3/28/2024 0 Comments Terraria npc house designsNPCs with minimums above 75%, however, have no such wiggle room. With NPCs whose theoretical minimum is below 75%, one needn't achieve all of their positive factors, only enough to get below 75%.As such, her theoretical maximum score (before being capped) would involve having literally every NPC in the game be her neighbor, which would result in 25 88% multipliers stacking together for minimum multiplier of 4.093236176%, rounded down to 4%, then capped at 75%. She also does not receive the "no crowding" bonus, nor the crowded penalty. The Princess has no biome preference and loves all NPCs.As such, her minimum multiplier is 68.425984%, rounded down to 68%, then capped at 75%. Living with all of them prevents her from gaining the "no crowding" bonus. The Party Girl has a liked biome, two loved NPCs, and one liked NPC.As such, his minimum multiplier is 73.091392%, rounded down to 73%, then capped at 75%. Living with all of them prevents him from gaining the "no crowding" bonus. The Golfer has a liked biome, one loved NPC, and two liked NPCs.Each has a liked biome, one loved NPC and one liked NPC, resulting in each of them having a minimum achievable multiplier of 73.86896%, rounded up to 74%, then capped at 75%. The Zoologist, Tax Collector, Mechanic, Arms Dealer, Steampunker, Painter, Pirate, Stylist, Demolitionist, Goblin Tinkerer, Clothier, Wizard, Nurse, Tavernkeep, and Truffle.As such, their minimum multiplier is 78.074896%, rounded down to 78%. Living with all of them prevents them from gaining the "no crowding" bonus. Each has a liked biome, no loved NPCs, and three liked NPCs. Their minimum multiplier is 78.90548%, rounded up to 79%. Each has a liked biome, no loved NPCs, and two liked NPCs. The Guide, Merchant, Dye Trader, Dryad, and Witch Doctor.His minimum multiplier is 83.6%, rounded up to 84%. Santa Claus has a loved biome, no loved NPCs, and no liked NPCs.Below, each NPC in the game is sorted into groups with a shared number of preferences. Though this may seem like the goal to shoot for with all NPCs, for some of them, it is simply impossible due to them not liking or loving enough NPCs. At the end of the calculation, happiness is rounded to the nearest whole number and capped at a minimum of 75%.A lack of crowding multiplies the total by 95%, a loved biome or NPC multiplies by 88%, and a liked biome or NPC multiplies by 94%. Happiness is positively affected by crowding, biome preference, and NPC preference.The table shown here gives a full overview of the multipliers for our purposes, here's a summary of the important bits: Of note is that a smaller multiplier is better an easy way to remember this is that, for NPCs which sell things, the multiplier is applied as a discount to item prices. Each positive and negative factor is multiplied together to form the final total. In basic conditions, with no positive or negative factors, an NPC has a happiness multiplier of 100%. An NPC's "happiness" is less of a score, but rather more helpfully can be thought of as a multiplier.
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