tModLoader v2024.05
A mod to make and play Terraria mods
GoreID.Sets Class Reference

Static Public Attributes

static int[] DisappearSpeed = Factory.CreateIntSet(1, 1007, 3, 1008, 10, 1024, 7, 1025, 7, 1026, 7)
 The value subtracted from Gore.timeLeft every tick for a given gore type (Gore.type).
When Gore.timeLeft hits 0, it will begin to fade away according to the value in DisappearSpeedAlpha.
Defaults to 1.
 
static int[] DisappearSpeedAlpha = Factory.CreateIntSet(1, 1007, 3, 1008, 10, 1024, 7, 1025, 7, 1026, 7, 1218, 3)
 The value added to Gore.alpha every tick after Gore.timeLeft hits 0 for a given gore type (Gore.type).
When Gore.alpha hits 255, it will become inactive.
Defaults to 1.
 
static bool[] DrawBehind = Factory.CreateBoolSet()
 If true for a given gore type (Gore.type), then that gore draws behind tiles.
Defaults to false.
 
static SetFactory Factory = new SetFactory(GoreLoader.GoreCount)
 
static bool[] LiquidDroplet = Factory.CreateBoolSet(706, 707, 708, 709, 710, 711, 712, 713, 714, 715, 716, 717, 943, 1147, 1160, 1161, 1162)
 If true, this gore will behave as a dripping liquid droplet. Useful for gore used in ModLoader.ModWaterStyle.GetDropletGore.
Defaults to false.
 
static bool[] PaintedFallingLeaf = Factory.CreateBoolSet(910, 911, 912, 913, 914, 915, 916, 917, 918, 919, 920, 921, 922, 923, 924, 925, 1113, 1114, 1115, 1116, 1117, 1118, 1119, 1120, 1121, 1248, 1249, 1250, 1251, 1252, 1253, 1254, 1255, 1257, 1278)
 If true for a given gore type (Gore.type), then that gore has columns in its sprite corresponding to the amount of tile paints, and Gore.Frame.CurrentColumn will be set to tile.TileColor on spawn if it's coming from a tree via wind effects.
Defaults to false.
 
static int[] SpecialAI = Factory.CreateIntSet(0, 860, 1, 892, 1, 893, 1, 825, 2, 826, 2, 827, 2, 1014, 1, 1015, 1, 1016, 1, 910, 3, 911, 3, 912, 3, 913, 3, 914, 3, 915, 3, 916, 3, 917, 3, 918, 3, 919, 3, 920, 3, 921, 3, 922, 3, 923, 3, 924, 3, 925, 3, 1113, 3, 1114, 3, 1115, 3, 1116, 3, 1117, 3, 1118, 3, 1119, 3, 1120, 3, 1121, 3, 1248, 3, 1249, 3, 1250, 3, 1251, 3, 1252, 3, 1253, 3, 1254, 3, 1255, 3, 1257, 3, 1278, 3, 1007, 3, 1008, 3, 1087, 4, 1088, 4, 1089, 4, 1090, 4, 1091, 5, 1092, 5, 1093, 5, 1202, 6, 1203, 6, 1204, 6, 1225, 7)
 If non-zero for a given gore type (Gore.type), that gore will follow special AI rules.
For 1, this gore will act like a piece of sail, such as the ones dropped by a Flying Dutchman.
For 2, this gore will act like chimney smoke. This is used by the smoke particles created by the TileID.Chimney.
For 3, this gore will act like a falling leaf. This is used for all vanilla tree leaves.
For 4, this gore will float along the ground. This is used by grounded graveyard fog.
For 5, this gore will float in the air. This is used by airborne graveyard fog.
For 6, this gore will slowly diffuse into open air. This is used by the fog created by the TileID.FogMachine.
For 7, this gore will quickly fade out. This is used by the spark particles created by the ProjectileID.VoltBunny.
Defaults to 0.