tModLoader v2022.09
A mod to make and play Terraria mods
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Classes | |
class | AccessorySlotLoader |
This serves as a central place to store equipment slots and their corresponding textures. You will use this to obtain the IDs for your equipment textures. More... | |
class | AutoloadAttribute |
Allows for types to be autoloaded and unloaded. True to always autoload, false to never autoload, null to use mod default. More... | |
class | AutoloadBossHead |
class | AutoloadEquip |
class | AutoloadHead |
class | BackgroundTextureLoader |
This is the class that keeps track of all modded background textures and their slots/IDs. More... | |
class | BackupIO |
class | BiomeLoader |
class | BossBarLoader |
class | BuffLoader |
This serves as the central class from which buff-related functions are supported and carried out. More... | |
class | BuildInfo |
class | ChatCommandCaller |
class | CloneByReference |
Indicates that references to this object can be shared between clones. When applied to a class, applies to all fields/properties of that type. More... | |
class | CombinedHooks |
interface | CommandCaller |
class | CommandLoader |
This serves as the central class from which ModCommand functions are supported and carried out. More... | |
class | CompassInfoDisplay |
class | ConsoleCommandCaller |
class | ContentInstance |
class | DamageClass |
class | DamageClassData |
class | DamageClassLoader |
class | DefaultDamageClass |
class | DepthMeterInfoDisplay |
class | DPSMeterInfoDisplay |
class | DrawableTooltipLine |
This class serves as a way to store information about a line that will be drawn of tooltip for an item. You will create and manipulate objects of this class if you use the draw hooks for tooltips in ModItem and GlobalItem. For examples, see ExampleSword More... | |
class | DummyInfoDisplay |
class | DustLoader |
class | EquipLoader |
This serves as a central place to store equipment slots and their corresponding textures. You will use this to obtain the IDs for your equipment textures. More... | |
class | EquipTexture |
This serves as a place for you to program behaviors of equipment textures. This is useful for equipment slots that do not have any item associated with them (for example, the Werewolf buff). Note that this class is purely for visual effects. More... | |
class | ExtendsFromModAttribute |
class | FishFinderInfoDisplay |
class | FrameworkVersion |
class | GameTipData |
Wrapper class for a LocalizedText and visibility field that has intended use with modification of Game Tips. More... | |
class | GameTipID |
This class contains a more human-readable name for every single Game Tip created by Vanilla. More... | |
class | GenericDamageClass |
class | GlobalBackgroundStyle |
This class serves to collect functions that operate on any kind of background style, without being specific to one single background style. More... | |
class | GlobalBackgroundStyleLoader |
class | GlobalBlockType |
This is the superclass for GlobalTile and GlobalWall, combining common code More... | |
class | GlobalBossBar |
A class that is used to modify existing boss health bars. To add them, use ModBossBar instead. More... | |
class | GlobalBuff |
This class allows you to modify the behavior of any buff in the game. More... | |
class | GlobalInfoDisplay |
A class that is used to modify existing info displays (i.e. the things that the Cell Phone uses to communicate information). All vanilla displays can be accessed using InfoDisplay.(name of item). More... | |
class | GlobalItem |
This class allows you to modify and use hooks for all items, including vanilla items. Create an instance of an overriding class then call Mod.AddGlobalItem to use this. More... | |
struct | GlobalLoot |
This readonly struct is a simple shortcut for modifying global drop rules in an ItemDropDatabase. More... | |
class | GlobalNPC |
This class allows you to modify and use hooks for all NPCs, including vanilla mobs. Create an instance of an overriding class then call Mod.AddGlobalNPC to use this. More... | |
class | GlobalProjectile |
This class allows you to modify and use hooks for all projectiles, including vanilla projectiles. Create an instance of an overriding class then call Mod.AddGlobalProjectile to use this. More... | |
class | GlobalPylon |
Global Type that exists for pylons that allows for modification of teleportation steps, map drawing, and other functionality for any pylon that exists, whether it be vanilla or modded. More... | |
class | GlobalRecipe |
class | GlobalTile |
This class allows you to modify the behavior of any tile in the game. Create an instance of an overriding class then call Mod.AddGlobalTile to use this. More... | |
class | GlobalType |
class | GlobalWall |
This class allows you to modify the behavior of any wall in the game (although admittedly walls don't have much behavior). Create an instance of an overriding class then call Mod.AddGlobalWall to use this. More... | |
class | GoreLoader |
interface | IEntityWithGlobals |
interface | IEntityWithInstances |
interface | IIndexed |
interface | ILoadable |
Allows for implementing types to be loaded and unloaded. More... | |
interface | ILoader |
interface | ILoot |
interface | IModType |
class | InfoDisplay |
class | InfoDisplayLoader |
class | InitializationContext |
struct | Instanced |
The purpose of this struct is to micro-optimize lookups of GlobalX indices by providing these associations without additional retrievals from the heap. More... | |
interface | IPlant |
interface | IPylonTileEntity |
Allows Tile Entities that you want to be included in vanilla's pylon list to actually be added to the list when said TE is extended by this interface. What this means, in short, is that whenever all of the pylons are refreshed by vanilla, Tile Entities that extend this interface will get their own
instance and it will be included along-side all of vanilla's pylons and any other modded pylons. More... | |
class | ItemCreationContext |
class | ItemLoader |
This serves as the central class from which item-related functions are carried out. It also stores a list of mod items by ID. More... | |
struct | ItemLoot |
This readonly struct is a simple shortcut to ItemDropDatabase's methods. More... | |
interface | ITree |
class | JITWhenModsEnabledAttribute |
class | KeybindLoader |
class | LegacyNameAttribute |
class | LifeformAnalyzerInfoDisplay |
class | Loader |
Serves as a highest-level base for loaders. More... | |
class | LoaderManager |
class | LocalizationLoader |
class | Logging |
class | MagicDamageClass |
class | MagicSummonHybridDamageClass |
struct | MapEntry |
class | MapLegend |
class | MapLoader |
class | MeleeDamageClass |
class | MeleeNoSpeedDamageClass |
class | MemberJitAttribute |
class | MenuLoader |
class | MetalDetectorInfoDisplay |
class | Mod |
Mod is an abstract class that you will override. It serves as a central place from which the mod's contents are stored. It provides methods for you to use or override. More... | |
class | ModAccessorySlot |
A ModAccessorySlot instance represents a net new accessory slot instance. You can store fields in the ModAccessorySlot class. More... | |
class | ModBackgroundStyle |
class | ModBiome |
This class represents a biome added by a mod. It exists to centralize various biome related hooks, handling a lot of biome boilerplate. More... | |
class | ModBlockType |
This is the superclass for ModTile and ModWall, combining common code More... | |
class | ModBossBar |
A class that is used to create custom boss health bars for modded and vanilla NPCs. More... | |
class | ModBossBarStyle |
A class that is used to swap out the entire boss bar display system with your own implementation More... | |
class | ModBuff |
This class serves as a place for you to define a new buff and how that buff behaves. More... | |
class | ModCactus |
This class represents a type of modded cactus. This class encapsulates a function for retrieving the cactus's texture and an array for type of soil it grows on. More... | |
class | ModCommand |
This class represents a chat or console command. Use the CommandType to specify the scope of the command. More... | |
class | ModContent |
Manages content added by mods. Liasons between mod content and Terraria's arrays and oversees the Loader classes. More... | |
class | ModDust |
This class represents a type of dust that is added by a mod. Only one instance of this class will ever exist for each type of dust you add. The Basic Dust Guideteaches the basics of making modded dust. More... | |
class | ModGore |
This class allows you to customize the behavior of a custom gore. More... | |
class | ModItem |
This class serves as a place for you to place all your properties and hooks for each item. Create instances of ModItem (preferably overriding this class) to pass as parameters to Mod.AddItem. The Basic Item Guideteaches the basics of making a modded item. More... | |
class | ModKeybind |
Represents a loaded input binding. It is suggested to access the keybind status only in ModPlayer.ProcessTriggers. More... | |
class | ModLoader |
This serves as the central class which loads mods. It contains many static fields and methods related to mods and their contents. More... | |
class | ModMapLayer |
This class is used to facilitate easily drawing icons and other things over the map. Pylons and spawn/bed icons are examples of vanilla map layers. Use ModSystem.PreDrawMapIconOverlay(System.Collections.Generic.IReadOnlyList<IMapLayer>, MapOverlayDrawContext) to selectively hide vanilla layers if needed. More... | |
class | ModMenu |
A class that is used to customize aesthetic features of the main menu, such as the logo, background and music. More... | |
class | ModMount |
This class serves as a place for you to place all your properties and hooks for each mount. Create instances of ModMoundData (preferably overriding this class) to pass as parameters to Mod.AddMount. Only one instance of ModMount will exist for each mount, so storing player specific data on the ModMount is not good. Modders can use player.mount._mountSpecificData or a ModPlayer class to store player specific data relating to a mount. Use SetMount to assign these fields. More... | |
class | ModNet |
class | ModNPC |
This class serves as a place for you to place all your properties and hooks for each NPC. Create instances of ModNPC (preferably overriding this class) to pass as parameters to Mod.AddNPC. More... | |
class | ModPacket |
This class inherits from BinaryWriter. This means that you can use all of its writing functions to send information between client and server. This class also comes with a Send method that's used to actually send everything you've written between client and server. More... | |
class | ModPalmTree |
This class represents a type of modded palm tree. The palm tree will share a tile ID with the vanilla palm trees (323), so that the trees can freely convert between each other if the sand below is converted. This class encapsulates several functions that distinguish each type of palm tree from each other. More... | |
class | ModPlayer |
A ModPlayer instance represents an extension of a Player instance. You can store fields in the ModPlayer classes, much like how the Player class abuses field usage, to keep track of mod-specific information on the player that a ModPlayer instance represents. It also contains hooks to insert your code into the Player class. More... | |
class | ModPrefix |
class | ModProjectile |
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... | |
class | ModPylon |
Extension to
that streamlines the process of creating a modded Pylon. Has all of ModTile's hooks for customization, but additional hooks for Pylon functionality. More... | |
class | ModRarity |
class | ModSceneEffect |
ModSceneEffect is an abstract class that your classes can derive from. It serves as a container for handling exclusive SceneEffect content such as backgrounds, music, and water styling. More... | |
class | ModSideExtensions |
class | ModSurfaceBackgroundStyle |
Each background style determines in its own way how exactly the background is drawn. This class serves as a collection of functions for above-ground backgrounds. More... | |
class | ModSystem |
ModSystem is an abstract class that your classes can derive from. It contains general-use hooks, and, unlike Mod, can have unlimited amounts of types deriving from it. More... | |
class | ModTexturedType |
The base type for most modded things with textures. More... | |
class | ModTile |
This class represents a type of tile that can be added by a mod. Only one instance of this class will ever exist for each type of tile that is added. Any hooks that are called will be called by the instance corresponding to the tile type. This is to prevent the game from using a massive amount of memory storing tile instances. The Basic Tile Guideteaches the basics of making a modded tile. More... | |
class | ModTileEntity |
Tile Entities are Entities tightly coupled with tiles, allowing the possibility of tiles to exhibit cool behavior. TileEntity.Update is called in SP and on Server, not on Clients. More... | |
class | ModTranslation |
class | ModTree |
This class represents a type of modded tree. The tree will share a tile ID with the vanilla trees (5), so that the trees can freely convert between each other if the soil below is converted. This class encapsulates several functions that distinguish each type of tree from each other. More... | |
class | ModType |
The base type for most modded things. More... | |
class | ModTypeLookup |
class | ModUndergroundBackgroundStyle |
Each background style determines in its own way how exactly the background is drawn. This class serves as a collection of functions for underground backgrounds. More... | |
class | ModWall |
This class represents a type of wall that can be added by a mod. Only one instance of this class will ever exist for each type of wall that is added. Any hooks that are called will be called by the instance corresponding to the wall type. More... | |
class | ModWaterfallStyle |
Represents a style of waterfalls that gets drawn. This is mostly used to determine the color of the waterfall. More... | |
class | ModWaterStyle |
Represents a style of water that gets drawn, based on factors such as the background. This is used to determine the color of the water, as well as other things as determined by the hooks below. More... | |
class | MonoModHooks |
class | MountLoader |
This serves as the central place from which mounts are stored and mount-related functions are carried out. More... | |
class | MusicLoader |
class | NoJITAttribute |
struct | NPCHappiness |
This struct provides access to an NPC type's NPC & Biome relationships. More... | |
class | NPCHeadLoader |
This class serves as a central place from which NPC head slots are stored and NPC head textures are assigned. This can be used to obtain the corresponding slots to head textures. More... | |
class | NPCLoader |
This serves as the central class from which NPC-related functions are carried out. It also stores a list of mod NPCs by ID. More... | |
struct | NPCLoot |
This readonly struct is a simple shortcut to ItemDropDatabase's methods. More... | |
struct | NPCSpawnInfo |
A struct that stores information regarding where an NPC is naturally spawning and the player it is spawning around. This serves to reduce the parameter count for ModNPC.CanSpawn and GlobalNPC.EditSpawnPool. More... | |
class | PlantLoader |
class | PlayerCommandCaller |
class | PlayerDrawLayer |
This class represents a DrawLayer for the player, and uses PlayerDrawInfo as its InfoType. Drawing should be done by adding Terraria.DataStructures.DrawData objects to Main.playerDrawData. More... | |
class | PlayerDrawLayerLoader |
class | PlayerDrawLayerSlot |
class | PlayerLoader |
This is where all ModPlayer hooks are gathered and called. More... | |
class | PosData |
class | PrefixLoader |
class | PreJITFilter |
class | ProjectileLoader |
This serves as the central class from which projectile-related functions are carried out. It also stores a list of mod projectiles by ID. More... | |
class | PylonLoader |
class | RadarInfoDisplay |
class | RangedDamageClass |
class | RarityLoader |
class | RecipeCreationContext |
class | RecipeLoader |
This is where all Recipe and GlobalRecipe hooks are gathered and called. More... | |
struct | RefReadOnlyArray |
class | SceneEffectLoader |
This serves as the central class from which SceneEffect functions are supported and carried out. More... | |
class | SextantInfoDisplay |
class | SimpleModGore |
struct | StatInheritanceData |
struct | StatModifier |
class | StopwatchInfoDisplay |
class | SummonDamageClass |
class | SummonMeleeSpeedDamageClass |
class | SurfaceBackgroundStylesLoader |
class | SystemLoader |
This is where all ModSystem hooks are gathered and called. More... | |
class | TallyCounterInfoDisplay |
class | ThrowingDamageClass |
class | TileLoader |
This serves as the central class from which tile-related functions are supported and carried out. More... | |
class | TooltipLine |
This class serves as a way to store information about a line of tooltip for an item. You will create and manipulate objects of this class if you use the ModifyTooltips hook. More... | |
class | TopoSort |
class | UndergroundBackgroundStylesLoader |
This serves as the central class from which ModUndergroundBackgroundStyle functions are supported and carried out. More... | |
class | UsageException |
class | VanillaDamageClass |
class | VanillaInfoDisplay |
class | WallLoader |
This serves as the central class from which wall-related functions are supported and carried out. More... | |
class | WatchesInfoDisplay |
class | WaterFallStylesLoader |
class | WaterStylesLoader |
class | WeatherRadioInfoDisplay |
Enumerations | |
enum | AccessorySlotType { FunctionalSlot = 10 , VanitySlot = 11 , DyeSlot = 12 } |
enum | CommandType { Chat = 1 , Server = 2 , Console = 4 , World = 8 } |
A flag enum representing context where this command operates. More... | |
enum | EquipType { Head , Body , Legs , HandsOn , HandsOff , Back , Front , Shoes , Waist , Wings , Shield , Neck , Face , Balloon , Beard } |
This is an enum of all the types of equipment that exist. An equipment type is defined as a type or layer of texture that is drawn on the player (for example, body and shield and wings). | |
enum | Framework { NetCore , NetFramework , Mono , Unknown } |
enum | ModSide { Both , Client , Server , NoSync } |
A ModSide enum defines how mods are synced between clients and servers. You can set your mod's ModSide from its build.txt file. More... | |
enum | MountTextureType { Back , BackGlow , BackExtra , BackExtraGlow , Front , FrontGlow , FrontExtra , FrontExtraGlow } |
This is an enum of all possible types of extra mount textures for custom mounts. Use these as keys in the extraTextures dictionary passed to Mod.AddMount to give your mount front and back textures. | |
enum | PrefixCategory { Melee , Ranged , Magic , AnyWeapon , Accessory , Custom } |
enum | SceneEffectPriority { None , BiomeLow , BiomeMedium , BiomeHigh , Environment , Event , BossLow , BossMedium , BossHigh } |
This enum dictates from low to high which SceneEffect selections take priority. Setting appropriate priority values is important so that your mod works well with other mods and vanilla selections. More... | |
A flag enum representing context where this command operates.
Enumerator | |
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Chat | Command can be used in Chat in SP and MP. |
Server | Command is executed by server in MP. |
Console | Command can be used in server console during MP. |
World | Command can be used in Chat in SP and MP, but executes on the Server in MP. (singleplayer ? Chat : Server) |
A ModSide enum defines how mods are synced between clients and servers. You can set your mod's ModSide from its build.txt file.
This enum dictates from low to high which SceneEffect selections take priority. Setting appropriate priority values is important so that your mod works well with other mods and vanilla selections.