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tModLoader v2024.07
A mod to make and play Terraria mods
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This class represents a biome added by a mod. It exists to centralize various biome related hooks, handling a lot of biome boilerplate, such as netcode.
To check if a player is in the biome, use Player.InModBiome<T>.
Unlike ModSceneEffect, this defaults Music to 0 and Priority to SceneEffectPriority.BiomeLow.
More...
Inherits ModSceneEffect, IShoppingBiome, and ILocalizedModType.
Public Member Functions | |
virtual bool | IsBiomeActive (Player player) |
Return true if the player is in the biome. More... | |
sealed override bool | IsSceneEffectActive (Player player) |
IsSceneEffectActive is auto-forwarded to read the result of IsBiomeActive. Do not need to implement when creating your ModBiome. More... | |
virtual void | OnEnter (Player player) |
Override this hook to make things happen when the player enters the biome. | |
virtual void | OnInBiome (Player player) |
Override this hook to make things happen when the player is in the biome. | |
virtual void | OnLeave (Player player) |
Override this hook to make things happen when the player leaves the biome. | |
override void | SetStaticDefaults () |
This is where you can set values for DisplayName. More... | |
sealed override void | SetupContent () |
If you make a new ModType, seal this override, and call SetStaticDefaults in it. More... | |
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virtual float | GetWeight (Player player) |
Is invoked when two or more modded SceneEffect layers are active within the same Priority group to attempt to determine which one should take precedence, if it matters. It's uncommon to have the need to assign a weight - you'd have to specifically believe that you don't need higher SceneEffectPriority, but do need to be the active SceneEffect within the priority you designated. Analogously, if SceneEffect were competing in a wrestling match, this would be how likely the SceneEffect should win within its weight class. Is intentionally bounded at a max of 100% (1) to reduce complexity. Defaults to 50% (0.5). Typical calculations may include: 1) how many tiles are present as a percentage of target amount; 2) how far away you are from the cause of the SceneEffect | |
virtual bool | IsSceneEffectActive (Player player) |
Return true to make the SceneEffect apply its effects (as long as its priority and weight allow that). More... | |
virtual void | SpecialVisuals (Player player, bool isActive) |
Allows you to create special visual effects in the area around the player. For example, the Blood Moon's red filter on the screen or the Slime Rain's falling slime in the background. You must create classes that override ScreenShaderData or CustomSky, add them in a Load hook, then call Player.ManageSpecialBiomeVisuals. See the ExampleMod if you do not have access to the source code. This runs even if IsSceneEffectActive returns false. Check isActive for the active status. | |
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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... | |
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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... | |
bool | IsInBiome (Player player) |
Protected Member Functions | |
sealed override void | Register () |
If you make a new ModType, seal this override. More... | |
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override void | Register () |
If you make a new ModType, seal this override. More... | |
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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... | |
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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... | |
Properties | |
virtual ? Color | BackgroundColor [get] |
The color of the bestiary background. | |
virtual string | BackgroundPath [get] |
The path to the background texture that will appear for this biome behind NPC's in the bestiary. Defaults to adding "_Background" onto the usual namespace+classname derived texture path. | |
virtual string | BestiaryIcon [get] |
The path to the 30x30 texture that will appear for this biome in the bestiary. Defaults to adding "_Icon" onto the usual namespace+classname derived texture path. Vanilla icons use a drop shadow at 40 percent opacity and the texture will be offset 1 pixel left and up from centered in the bestiary filter grid. | |
virtual int | BiomeCampfireItemType [get] |
The campfire item type that will be placed when under the effect of biome torches | |
virtual int | BiomeTorchItemType [get] |
The torch item type that will be placed when under the effect of biome torches | |
virtual LocalizedText | DisplayName [get] |
The display name for this biome in the bestiary. | |
virtual string | LocalizationCategory [get] |
The category used by this modded content for use in localization keys. Localization keys follow the pattern of "Mods.{ModName}.{Category}.{ContentName}.{DataName}". The Localization wiki pageexplains how custom ModType classes can utilize this. More... | |
GameContent.Bestiary.ModBiomeBestiaryInfoElement | ModBiomeBestiaryInfoElement [get, set] |
override int | Music [get] |
override SceneEffectPriority | Priority [get] |
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virtual string | MapBackground [get] |
The path to the texture that will display behind the map. Should be 115x65. | |
virtual int | Music [get] |
The music that will play. -1 for letting other music play, 0 for no music, >0 for the given music to play. Defaults to -1. | |
virtual SceneEffectPriority | Priority [get] |
The SceneEffectPriority of this SceneEffect layer. Determines the relative position compared to a vanilla SceneEffect. Analogously, if SceneEffect were competing in a wrestling match, this would be the 'Weight Class' that this SceneEffect is competing in. | |
virtual ModSurfaceBackgroundStyle | SurfaceBackgroundStyle [get] |
The ModSurfaceBackgroundStyle that will draw its background when the player is on the surface. | |
virtual CaptureBiome.TileColorStyle | TileColorStyle [get] |
Used to apply secondary color shading for the capture camera. For example, darkening the background with the GlowingMushroom style. | |
int | Type [get, set] |
virtual ModUndergroundBackgroundStyle | UndergroundBackgroundStyle [get] |
The ModUndergroundBackgroundStyle that will draw its background when the player is underground. | |
virtual ModWaterStyle | WaterStyle [get] |
The ModWaterStyle that will apply to water. | |
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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... | |
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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... | |
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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... | |
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string | NameKey [get] |
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abstract string | LocalizationCategory [get] |
The category used by this modded content for use in localization keys. Localization keys follow the pattern of "Mods.{ModName}.{Category}.{ContentName}.{DataName}". The Localization wiki pageexplains how custom ModType classes can utilize this. More... | |
This class represents a biome added by a mod. It exists to centralize various biome related hooks, handling a lot of biome boilerplate, such as netcode.
To check if a player is in the biome, use Player.InModBiome<T>.
Unlike ModSceneEffect, this defaults Music to 0 and Priority to SceneEffectPriority.BiomeLow.
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virtual |
Return true if the player is in the biome.
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virtual |
IsSceneEffectActive is auto-forwarded to read the result of IsBiomeActive. Do not need to implement when creating your ModBiome.
Reimplemented from ModSceneEffect.
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protectedvirtual |
If you make a new ModType, seal this override.
Implements ModType< TEntity >.
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virtual |
This is where you can set values for DisplayName.
Reimplemented from ModType< TEntity >.
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virtual |
If you make a new ModType, seal this override, and call SetStaticDefaults in it.
Reimplemented from ModType< TEntity >.
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get |
The category used by this modded content for use in localization keys. Localization keys follow the pattern of "Mods.{ModName}.{Category}.{ContentName}.{DataName}". The Localization wiki pageexplains how custom ModType classes can utilize this.
Implements ILocalizedModType.