnote, but can we explain what they mean?

  • Green %
  • Bolded Green %
  • Red %
  • Bolded Red %

I also feel it might be clearer to express the red values as negative percentages. ie: -105%

In the article on Pylons it is mentioned that an NPC needs an 85% sell modifier.. this table makes it seem like housing an NPC in a liked biome would have a stronger positive effect than housing them with a loved NPC, but judging by when an NPC will sell a pylon.. this is not the case. How does this work?

Also elsewhere in this article it is mentioned that Pets positively affect the happiness of nearby NPCs, is that also available in the source code? — Preceding unsigned comment added by 03:46, 2020 June 14 (talk • contribs) at Zhe nhir

Aside from echoing these questions, I'll add another: Do NPCs actually go directly from a bonus (only one close neighbor) to a penalty (two close neighbors)? --MentalMouse42 (talk) 11:59, 15 June 2020 (UTC)

NPC housing order

I wasted some time with a little program to sort the NPC list. Stuck Angler, Pirate, and Stylist on one end since Ocean is the only biome you can't make yourself. Otherwise, this list ignores biome preferences in favor of putting NPCs next to others they like.

Angler, Pirate, Stylist, Party Girl, Painter, Dye Trader, Guide, Clothier, Tax Collector, Arms Dealer, Nurse, Merchant, Truffle, Dryad, Witch Doctor, Zoologist, Golfer, Wizard, Goblin Tinkerer, Mechanic, Cyborg, Steampunker, Tavernkeep, Demolitionist, Santa Claus

Mosquitobait (talk) 21:30, 21 June 2020 (UTC)

You might want to elaborate on that for the new Guide:NPC Happiness. --MentalMouse42 (talk) 14:42, 22 June 2020 (UTC)

Social distancing in 1.4.1.2

So I just started a new game under 1.4.1.2 and it seems the distance limit for NPC crowding is wrong? I had 7 NPCs living on the same screen (well within the 120 tile limit), and after making an effort of improving the Merchant's prices by moving him and the Nurse about 150 tiles away in their own house his prices didn't change at all, while he was in the main town he always claimed he had plenty of free space as well. — Preceding unsigned comment added by Auralice (talk • contribs) at 12:35, 27 November 2020 (UTC)

Hm, so the prices remaining unchanged could be explained by the fact that there were maybe the Golfer and Princess nearby, somewhat mitigating the "overcrowded" penalty. The Merchant only tells you his "This is nice, lots of privacy to store my wares." line when there are two or fewer NPCs within 25 tiles and 3 or fewer NPCs within between 25 and 120 tiles. This means that it is possible for him to say that line when there are 6 NPCs (including himself) around... Did the seventh NPC perhaps live just a bit over 120 tiles away from the Merchant? --Rye Greenwood (talk) 16:25, 27 November 2020 (UTC)

Old-gen NPC Damage

Why is there a listed damage the NPCs deal for the Old-gen consoles? They don't attack at all in Old-gen console version, right? LimeLad37 (talk) 17:55, 2 August 2023 (UTC)

No, they don't attack in the old-gen and 3DS versions. They just run away. In which page is there a list regarding old-gen NPC damage? Floresdorf (talk) 08:45, 4 August 2023 (UTC)
There was a damage stat of 10 listed in the infobox at the top of the page (as seen in the previous version of the page). This was their damage prior to 1.4.0.1, so the platforms icons for the pre-1.4.0.1 platforms were added (old-gen console and 3DS). However, NPCs only gained the ability to deal damage in 1.3.0.1, which old-gen and 3DS don't have. Therefore, I've removed that damage stat now. Thanks for noting! --Rye Greenwood (talk) 22:50, 6 August 2023 (UTC)

Living preference table

Currently the living preference table is basically unreadable due to no separation in between rows. Unfortunately I don't know very much about editing tables, but does anyone know if there's a way to improve it to make it more usable? - BookSerpent (talk) 00:56, 21 November 2023 (UTC)

I noticed that myself, checked it out and turns out the lines were showing up fine on the table's source page. I did some testing and it seems to be an issue with using ajax to set the table as hidden by default, but I was able to fix it by manually putting the lines into the table rather than the entire table using the "lined" option. Absolutely not a good long term option, considering other tables have the same issue such as the emote table right below it, which would be a major pain to do that to, but I figure it works just as a temporary measure since the happiness table is unreadable without it - HereticHazel (talk) 19:52, 15 January 2024 (UTC)
  1. 1.0 1.1 Information taken from the Desktop version Desktop 1.4.0.5 source code, method ProcessMood() in Terraria.GameContent.ShopHelper.cs There may be inaccuracies, as the current Desktop version Desktop version is 1.4.4.9.