tModLoader v2024.03
A mod to make and play Terraria mods
GlobalWall Class Reference

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...

Inherits GlobalBlockType.

Public Member Functions

virtual bool Drop (int i, int j, int type, ref int dropType)
 Allows you to customize which items the wall at the given coordinates drops. Return false to stop the game from dropping the wall's default item (the dropType parameter). Returns true by default.
 
virtual void KillWall (int i, int j, int type, ref bool fail)
 Allows you to determine what happens when the wall at the given coordinates is killed or hit with a hammer. Fail determines whether the wall is mined (whether it is killed).
 
sealed override void SetupContent ()
 If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
 
virtual bool WallFrame (int i, int j, int type, bool randomizeFrame, ref int style, ref int frameNumber)
 Called for every wall that updates due to being placed or being next to a wall that is changed. Return false to stop the game from carrying out its default WallFrame operations. If you return false, make sure to set Tile.WallFrameNumber, Tile.WallFrameX, and Tile.WallFrameY according to the your desired custom framing design. Returns true by default. More...
 
- Public Member Functions inherited from GlobalBlockType
virtual bool CanExplode (int i, int j, int type)
 Whether or not the tile/wall at the given coordinates can be killed by an explosion (ie. bombs). Returns true by default; return false to stop an explosion from destroying it. More...
 
virtual bool CanPlace (int i, int j, int type)
 Allows you to stop a tile/wall from being placed at the given coordinates. Return false to block the tile/wall from being placed. Returns true by default. More...
 
virtual bool CreateDust (int i, int j, int type, ref int dustType)
 Allows you to modify the default type of dust created when the tile/wall at the given coordinates is hit. Return false to stop the default dust (the dustType parameter) from being created. Returns true by default. More...
 
virtual bool KillSound (int i, int j, int type, bool fail)
 Allows you to customize which sound you want to play when the tile/wall at the given coordinates is hit. Return false to stop the game from playing its default sound for the tile/wall. Returns true by default. More...
 
virtual void ModifyLight (int i, int j, int type, ref float r, ref float g, ref float b)
 Allows you to determine how much light the block emits. If it is a tile, make sure you set Main.tileLighted[Type] to true in SetDefaults for this to work. If it is a wall, it can also let you light up the block in front of this wall. More...
 
virtual void NumDust (int i, int j, int type, bool fail, ref int num)
 Allows you to change how many dust particles are created when the tile/wall at the given coordinates is hit. More...
 
virtual void PlaceInWorld (int i, int j, int type, Item item)
 Allows you to do something when this tile/wall is placed. Called on the local Client and Single Player. More...
 
virtual void PostDraw (int i, int j, int type, SpriteBatch spriteBatch)
 Allows you to draw things in front of the tile/wall at the given coordinates. This can also be used to do things such as creating dust. Called on active tiles. See also ModSystem.PostDrawTiles. More...
 
virtual bool PreDraw (int i, int j, int type, SpriteBatch spriteBatch)
 Allows you to draw things behind the tile/wall at the given coordinates. Return false to stop the game from drawing the tile/wall normally. Returns true by default. More...
 
virtual void RandomUpdate (int i, int j, int type)
 Called for every tile/wall the world randomly decides to update in a given tick. Useful for things such as growing or spreading. More...
 
- Public Member Functions inherited from ModType< TEntity, TModType >
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...
 
string PrettyPrintName ()
 
virtual void SetStaticDefaults ()
 Allows you to modify the properties after initial loading has completed. More...
 
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...
 
- Public Member Functions inherited from ModType< TEntity >
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...
 
string PrettyPrintName ()
 
virtual void SetStaticDefaults ()
 Allows you to modify the properties after initial loading has completed. More...
 
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...
 

Protected Member Functions

sealed override void Register ()
 If you make a new ModType, seal this override. More...
 
- Protected Member Functions inherited from ModType< TEntity, TModType >
abstract TEntity CreateTemplateEntity ()
 
virtual void InitTemplateInstance ()
 Create dummy objects for instanced mod-types More...
 
override void InitTemplateInstance ()
 Create dummy objects for instanced mod-types More...
 
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 More...
 
- Protected Member Functions inherited from ModType< TEntity >
abstract TEntity CreateTemplateEntity ()
 
virtual void InitTemplateInstance ()
 Create dummy objects for instanced mod-types More...
 
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 More...
 

Additional Inherited Members

- Properties inherited from ModType< TEntity, TModType >
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 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...
 
- Properties inherited from ModType< TEntity >
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...
 

Detailed Description

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.

Member Function Documentation

◆ Register()

sealed override void GlobalWall.Register ( )
protectedvirtual

If you make a new ModType, seal this override.

Implements ModType< TEntity >.

◆ SetupContent()

sealed override void GlobalWall.SetupContent ( )
virtual

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

Reimplemented from ModType< TEntity >.

◆ WallFrame()

virtual bool GlobalWall.WallFrame ( int  i,
int  j,
int  type,
bool  randomizeFrame,
ref int  style,
ref int  frameNumber 
)
virtual

Called for every wall that updates due to being placed or being next to a wall that is changed. Return false to stop the game from carrying out its default WallFrame operations. If you return false, make sure to set Tile.WallFrameNumber, Tile.WallFrameX, and Tile.WallFrameY according to the your desired custom framing design. Returns true by default.

Parameters
iThe x position in tile coordinates.
jThe y position in tile coordinates.
typeType of the wall being framed
randomizeFrameTrue if the calling code intends that the frameNumber be randomly changed, such as when placing the wall initially or loading the world, but not when updating due to nearby tile or wall placements
styleThe style or orientation that will be applied
frameNumberThe random style that will be applied
Returns