tModLoader v2022.09
A mod to make and play Terraria mods
Terraria.ModLoader.ModProjectile Class Reference

This class serves as a place for you to place all your properties and hooks for each projectile. Create instances of ModProjectile (preferably overriding this class) to pass as parameters to Mod.AddProjectile.
The Basic Projectile Guideteaches the basics of making a modded projectile. More...

Inherits Terraria.ModLoader.ModType< Projectile, ModProjectile >.

Public Member Functions

virtual void AI ()
 Allows you to determine how this projectile behaves. This will only be called if PreAI returns true.
 
virtual void AutoStaticDefaults ()
 Automatically sets certain static defaults. Override this if you do not want the properties to be set for you.
 
virtual ? bool CanCutTiles ()
 Return true or false to specify if the projectile can cut tiles like vines, pots, and Queen Bee larva. Return null for vanilla decision.
 
virtual ? bool CanDamage ()
 Whether or not this projectile is capable of killing tiles (such as grass) and damaging NPCs/players. Return false to prevent it from doing any sort of damage. Return true if you want the projectile to do damage regardless of the default blacklist. Return null to let the projectile follow vanilla can-damage-anything rules. This is what happens by default.
 
virtual ? bool CanHitNPC (NPC target)
 Allows you to determine whether this projectile can hit the given NPC. Return true to allow hitting the target, return false to block this projectile from hitting the target, and return null to use the vanilla code for whether the target can be hit. Returns null by default. More...
 
virtual bool CanHitPlayer (Player target)
 Allows you to determine whether this hostile projectile can hit the given player. Return false to block this projectile from hitting the target. Returns true by default. More...
 
virtual bool CanHitPvp (Player target)
 Allows you to determine whether this projectile can hit the given opponent player. Return false to block this projectile from hitting the target. Returns true by default. More...
 
virtual ? bool CanUseGrapple (Player player)
 This code is called whenever the player uses a grappling hook that shoots this type of projectile. Use it to change what kind of hook is fired (for example, the Dual Hook does this), to kill old hook projectiles, etc.
 
virtual ? bool Colliding (Rectangle projHitbox, Rectangle targetHitbox)
 Allows you to use custom collision detection between this projectile and a player or NPC that this projectile can damage. Useful for things like diagonal lasers, projectiles that leave a trail behind them, etc. More...
 
virtual void CutTiles ()
 Code ran when the projectile cuts tiles. Only runs if CanCutTiles() returns true. Useful when programming lasers and such.
 
virtual void DrawBehind (int index, List< int > behindNPCsAndTiles, List< int > behindNPCs, List< int > behindProjectiles, List< int > overPlayers, List< int > overWiresUI)
 When used in conjunction with "Projectile.hide = true", allows you to specify that this projectile should be drawn behind certain elements. Add the index to one and only one of the lists. For example, the Nebula Arcanum projectile draws behind NPCs and tiles.
 
virtual ? Color GetAlpha (Color lightColor)
 Allows you to determine the color and transparency in which this projectile is drawn. Return null to use the default color (normally light and buff color). Returns null by default.
 
virtual void GrapplePullSpeed (Player player, ref float speed)
 The speed at which the grapple pulls the player after hitting something. Defaults to 11, but the Bat Hook uses 16.
 
virtual float GrappleRange ()
 How far away this grappling hook can travel away from its player before it retracts.
 
virtual void GrappleRetreatSpeed (Player player, ref float speed)
 The speed at which the grapple retreats back to the player after not hitting anything. Defaults to 11, but vanilla hooks go up to 24.
 
virtual void GrappleTargetPoint (Player player, ref float grappleX, ref float grappleY)
 The location that the grappling hook pulls the player to. Defaults to the center of the hook projectile.
 
virtual void Kill (int timeLeft)
 Allows you to control what happens when this projectile is killed (for example, creating dust or making sounds). Also useful for creating retrievable ammo. Called on all clients and the server in multiplayer, so be sure to use if (Projectile.owner == Main.myPlayer) if you are spawning retrievable ammo. (As seen in ExampleJavelinProjectile)
 
virtual bool MinionContactDamage ()
 Whether or not this minion can damage NPCs by touching them. Returns false by default. Note that this will only be used if this projectile is considered a pet.
 
virtual void ModifyDamageHitbox (ref Rectangle hitbox)
 Allows you to change the hitbox used by this projectile for damaging players and NPCs. More...
 
virtual void ModifyDamageScaling (ref float damageScale)
 Allows you to implement dynamic damage scaling for this projectile. For example, flails do more damage when in flight and Jousting Lance does more damage the faster the player is moving. This hook runs on the owner only. More...
 
virtual void ModifyFishingLine (ref Vector2 lineOriginOffset, ref Color lineColor)
 If this projectile is a bobber, allows you to modify the origin of the fisihing line that's connecting to the fishing pole, as well as the fishing line's color. More...
 
virtual void ModifyHitNPC (NPC target, ref int damage, ref float knockback, ref bool crit, ref int hitDirection)
 Allows you to modify the damage, knockback, etc., that this projectile does to an NPC. This method is only called for the owner of the projectile, meaning that in multi-player, projectiles owned by a player call this method on that client, and projectiles owned by the server such as enemy projectiles call this method on the server. More...
 
virtual void ModifyHitPlayer (Player target, ref int damage, ref bool crit)
 Allows you to modify the damage, etc., that this hostile projectile does to a player. More...
 
virtual void ModifyHitPvp (Player target, ref int damage, ref bool crit)
 Allows you to modify the damage, etc., that this projectile does to an opponent player. More...
 
virtual void NumGrappleHooks (Player player, ref int numHooks)
 How many of this type of grappling hook the given player can latch onto blocks before the hooks start disappearing. Change the numHooks parameter to determine this; by default it will be 3.
 
virtual void OnHitNPC (NPC target, int damage, float knockback, bool crit)
 Allows you to create special effects when this projectile hits an NPC (for example, inflicting debuffs). This method is only called for the owner of the projectile, meaning that in multi-player, projectiles owned by a player call this method on that client, and projectiles owned by the server such as enemy projectiles call this method on the server. More...
 
virtual void OnHitPlayer (Player target, int damage, bool crit)
 Allows you to create special effects when this hostile projectile hits a player. More...
 
virtual void OnHitPvp (Player target, int damage, bool crit)
 Allows you to create special effects when this projectile hits an opponent player. More...
 
virtual void OnSpawn (IEntitySource source)
 Gets called when your projectiles spawns in world
 
virtual bool OnTileCollide (Vector2 oldVelocity)
 Allows you to determine what happens when this projectile collides with a tile. OldVelocity is the velocity before tile collision. The velocity that takes tile collision into account can be found with Projectile.velocity. Return true to allow the vanilla tile collision code to take place (which normally kills the projectile). Returns true by default. More...
 
virtual void PostAI ()
 Allows you to determine how this projectile behaves. This will be called regardless of what PreAI returns.
 
virtual void PostDraw (Color lightColor)
 Allows you to draw things in front of this projectile. Use the Main.EntitySpriteDraw method for drawing. This method is called even if PreDraw returns false. More...
 
virtual bool PreAI ()
 Allows you to determine how this projectile behaves. Return false to stop the vanilla AI and the AI hook from being run. Returns true by default. More...
 
virtual bool PreDraw (ref Color lightColor)
 Allows you to draw things behind this projectile, or to modify the way it is drawn. Use the Main.EntitySpriteDraw method for drawing. Return false to stop the vanilla projectile drawing code (useful if you're manually drawing the projectile). Returns true by default. More...
 
virtual bool PreDrawExtras ()
 Allows you to draw things behind this projectile. Use the Main.EntitySpriteDraw method for drawing. Returns false to stop the game from drawing extras textures related to the projectile (for example, the chains for grappling hooks), useful if you're manually drawing the extras. Returns true by default.
 
virtual bool PreKill (int timeLeft)
 Allows you to determine whether the vanilla code for Kill and the Kill hook will be called. Return false to stop them from being called. Returns true by default. Note that this does not stop the projectile from dying.
 
virtual void ReceiveExtraAI (BinaryReader reader)
 Use this to receive information that was sent in SendExtraAI.
Called whenever MessageID.SyncProjectile is successfully received.
Can be called on both server and client, depending on who owns the projectile. More...
 
virtual void SendExtraAI (BinaryWriter writer)
 If you are storing AI information outside of the Projectile.ai array, use this to send that AI information between clients and servers, which will be handled in ReceiveExtraAI.
Called whenever MessageID.SyncProjectile is successfully sent, for example on projectile creation, or whenever Projectile.netUpdate is set to true in the update loop for that tick.
Can be called on both server and client, depending on who owns the projectile. More...
 
virtual void SetDefaults ()
 Allows you to set all your projectile's properties, such as width, damage, aiStyle, penetrate, etc.
 
sealed override void SetupContent ()
 If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
 
virtual bool ShouldUpdatePosition ()
 Whether or not this projectile should update its position based on factors such as its velocity, whether it is in liquid, etc. Return false to make its velocity have no effect on its position. Returns true by default.
 
virtual ? bool SingleGrappleHook (Player player)
 Whether or not a grappling hook can only have one hook per player in the world at a time. Return null to use the vanilla code. Returns null by default.
 
virtual bool TileCollideStyle (ref int width, ref int height, ref bool fallThrough, ref Vector2 hitboxCenterFrac)
 Allows you to determine how this projectile interacts with tiles. Return false if you completely override or cancel this projectile's tile collision behavior. Returns true by default. More...
 
virtual void UseGrapple (Player player, ref int type)
 This code is called whenever the player uses a grappling hook that shoots this type of projectile. Use it to change what kind of hook is fired (for example, the Dual Hook does this), to kill old hook projectiles, etc.
 
- Public Member Functions inherited from Terraria.ModLoader.ModType< Projectile, ModProjectile >
virtual TModType Clone (TEntity newEntity)
 Create a copy of this instanced global. Called when an entity is cloned. More...
 
virtual bool IsLoadingEnabled (Mod mod)
 Allows you to stop Mod.AddContent from actually adding this content. Useful for items that can be disabled by a config. More...
 
virtual void Load ()
 Allows you to perform one-time loading tasks. Beware that mod content has not finished loading here, things like ModContent lookup tables or ID Sets are not fully populated. More...
 
virtual TModType NewInstance (TEntity entity)
 Create a new instance of this ModType for a specific entity More...
 
virtual void SetStaticDefaults ()
 Allows you to modify the properties after initial loading has completed.
 
virtual void SetupContent ()
 If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
 
virtual void Unload ()
 Allows you to safely unload things you added in Load. More...
 
virtual bool IsLoadingEnabled (Mod mod)
 Whether or not this type should be loaded when it's told to. Returning false disables Mod.AddContent from actually loading this type. More...
 
abstract void Load (Mod mod)
 Called when loading the type. More...
 
abstract void Unload ()
 Called during unloading when needed. More...
 

Protected Member Functions

override Projectile CreateTemplateEntity ()
 
sealed override void Register ()
 If you make a new ModType, seal this override. More...
 
- Protected Member Functions inherited from Terraria.ModLoader.ModType< Projectile, ModProjectile >
abstract TEntity CreateTemplateEntity ()
 
virtual void InitTemplateInstance ()
 Create dummy objects for instanced mod-types
 
override void InitTemplateInstance ()
 Create dummy objects for instanced mod-types
 
abstract void Register ()
 If you make a new ModType, seal this override. More...
 
virtual void ValidateType ()
 Check for the correct overrides of different hook methods and fields and properties
 

Properties

int AIType [get, set]
 Determines which type of vanilla projectile this ModProjectile will copy the behavior (AI) of. Leave as 0 to not copy any behavior. Defaults to 0.
 
int CooldownSlot = -1 [get, set]
 Determines which (ImmunityCooldownID) to use when this projectile damages a player. Defaults to -1.
 
ModTranslation DisplayName [get, set]
 The translations for the display name of this projectile.
 
bool DrawHeldProjInFrontOfHeldItemAndArms [get, set]
 If this projectile is held by the player, determines whether it is drawn in front of or behind the player's arms. Defaults to false.
 
int DrawOffsetX [get, set]
 How far to the right of its position this projectile should be drawn. Defaults to 0.
 
float DrawOriginOffsetX [get, set]
 The horizontal origin offset from the projectile's center when it is drawn.
 
int DrawOriginOffsetY [get, set]
 The vertical origin offset from the projectile's center when it is drawn. The origin is essentially the point of rotation. This field will also determine the vertical drawing offset of the projectile.
 
virtual string GlowTexture [get]
 The file name of this projectile's glow texture file in the mod loader's file space. If it does not exist it is ignored.
 
Projectile Projectile [get]
 The projectile object that this ModProjectile controls.
 
virtual string Texture [get]
 The file name of this type's texture file in the mod loader's file space.
 
int Type [get]
 Shorthand for Projectile.type;
 
- Properties inherited from Terraria.ModLoader.ModType< Projectile, ModProjectile >
virtual bool CloneNewInstances [get]
 Whether to create new instances of this mod type via Clone(TEntity) or via the default constructor Defaults to false (default constructor).
 
TEntity Entity [get, set]
 
string FullName [get]
 The internal name of this, including the mod it is from. More...
 
virtual bool IsCloneable [get]
 Whether or not this type is cloneable. Cloning is supported if
all reference typed fields in each sub-class which doesn't override Clone are marked with [CloneByReference]
 
Mod Mod [get, set]
 The mod this belongs to. More...
 
virtual string Name [get]
 The internal name of this. More...
 
- Properties inherited from Terraria.ModLoader.IModType
string FullName [get]
 => $"{Mod.Name}/{Name}" More...
 
Mod Mod [get]
 The mod this belongs to. More...
 
string Name [get]
 The internal name of this instance. More...
 

Detailed Description

This class serves as a place for you to place all your properties and hooks for each projectile. Create instances of ModProjectile (preferably overriding this class) to pass as parameters to Mod.AddProjectile.
The Basic Projectile Guide

teaches the basics of making a modded projectile.

Member Function Documentation

◆ CanHitNPC()

virtual ? bool Terraria.ModLoader.ModProjectile.CanHitNPC ( NPC  target)
virtual

Allows you to determine whether this projectile can hit the given NPC. Return true to allow hitting the target, return false to block this projectile from hitting the target, and return null to use the vanilla code for whether the target can be hit. Returns null by default.

Parameters
targetThe target.

◆ CanHitPlayer()

virtual bool Terraria.ModLoader.ModProjectile.CanHitPlayer ( Player  target)
virtual

Allows you to determine whether this hostile projectile can hit the given player. Return false to block this projectile from hitting the target. Returns true by default.

Parameters
targetThe target.

◆ CanHitPvp()

virtual bool Terraria.ModLoader.ModProjectile.CanHitPvp ( Player  target)
virtual

Allows you to determine whether this projectile can hit the given opponent player. Return false to block this projectile from hitting the target. Returns true by default.

Parameters
targetThe target

◆ Colliding()

virtual ? bool Terraria.ModLoader.ModProjectile.Colliding ( Rectangle  projHitbox,
Rectangle  targetHitbox 
)
virtual

Allows you to use custom collision detection between this projectile and a player or NPC that this projectile can damage. Useful for things like diagonal lasers, projectiles that leave a trail behind them, etc.

Parameters
projHitboxThe hitbox of the projectile.
targetHitboxThe hitbox of the target.
Returns
Whether they collide or not.

◆ CreateTemplateEntity()

override Projectile Terraria.ModLoader.ModProjectile.CreateTemplateEntity ( )
protectedvirtual

◆ ModifyDamageHitbox()

virtual void Terraria.ModLoader.ModProjectile.ModifyDamageHitbox ( ref Rectangle  hitbox)
virtual

Allows you to change the hitbox used by this projectile for damaging players and NPCs.

Parameters
hitbox

◆ ModifyDamageScaling()

virtual void Terraria.ModLoader.ModProjectile.ModifyDamageScaling ( ref float  damageScale)
virtual

Allows you to implement dynamic damage scaling for this projectile. For example, flails do more damage when in flight and Jousting Lance does more damage the faster the player is moving. This hook runs on the owner only.

Parameters
damageScaleThe damage scaling

◆ ModifyFishingLine()

virtual void Terraria.ModLoader.ModProjectile.ModifyFishingLine ( ref Vector2  lineOriginOffset,
ref Color  lineColor 
)
virtual

If this projectile is a bobber, allows you to modify the origin of the fisihing line that's connecting to the fishing pole, as well as the fishing line's color.

Parameters
lineOriginOffsetThe offset of the fishing line's origin from the player's center.
lineColorThe fishing line's color, before being overridden by string color accessories.

◆ ModifyHitNPC()

virtual void Terraria.ModLoader.ModProjectile.ModifyHitNPC ( NPC  target,
ref int  damage,
ref float  knockback,
ref bool  crit,
ref int  hitDirection 
)
virtual

Allows you to modify the damage, knockback, etc., that this projectile does to an NPC. This method is only called for the owner of the projectile, meaning that in multi-player, projectiles owned by a player call this method on that client, and projectiles owned by the server such as enemy projectiles call this method on the server.

Parameters
targetThe target.
damageThe modifiable damage.
knockbackThe modifiable knockback.
critThe modifiable crit.
hitDirectionThe modifiable hit direction.

◆ ModifyHitPlayer()

virtual void Terraria.ModLoader.ModProjectile.ModifyHitPlayer ( Player  target,
ref int  damage,
ref bool  crit 
)
virtual

Allows you to modify the damage, etc., that this hostile projectile does to a player.

Parameters
targetThe target.
damageThe modifiable damage.
critThe modifiable crit.

◆ ModifyHitPvp()

virtual void Terraria.ModLoader.ModProjectile.ModifyHitPvp ( Player  target,
ref int  damage,
ref bool  crit 
)
virtual

Allows you to modify the damage, etc., that this projectile does to an opponent player.

Parameters
targetThe target.
damageThe modifiable damage.
critThe modifiable crit.

◆ OnHitNPC()

virtual void Terraria.ModLoader.ModProjectile.OnHitNPC ( NPC  target,
int  damage,
float  knockback,
bool  crit 
)
virtual

Allows you to create special effects when this projectile hits an NPC (for example, inflicting debuffs). This method is only called for the owner of the projectile, meaning that in multi-player, projectiles owned by a player call this method on that client, and projectiles owned by the server such as enemy projectiles call this method on the server.

Parameters
targetThe target.
damageThe damage.
knockbackThe knockback.
critThe critical hit.

◆ OnHitPlayer()

virtual void Terraria.ModLoader.ModProjectile.OnHitPlayer ( Player  target,
int  damage,
bool  crit 
)
virtual

Allows you to create special effects when this hostile projectile hits a player.

Parameters
targetThe target.
damageThe damage.
critThe critical hit.

◆ OnHitPvp()

virtual void Terraria.ModLoader.ModProjectile.OnHitPvp ( Player  target,
int  damage,
bool  crit 
)
virtual

Allows you to create special effects when this projectile hits an opponent player.

Parameters
targetThe target.
damageThe damage.
critThe critical hit.

◆ OnTileCollide()

virtual bool Terraria.ModLoader.ModProjectile.OnTileCollide ( Vector2  oldVelocity)
virtual

Allows you to determine what happens when this projectile collides with a tile. OldVelocity is the velocity before tile collision. The velocity that takes tile collision into account can be found with Projectile.velocity. Return true to allow the vanilla tile collision code to take place (which normally kills the projectile). Returns true by default.

Parameters
oldVelocityThe velocity of the projectile upon collision.

◆ PostDraw()

virtual void Terraria.ModLoader.ModProjectile.PostDraw ( Color  lightColor)
virtual

Allows you to draw things in front of this projectile. Use the Main.EntitySpriteDraw method for drawing. This method is called even if PreDraw returns false.

Parameters
lightColorThe color of the light at the projectile's center, after being modified by vanilla and other mods.

◆ PreAI()

virtual bool Terraria.ModLoader.ModProjectile.PreAI ( )
virtual

Allows you to determine how this projectile behaves. Return false to stop the vanilla AI and the AI hook from being run. Returns true by default.

Returns
Whether or not to stop other AI.

◆ PreDraw()

virtual bool Terraria.ModLoader.ModProjectile.PreDraw ( ref Color  lightColor)
virtual

Allows you to draw things behind this projectile, or to modify the way it is drawn. Use the Main.EntitySpriteDraw method for drawing. Return false to stop the vanilla projectile drawing code (useful if you're manually drawing the projectile). Returns true by default.

Parameters
lightColorThe color of the light at the projectile's center.

◆ ReceiveExtraAI()

virtual void Terraria.ModLoader.ModProjectile.ReceiveExtraAI ( BinaryReader  reader)
virtual

Use this to receive information that was sent in SendExtraAI.
Called whenever MessageID.SyncProjectile is successfully received.
Can be called on both server and client, depending on who owns the projectile.

Parameters
readerThe reader.

◆ Register()

sealed override void Terraria.ModLoader.ModProjectile.Register ( )
protectedvirtual

If you make a new ModType, seal this override.

Implements Terraria.ModLoader.ModType< Projectile, ModProjectile >.

◆ SendExtraAI()

virtual void Terraria.ModLoader.ModProjectile.SendExtraAI ( BinaryWriter  writer)
virtual

If you are storing AI information outside of the Projectile.ai array, use this to send that AI information between clients and servers, which will be handled in ReceiveExtraAI.
Called whenever MessageID.SyncProjectile is successfully sent, for example on projectile creation, or whenever Projectile.netUpdate is set to true in the update loop for that tick.
Can be called on both server and client, depending on who owns the projectile.

Parameters
writerThe writer.

◆ SetupContent()

sealed override void Terraria.ModLoader.ModProjectile.SetupContent ( )
virtual

If you make a new ModType, seal this override, and call SetStaticDefaults in it.

Reimplemented from Terraria.ModLoader.ModType< Projectile, ModProjectile >.

◆ TileCollideStyle()

virtual bool Terraria.ModLoader.ModProjectile.TileCollideStyle ( ref int  width,
ref int  height,
ref bool  fallThrough,
ref Vector2  hitboxCenterFrac 
)
virtual

Allows you to determine how this projectile interacts with tiles. Return false if you completely override or cancel this projectile's tile collision behavior. Returns true by default.

Parameters
widthThe width of the hitbox this projectile will use for tile collision. If vanilla doesn't modify it, defaults to Projectile.width.
heightThe height of the hitbox this projectile will use for tile collision. If vanilla doesn't modify it, defaults to Projectile.height.
fallThroughWhether or not this projectile falls through platforms and similar tiles.
hitboxCenterFracDetermines by how much the tile collision hitbox's position (top left corner) will be offset from this projectile's real center. If vanilla doesn't modify it, defaults to half the hitbox size (new Vector2(0.5f, 0.5f)).
Returns