tModLoader v2023.01
A mod to make and play Terraria mods
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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...
Inherits Terraria.ModLoader.GlobalType< Projectile, GlobalProjectile >.
Public Member Functions | |
virtual void | AI (Projectile projectile) |
Allows you to determine how any projectile behaves. This will only be called if PreAI returns true. More... | |
virtual ? bool | CanCutTiles (Projectile projectile) |
Return true or false to specify if the projectile can cut tiles like vines, pots, and Queen Bee larva. Return null for vanilla decision. More... | |
virtual ? bool | CanDamage (Projectile projectile) |
Whether or not the given projectile is capable of killing tiles (such as grass) and damaging NPCs/players. Return false to prevent it from doing any sort of damage. Return true if you want the projectile to do damage regardless of the default blacklist. Return null to let the projectile follow vanilla can-damage-anything rules. This is what happens by default. More... | |
virtual ? bool | CanHitNPC (Projectile projectile, NPC target) |
Allows you to determine whether a projectile can hit the given NPC. Return true to allow hitting the target, return false to block the projectile from hitting the target, and return null to use the vanilla code for whether the target can be hit. Returns null by default. More... | |
virtual bool | CanHitPlayer (Projectile projectile, Player target) |
Allows you to determine whether a hostile projectile can hit the given player. Return false to block the projectile from hitting the target. Returns true by default. More... | |
virtual bool | CanHitPvp (Projectile projectile, Player target) |
Allows you to determine whether a projectile can hit the given opponent player. Return false to block the projectile from hitting the target. Returns true by default. More... | |
virtual ? bool | CanUseGrapple (int type, Player player) |
Whether or not a grappling hook that shoots this type of projectile can be used by the given player. Return null to use the default code (whether or not the player is in the middle of firing the grappling hook). Returns null by default. | |
virtual ? bool | Colliding (Projectile projectile, Rectangle projHitbox, Rectangle targetHitbox) |
Allows you to use custom collision detection between a projectile and a player or NPC that the projectile can damage. Useful for things like diagonal lasers, projectiles that leave a trail behind them, etc. More... | |
virtual void | CutTiles (Projectile projectile) |
Code ran when the projectile cuts tiles. Only runs if CanCutTiles() returns true. Useful when programming lasers and such. More... | |
virtual void | DrawBehind (Projectile projectile, int index, List< int > behindNPCsAndTiles, List< int > behindNPCs, List< int > behindProjectiles, List< int > overPlayers, List< int > overWiresUI) |
When used in conjunction with "projectile.hide = true", allows you to specify that this projectile should be drawn behind certain elements. Add the index to one and only one of the lists. For example, the Nebula Arcanum projectile draws behind NPCs and tiles. More... | |
virtual ? Color | GetAlpha (Projectile projectile, Color lightColor) |
Allows you to determine the color and transparency in which a projectile is drawn. Return null to use the default color (normally light and buff color). Returns null by default. More... | |
virtual void | GrapplePullSpeed (Projectile projectile, Player player, ref float speed) |
The speed at which the grapple pulls the player after hitting something. Defaults to 11, but the Bat Hook uses 16. | |
virtual void | GrappleRetreatSpeed (Projectile projectile, Player player, ref float speed) |
The speed at which the grapple retreats back to the player after not hitting anything. Defaults to 11, but vanilla hooks go up to 24. | |
virtual void | GrappleTargetPoint (Projectile projectile, Player player, ref float grappleX, ref float grappleY) |
The location that the grappling hook pulls the player to. Defaults to the center of the hook projectile. | |
GlobalProjectile | Instance (Projectile projectile) |
virtual void | Kill (Projectile projectile, int timeLeft) |
Allows you to control what happens when a projectile is killed (for example, creating dust or making sounds). More... | |
virtual bool | MinionContactDamage (Projectile projectile) |
Whether or not a minion can damage NPCs by touching them. Returns false by default. Note that this will only be used if the projectile is considered a pet. More... | |
virtual void | ModifyDamageHitbox (Projectile projectile, ref Rectangle hitbox) |
Allows you to change the hitbox used by a projectile for damaging players and NPCs. More... | |
virtual void | ModifyDamageScaling (Projectile projectile, ref float damageScale) |
Allows you to implement dynamic damage scaling for this projectile. For example, flails do more damage when in flight and Jousting Lance does more damage the faster the player is moving. This hook runs on the owner only. More... | |
virtual void | ModifyHitNPC (Projectile projectile, NPC target, ref int damage, ref float knockback, ref bool crit, ref int hitDirection) |
Allows you to modify the damage, knockback, etc., that a projectile does to an NPC. This method is only called for the owner of the projectile, meaning that in multi-player, projectiles owned by a player call this method on that client, and projectiles owned by the server such as enemy projectiles call this method on the server. More... | |
virtual void | ModifyHitPlayer (Projectile projectile, Player target, ref int damage, ref bool crit) |
Allows you to modify the damage, etc., that a hostile projectile does to a player. More... | |
virtual void | ModifyHitPvp (Projectile projectile, Player target, ref int damage, ref bool crit) |
Allows you to modify the damage, etc., that a projectile does to an opponent player. More... | |
virtual void | NumGrappleHooks (Projectile projectile, Player player, ref int numHooks) |
How many of this type of grappling hook the given player can latch onto blocks before the hooks start disappearing. Change the numHooks parameter to determine this; by default it will be 3. | |
virtual void | OnHitNPC (Projectile projectile, NPC target, int damage, float knockback, bool crit) |
Allows you to create special effects when a projectile hits an NPC (for example, inflicting debuffs). This method is only called for the owner of the projectile, meaning that in multi-player, projectiles owned by a player call this method on that client, and projectiles owned by the server such as enemy projectiles call this method on the server. More... | |
virtual void | OnHitPlayer (Projectile projectile, Player target, int damage, bool crit) |
Allows you to create special effects when a hostile projectile hits a player. More... | |
virtual void | OnHitPvp (Projectile projectile, Player target, int damage, bool crit) |
Allows you to create special effects when a projectile hits an opponent player. More... | |
virtual void | OnSpawn (Projectile projectile, IEntitySource source) |
Gets called when any projectiles spawns in world | |
virtual bool | OnTileCollide (Projectile projectile, Vector2 oldVelocity) |
Allows you to determine what happens when a projectile collides with a tile. OldVelocity is the velocity before tile collision. The velocity that takes tile collision into account can be found with projectile.velocity. Return true to allow the vanilla tile collision code to take place (which normally kills the projectile). Returns true by default. More... | |
virtual void | PostAI (Projectile projectile) |
Allows you to determine how any projectile behaves. This will be called regardless of what PreAI returns. More... | |
virtual void | PostDraw (Projectile projectile, Color lightColor) |
Allows you to draw things in front of a projectile. Use the Main.EntitySpriteDraw method for drawing. This method is called even if PreDraw returns false. More... | |
virtual bool | PreAI (Projectile projectile) |
Allows you to determine how any projectile behaves. Return false to stop the vanilla AI and the AI hook from being run. Returns true by default. More... | |
virtual bool | PreDraw (Projectile projectile, ref Color lightColor) |
Allows you to draw things behind a projectile, or to modify the way the projectile is drawn. Use the Main.EntitySpriteDraw method for drawing. Return false to stop the vanilla projectile drawing code (useful if you're manually drawing the projectile). Returns true by default. More... | |
virtual bool | PreDrawExtras (Projectile projectile) |
Allows you to draw things behind a projectile. Use the Main.EntitySpriteDraw method for drawing. Returns false to stop the game from drawing extras textures related to the projectile (for example, the chains for grappling hooks), useful if you're manually drawing the extras. Returns true by default. More... | |
virtual bool | PreKill (Projectile projectile, int timeLeft) |
Allows you to determine whether the vanilla code for Kill and the Kill hook will be called. Return false to stop them from being called. Returns true by default. Note that this does not stop the projectile from dying. More... | |
virtual void | ReceiveExtraAI (Projectile projectile, BitReader bitReader, BinaryReader binaryReader) |
Use this to receive information that was sent in SendExtraAI. Called whenever MessageID.SyncProjectile is successfully received. Can be called on both server and client, depending on who owns the projectile. More... | |
virtual void | SendExtraAI (Projectile projectile, BitWriter bitWriter, BinaryWriter binaryWriter) |
Use this judiciously to avoid straining the network. Checks and methods such as GlobalType<TEntity, TGlobal>.AppliesToEntity can reduce how much data must be sent for how many projectiles. Called whenever MessageID.SyncProjectile is successfully sent, for example on projectile creation, or whenever Projectile.netUpdate is set to true in the update loop for that tick. Can be called on both server and client, depending on who owns the projectile. More... | |
virtual void | SetDefaults (Projectile projectile) |
Allows you to set the properties of any and every projectile that gets created. More... | |
sealed override void | SetupContent () |
If you make a new ModType, seal this override, and call SetStaticDefaults in it. More... | |
virtual bool | ShouldUpdatePosition (Projectile projectile) |
Whether or not the given projectile should update its position based on factors such as its velocity, whether it is in liquid, etc. Return false to make its velocity have no effect on its position. Returns true by default. More... | |
virtual ? bool | SingleGrappleHook (int type, Player player) |
Whether or not a grappling hook can only have one hook per player in the world at a time. Return null to use the vanilla code. Returns null by default. | |
virtual bool | TileCollideStyle (Projectile projectile, ref int width, ref int height, ref bool fallThrough, ref Vector2 hitboxCenterFrac) |
Allows you to determine how a projectile interacts with tiles. Return false if you completely override or cancel a projectile's tile collision behavior. Returns true by default. More... | |
virtual void | UseGrapple (Player player, ref int type) |
This code is called whenever the player uses a grappling hook that shoots this type of projectile. Use it to change what kind of hook is fired (for example, the Dual Hook does this), to kill old hook projectiles, etc. | |
Public Member Functions inherited from Terraria.ModLoader.GlobalType< Projectile, GlobalProjectile > | |
virtual bool | AppliesToEntity (TEntity entity, bool lateInstantiation) |
Use this to control whether or not this global should be associated with the provided entity instance. More... | |
virtual TGlobal | Clone (TEntity from, TEntity to) |
Create a copy of this instanced global. Called when an entity is cloned. More... | |
virtual TGlobal | NewInstance (TEntity target) |
Only called if GlobalType.InstancePerEntity and AppliesToEntity(target , ...) are both true More... | |
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... | |
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... | |
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... | |
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 Terraria.ModLoader.GlobalType< Projectile, GlobalProjectile > | |
override void | ValidateType () |
Check for the correct overrides of different hook methods and fields and properties More... | |
Protected Member Functions inherited from Terraria.ModLoader.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 Terraria.ModLoader.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 | |
Static Public Member Functions inherited from Terraria.ModLoader.GlobalType< Projectile, GlobalProjectile > | |
static TResult | GetGlobal< TEntity, TGlobal, TResult > (Instanced< TGlobal >[] globals, bool exactType) |
static TResult | GetGlobal< TEntity, TGlobal, TResult > (Instanced< TGlobal >[] globals, TResult baseInstance) |
static T | Instance< T > (Instanced< T >[] globals, ushort index) |
static bool | TryGetGlobal< TGlobal, TResult > (Instanced< TGlobal >[] globals, bool exactType, out TResult result) |
static bool | TryGetGlobal< TGlobal, TResult > (Instanced< TGlobal >[] globals, TResult baseInstance, out TResult result) |
Properties inherited from Terraria.ModLoader.GlobalType< Projectile, GlobalProjectile > | |
virtual bool | CloneNewInstances [get] |
Whether to create new instances of this mod type via Clone or via the default constructor Defaults to false (default constructor). | |
ushort | Index [get, set] |
virtual bool | InstancePerEntity [get] |
Whether to create a new instance of this Global for every entity that exists. Useful for storing information on an entity. Defaults to false. Return true if you need to store information (have non-static fields). | |
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] | |
Properties inherited from Terraria.ModLoader.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 Terraria.ModLoader.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 Terraria.ModLoader.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 Terraria.ModLoader.IIndexed | |
ushort | Index [get] |
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.
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Allows you to determine how any projectile behaves. This will only be called if PreAI returns true.
projectile |
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Return true or false to specify if the projectile can cut tiles like vines, pots, and Queen Bee larva. Return null for vanilla decision.
projectile |
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Whether or not the given projectile is capable of killing tiles (such as grass) and damaging NPCs/players. Return false to prevent it from doing any sort of damage. Return true if you want the projectile to do damage regardless of the default blacklist. Return null to let the projectile follow vanilla can-damage-anything rules. This is what happens by default.
projectile |
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Allows you to determine whether a projectile can hit the given NPC. Return true to allow hitting the target, return false to block the projectile from hitting the target, and return null to use the vanilla code for whether the target can be hit. Returns null by default.
projectile | |
target |
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Allows you to determine whether a hostile projectile can hit the given player. Return false to block the projectile from hitting the target. Returns true by default.
projectile | |
target |
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Allows you to determine whether a projectile can hit the given opponent player. Return false to block the projectile from hitting the target. Returns true by default.
projectile | |
target |
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Allows you to use custom collision detection between a projectile and a player or NPC that the projectile can damage. Useful for things like diagonal lasers, projectiles that leave a trail behind them, etc.
projectile | |
projHitbox | |
targetHitbox |
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Code ran when the projectile cuts tiles. Only runs if CanCutTiles() returns true. Useful when programming lasers and such.
projectile |
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When used in conjunction with "projectile.hide = true", allows you to specify that this projectile should be drawn behind certain elements. Add the index to one and only one of the lists. For example, the Nebula Arcanum projectile draws behind NPCs and tiles.
projectile | |
index | |
behindNPCsAndTiles | |
behindNPCs | |
behindProjectiles | |
overPlayers | |
overWiresUI |
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Allows you to determine the color and transparency in which a projectile is drawn. Return null to use the default color (normally light and buff color). Returns null by default.
projectile | |
lightColor |
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Allows you to control what happens when a projectile is killed (for example, creating dust or making sounds).
projectile | |
timeLeft |
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Whether or not a minion can damage NPCs by touching them. Returns false by default. Note that this will only be used if the projectile is considered a pet.
projectile |
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Allows you to change the hitbox used by a projectile for damaging players and NPCs.
projectile | |
hitbox |
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Allows you to implement dynamic damage scaling for this projectile. For example, flails do more damage when in flight and Jousting Lance does more damage the faster the player is moving. This hook runs on the owner only.
projectile | |
damageScale | The damage scaling |
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Allows you to modify the damage, knockback, etc., that a projectile does to an NPC. This method is only called for the owner of the projectile, meaning that in multi-player, projectiles owned by a player call this method on that client, and projectiles owned by the server such as enemy projectiles call this method on the server.
projectile | |
target | |
damage | |
knockback | |
crit | |
hitDirection |
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Allows you to modify the damage, etc., that a hostile projectile does to a player.
projectile | |
target | |
damage | |
crit |
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Allows you to modify the damage, etc., that a projectile does to an opponent player.
projectile | |
target | |
damage | |
crit |
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Allows you to create special effects when a projectile hits an NPC (for example, inflicting debuffs). This method is only called for the owner of the projectile, meaning that in multi-player, projectiles owned by a player call this method on that client, and projectiles owned by the server such as enemy projectiles call this method on the server.
projectile | |
target | |
damage | |
knockback | |
crit |
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Allows you to create special effects when a hostile projectile hits a player.
projectile | |
target | |
damage | |
crit |
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Allows you to create special effects when a projectile hits an opponent player.
projectile | |
target | |
damage | |
crit |
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Allows you to determine what happens when a projectile collides with a tile. OldVelocity is the velocity before tile collision. The velocity that takes tile collision into account can be found with projectile.velocity. Return true to allow the vanilla tile collision code to take place (which normally kills the projectile). Returns true by default.
projectile | |
oldVelocity |
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Allows you to determine how any projectile behaves. This will be called regardless of what PreAI returns.
projectile |
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Allows you to draw things in front of a projectile. Use the Main.EntitySpriteDraw method for drawing. This method is called even if PreDraw returns false.
projectile | The projectile. |
lightColor | The color of the light at the projectile's center, after being modified by vanilla and other mods. |
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Allows you to determine how any projectile behaves. Return false to stop the vanilla AI and the AI hook from being run. Returns true by default.
projectile |
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Allows you to draw things behind a projectile, or to modify the way the projectile is drawn. Use the Main.EntitySpriteDraw method for drawing. Return false to stop the vanilla projectile drawing code (useful if you're manually drawing the projectile). Returns true by default.
projectile | The projectile. |
lightColor | The color of the light at the projectile's center. |
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Allows you to draw things behind a projectile. Use the Main.EntitySpriteDraw method for drawing. Returns false to stop the game from drawing extras textures related to the projectile (for example, the chains for grappling hooks), useful if you're manually drawing the extras. Returns true by default.
projectile | The projectile. |
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Allows you to determine whether the vanilla code for Kill and the Kill hook will be called. Return false to stop them from being called. Returns true by default. Note that this does not stop the projectile from dying.
projectile | |
timeLeft |
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Use this to receive information that was sent in SendExtraAI.
Called whenever MessageID.SyncProjectile is successfully received.
Can be called on both server and client, depending on who owns the projectile.
projectile | The projectile. |
bitReader | The compressible bit reader. |
binaryReader | The reader. |
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protectedvirtual |
If you make a new ModType, seal this override.
Implements Terraria.ModLoader.ModType< TEntity, TModType >.
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Use this judiciously to avoid straining the network.
Checks and methods such as GlobalType<TEntity, TGlobal>.AppliesToEntity can reduce how much data must be sent for how many projectiles.
Called whenever MessageID.SyncProjectile is successfully sent, for example on projectile creation, or whenever Projectile.netUpdate is set to true in the update loop for that tick.
Can be called on both server and client, depending on who owns the projectile.
projectile | The projectile. |
bitWriter | The compressible bit writer. Booleans written via this are compressed across all mods to improve multiplayer performance. |
binaryWriter | The writer. |
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Allows you to set the properties of any and every projectile that gets created.
projectile |
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If you make a new ModType, seal this override, and call SetStaticDefaults in it.
Reimplemented from Terraria.ModLoader.ModType< TEntity, TModType >.
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Whether or not the given projectile should update its position based on factors such as its velocity, whether it is in liquid, etc. Return false to make its velocity have no effect on its position. Returns true by default.
projectile |
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Allows you to determine how a projectile interacts with tiles. Return false if you completely override or cancel a projectile's tile collision behavior. Returns true by default.
projectile | The projectile. |
width | The width of the hitbox the projectile will use for tile collision. If vanilla or a mod don't modify it, defaults to projectile.width. |
height | The height of the hitbox the projectile will use for tile collision. If vanilla or a mod don't modify it, defaults to projectile.height. |
fallThrough | Whether or not the projectile falls through platforms and similar tiles. |
hitboxCenterFrac | Determines by how much the tile collision hitbox's position (top left corner) will be offset from the projectile's real center. If vanilla or a mod don't modify it, defaults to half the hitbox size (new Vector2(0.5f, 0.5f)). |