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

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...

Inherits ModBlockType.

Inherited by UnloadedWall.

Public Member Functions

void AddMapEntry (Color color, LocalizedText name, Func< string, int, int, string > nameFunc)
 

Overload specific: This overload has an additional nameFunc parameter. This function will be used to dynamically adjust the hover text. The parameters for the function are the default display name, x-coordinate, and y-coordinate.
 
void AddMapEntry (Color color, LocalizedText name=null)
 Adds an entry to the minimap for this wall with the given color and display name. This should be called in SetDefaults.
 
virtual void AnimateWall (ref byte frame, ref byte frameCounter)
 Allows you to animate your wall. Use frameCounter to keep track of how long the current frame has been active, and use frame to change the current frame. Walls are drawn every 4 frames.
 
virtual bool Drop (int i, int j, ref int type)
 Allows you to customize which items the wall at the given coordinates drops. Return false to stop the game from dropping the tile's default item (the type parameter). Returns true by default.
The type passed in is the item type of the loaded item with Item.createWall matching the type of this Wall. If RegisterItemDrop(int) was used, that item will be passed in instead.
 
virtual void KillWall (int i, int j, ref bool fail)
 Allows you to determine what happens when the tile at the given coordinates is killed or hit with a hammer. Fail determines whether the tile is mined (whether it is killed).
 
void RegisterItemDrop (int itemType)
 Manually registers the item to drop for this wall.
Only necessary if there is no item which places this wall, such as with unsafe walls dropping safe variants. Otherwise, the item placing this wall will be dropped automatically.
Use ModWall.Drop(int, int, ref int) to conditionally prevent or change drops. More...
 
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, bool randomizeFrame, ref int style, ref int frameNumber)
 Called whenever this wall 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 ModBlockType
virtual bool CanExplode (int i, int j)
 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)
 Allows you to stop this tile/wall from being placed at the given coordinates. This method is called on the local client. For tiles this is also checked during block replacement, but ModTile.CanReplace(int, int, int) should be used for replace-specific logic. Return false to stop the tile/wall from being placed. Returns true by default. More...
 
virtual bool CreateDust (int i, int j, ref int type)
 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 type parameter) from being created. Returns true by default. The type parameter defaults to DustType. More...
 
LocalizedText CreateMapEntryName ()
 Legacy helper method for creating a localization sub-key MapEntry More...
 
virtual ushort GetMapOption (int i, int j)
 Allows you to choose which minimap entry the tile/wall at the given coordinates will use. 0 is the first entry added by AddMapEntry, 1 is the second entry, etc. Returns 0 by default. More...
 
virtual bool KillSound (int i, int j, 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, ref float r, ref float g, ref float b)
 Allows you to determine how much light this tile/wall 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.
See Terraria.Graphics.Light.TileLightScanner.ApplyTileLight(Tile, int, int, ref Terraria.Utilities.FastRandom, ref Microsoft.Xna.Framework.Vector3) for vanilla tile light values to use as a reference.
More...
 
virtual void NumDust (int i, int j, 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. Use CreateDust(int, int, ref int) to customize the dust spawned. More...
 
virtual void PlaceInWorld (int i, int j, 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, 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.Note that this method will be called for tiles even when the tile is Tile.IsTileInvisible due to Echo Coating. Use the GameContent.Drawing.TileDrawing.IsVisible(Tile) method to skip effects that shouldn't show when the tile is invisible. This method won't be called for invisible walls. More...
 
virtual bool PreDraw (int i, int j, 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 normally. Returns true by default. More...
 
virtual void RandomUpdate (int i, int j)
 Called whenever the world randomly decides to update this tile/wall in a given tick. Useful for things such as growing or spreading. More...
 
override void SetStaticDefaults ()
 Allows you to modify the properties after initial loading has completed.
This is where you would set the properties of this tile/wall. Many properties are stored as arrays throughout Terraria's code.
For example:

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

override sealed 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...
 

Properties

override 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...
 
- Properties inherited from ModBlockType
int DustType [get, set]
 The default type of dust made when this tile/wall is hit. Defaults to 0.
 
SoundStyleHitSound = SoundID.Dig [get, set]
 The default style of sound made when this tile/wall is hit.
Defaults to SoundID.Dig, which is the sound used for tiles such as dirt and sand.
 
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...
 
ushort Type [get, set]
 The internal ID of this type of tile/wall.
 
ushort VanillaFallbackOnModDeletion = 0 [get, set]
 The vanilla ID of what should replace the instance when a user unloads and subsequently deletes data from your mod in their save file. Defaults to 0.
 
- Properties inherited from ModTexturedType
virtual string Texture [get]
 The file name of this type's texture file in the mod loader's file space.
 
- 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...
 
- Properties inherited from ILocalizedModType
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...
 

Detailed Description

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.

Member Function Documentation

◆ Register()

override sealed void ModWall.Register ( )
protectedvirtual

If you make a new ModType, seal this override.

Implements ModType< TEntity >.

◆ RegisterItemDrop()

void ModWall.RegisterItemDrop ( int  itemType)

Manually registers the item to drop for this wall.
Only necessary if there is no item which places this wall, such as with unsafe walls dropping safe variants. Otherwise, the item placing this wall will be dropped automatically.
Use ModWall.Drop(int, int, ref int) to conditionally prevent or change drops.

Parameters
itemType

◆ SetupContent()

sealed override void ModWall.SetupContent ( )
virtual

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

Reimplemented from ModType< TEntity >.

◆ WallFrame()

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

Called whenever this wall 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.
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

Property Documentation

◆ LocalizationCategory

override string ModWall.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.

Implements ILocalizedModType.