Creating a custom Koopa Shell NPC with a spiky top
Posted: Fri Jun 26, 2020 10:48 am
I'm currently trying to make a custom shell NPC which behaves like koopa shells in every way- except that when you land on it from above, it causes damage.
It seems the spiny behavior is working, but oddly enough I can't get it to work like a shell, even with isShell=true .
I did get the custom Koopa to spawn this shell in the way I want, but for some reason it seems that shell AI is harder than simply setting isShell to true.
I've referenced the official documentation, but literally the only information about "isShell" is that it determines "if this NPC is a shell". Apparently, that doesn't mean what I think it means, even though "isWalker" worked exactly as I expected it to.
Being inside its hitbox just causes this particle effect to constantly appear. It can be picked up, but not thrown. It also constantly animates as if moving.

This is the NPC's .lua file in its entirety:
Added in 47 minutes 35 seconds:
Update- Setting any vanilla shell's jumphurt to true in an npc.txt file causes almost all of the same effects, except for the shell animating while idle.
I thought, then, that it was my shell's jumphurt causing the problems, but no. Whether or not jumphurt is true or false- and also independent of spinjumpsafe, and grabside, the NPC behaves exactly the same, minus causing damage when stomped on.
It seems the spiny behavior is working, but oddly enough I can't get it to work like a shell, even with isShell=true .
I did get the custom Koopa to spawn this shell in the way I want, but for some reason it seems that shell AI is harder than simply setting isShell to true.
I've referenced the official documentation, but literally the only information about "isShell" is that it determines "if this NPC is a shell". Apparently, that doesn't mean what I think it means, even though "isWalker" worked exactly as I expected it to.
Being inside its hitbox just causes this particle effect to constantly appear. It can be picked up, but not thrown. It also constantly animates as if moving.

This is the NPC's .lua file in its entirety:
Spoiler: show
Update- Setting any vanilla shell's jumphurt to true in an npc.txt file causes almost all of the same effects, except for the shell animating while idle.
I thought, then, that it was my shell's jumphurt causing the problems, but no. Whether or not jumphurt is true or false- and also independent of spinjumpsafe, and grabside, the NPC behaves exactly the same, minus causing damage when stomped on.