tModLoader v2023.01
A mod to make and play Terraria mods
Terraria.ModLoader.ModNPC Class Reference

This class serves as a place for you to place all your properties and hooks for each NPC. Create instances of ModNPC (preferably overriding this class) to pass as parameters to Mod.AddNPC. More...

Inherits Terraria.ModLoader.ModType< NPC, ModNPC >.

Public Member Functions

virtual void AI ()
 Allows you to determine how this NPC behaves. This will only be called if PreAI returns true.
 
virtual void AutoStaticDefaults ()
 Automatically sets certain static defaults. Override this if you do not want the properties to be set for you.
 
virtual void BossHeadRotation (ref float rotation)
 Allows you to customize the rotation of this NPC's boss head icon on the map. More...
 
virtual void BossHeadSlot (ref int index)
 Allows you to customize the boss head texture used by an NPC based on its state. Set index to -1 to stop the texture from being displayed. More...
 
virtual void BossHeadSpriteEffects (ref SpriteEffects spriteEffects)
 Allows you to flip this NPC's boss head icon on the map. More...
 
virtual void BossLoot (ref string name, ref int potionType)
 Allows you to customize what happens when this boss dies, such as which name is displayed in the defeat message and what type of potion it drops. More...
 
virtual ? bool CanBeCaughtBy (Item item, Player player)
 Allows you to determine whether the given item can catch this NPC.
Return true or false to say this NPC can or cannot be caught, respectively, regardless of vanilla rules.
Returns null by default, which allows vanilla's NPC catching rules to decide the target's fate.
If this returns false, CombinedHooks.OnCatchNPC is never called.

NOTE: this does not classify the given item as an NPC-catching tool, which is necessary for catching NPCs in the first place.
To do that, you will need to use the "CatchingTool" set in ItemID.Sets. More...
 
virtual ? bool CanBeHitByItem (Player player, Item item)
 Allows you to determine whether this NPC can be hit by the given melee weapon when swung. Return true to allow hitting the NPC, return false to block hitting the NPC, and return null to use the vanilla code for whether the NPC can be hit. Returns null by default. More...
 
virtual ? bool CanBeHitByProjectile (Projectile projectile)
 Allows you to determine whether this NPC can be hit by the given projectile. Return true to allow hitting the NPC, return false to block hitting the NPC, and return null to use the vanilla code for whether the NPC can be hit. Returns null by default. More...
 
virtual bool CanChat ()
 Allows you to determine whether this NPC can talk with the player. By default, returns if the NPC is a town NPC. More...
 
virtual ? bool CanFallThroughPlatforms ()
 Allows you to determine how and when this NPC can fall through platforms and similar tiles.
Return true to allow this NPC to fall through platforms, false to prevent it. Returns null by default, applying vanilla behaviors (based on aiStyle and type).
 
virtual bool CanGoToStatue (bool toKingStatue)
 Whether this NPC can be telported to a King or Queen statue. Returns false by default. More...
 
virtual ? bool CanHitNPC (NPC target)
 Allows you to determine whether this NPC can hit the given friendly NPC. Return true to allow hitting the target, return false to block this NPC 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 (Player target, ref int cooldownSlot)
 Allows you to determine whether this NPC can hit the given player. Return false to block this NPC from hitting the target. Returns true by default. CooldownSlot determines which of the player's cooldown counters to use (-1, 0, or 1), and defaults to -1. More...
 
virtual bool CanTownNPCSpawn (int numTownNPCs, int money)
 Whether or not the conditions have been met for this town NPC to be able to move into town. For example, the Demolitionist requires that any player has an explosive. More...
 
virtual bool CheckActive ()
 Whether or not to run the code for checking whether this NPC will remain active. Return false to stop this NPC from being despawned and to stop this NPC from counting towards the limit for how many NPCs can exist near a player. Returns true by default. More...
 
virtual bool CheckConditions (int left, int right, int top, int bottom)
 Allows you to define special conditions required for this town NPC's house. For example, Truffle requires the house to be in an aboveground mushroom biome. More...
 
virtual bool CheckDead ()
 Whether or not this NPC should be killed when it reaches 0 health. You may program extra effects in this hook (for example, how Golem's head lifts up for the second phase of its fight). Return false to stop this NPC from being killed. Returns true by default. More...
 
virtual void DrawBehind (int index)
 When used in conjunction with "NPC.hide = true", allows you to specify that this NPC should be drawn behind certain elements. Add the index to one of Main.DrawCacheNPCsMoonMoon, DrawCacheNPCsOverPlayers, DrawCacheNPCProjectiles, or DrawCacheNPCsBehindNonSolidTiles. More...
 
virtual void DrawEffects (ref Color drawColor)
 Allows you to add special visual effects to this NPC (such as creating dust), and modify the color in which the NPC is drawn. More...
 
virtual ? bool DrawHealthBar (byte hbPosition, ref float scale, ref Vector2 position)
 Allows you to control how the health bar for this NPC is drawn. The hbPosition parameter is the same as Main.hbPosition; it determines whether the health bar gets drawn above or below the NPC by default. The scale parameter is the health bar's size. By default, it will be the normal 1f; most bosses set this to 1.5f. Return null to let the normal vanilla health-bar-drawing code to run. Return false to stop the health bar from being drawn. Return true to draw the health bar in the position specified by the position parameter (note that this is the world position, not screen position). More...
 
virtual void DrawTownAttackGun (ref float scale, ref int item, ref int closeness)
 Allows you to customize how this town NPC's weapon is drawn when this NPC is shooting (this NPC must have an attack type of 1). Scale is a multiplier for the item's drawing size, item is the ID of the item to be drawn, and closeness is how close the item should be drawn to the NPC. More...
 
virtual void DrawTownAttackSwing (ref Texture2D item, ref int itemSize, ref float scale, ref Vector2 offset)
 Allows you to customize how this town NPC's weapon is drawn when this NPC is swinging it (this NPC must have an attack type of 3). Item is the Texture2D instance of the item to be drawn (use Main.itemTexture[id of item]), itemSize is the width and height of the item's hitbox (the same values for TownNPCAttackSwing), scale is the multiplier for the item's drawing size, and offset is the offset from which to draw the item from its normal position. More...
 
virtual void FindFrame (int frameHeight)
 Allows you to modify the frame from this NPC's texture that is drawn, which is necessary in order to animate NPCs. More...
 
virtual ? Color GetAlpha (Color drawColor)
 Allows you to determine the color and transparency in which this NPC is drawn. Return null to use the default color (normally light and buff color). Returns null by default. More...
 
virtual string GetChat ()
 Allows you to give this NPC a chat message when a player talks to it. By default returns something embarrassing. More...
 
virtual void HitEffect (int hitDirection, double damage)
 Allows you to make things happen whenever this NPC is hit, such as creating dust or gores.
This hook is client side. Usually when something happens when an NPC dies such as item spawning, you use NPCLoot, but you can use HitEffect paired with a check for if (NPC.life <= 0) to do client-side death effects, such as spawning dust, gore, or death sounds.
 
virtual void LoadData (TagCompound tag)
 Allows you to load custom data that you have saved for this npc. More...
 
virtual bool ModifyCollisionData (Rectangle victimHitbox, ref int immunityCooldownSlot, ref float damageMultiplier, ref Rectangle npcHitbox)
 Allows you to modify the npc's

See also
ImmunityCooldownID

, damage multiplier, and hitbox. Useful for implementing dynamic damage hitboxes that change in dimensions or deal extra damage. Returns false to prevent vanilla code from running. Returns true by default. More...

 
virtual void ModifyHitByItem (Player player, Item item, ref int damage, ref float knockback, ref bool crit)
 Allows you to modify the damage, knockback, etc., that this NPC takes from a melee weapon. More...
 
virtual void ModifyHitByProjectile (Projectile projectile, ref int damage, ref float knockback, ref bool crit, ref int hitDirection)
 Allows you to modify the damage, knockback, etc., that this NPC takes from a projectile. 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 ModifyHitNPC (NPC target, ref int damage, ref float knockback, ref bool crit)
 Allows you to modify the damage, knockback, etc., that this NPC does to a friendly NPC. More...
 
virtual void ModifyHitPlayer (Player target, ref int damage, ref bool crit)
 Allows you to modify the damage, etc., that this NPC does to a player. More...
 
virtual void ModifyHoverBoundingBox (ref Rectangle boundingBox)
 Allows you to modify the bounding box for hovering over this NPC (affects things like whether or not its name is displayed). More...
 
virtual void ModifyNPCLoot (NPCLoot npcLoot)
 Allows you to add and modify NPC loot tables to drop on death and to appear in the Bestiary.
The Basic NPC Drops and Loot 1.4 Guideexplains how to use this hook to modify NPC loot.
This hook only runs once during mod loading, any dynamic behavior must be contained in the rules themselves. More...
 
virtual void ModifyTypeName (ref string typeName)
 Allows you to modify the type name of this NPC dynamically.
 
virtual bool NeedSaving ()
 Makes this ModNPC save along the world even if it's not a townNPC. Defaults to false.
NOTE: A town NPC will always be saved.
NOTE: A NPC that needs saving will not despawn naturally.
 
virtual void OnCaughtBy (Player player, Item item, bool failed)
 Allows you to make things happen when the given item attempts to catch this NPC. More...
 
virtual void OnChatButtonClicked (bool firstButton, ref bool shop)
 Allows you to make something happen whenever a button is clicked on this NPC's chat window. The firstButton parameter tells whether the first button or second button (button and button2 from SetChatButtons) was clicked. Set the shop parameter to true to open this NPC's shop. More...
 
virtual void OnGoToStatue (bool toKingStatue)
 Allows you to make things happen when this NPC teleports to a King or Queen statue. This method is only called server side. More...
 
virtual void OnHitByItem (Player player, Item item, int damage, float knockback, bool crit)
 Allows you to create special effects when this NPC is hit by a melee weapon. More...
 
virtual void OnHitByProjectile (Projectile projectile, int damage, float knockback, bool crit)
 Allows you to create special effects when this NPC is hit by a projectile. More...
 
virtual void OnHitNPC (NPC target, int damage, float knockback, bool crit)
 Allows you to create special effects when this NPC hits a friendly NPC. More...
 
virtual void OnHitPlayer (Player target, int damage, bool crit)
 Allows you to create special effects when this NPC hits a player (for example, inflicting debuffs). More...
 
virtual void OnKill ()
 Allows you to make things happen when this NPC dies (for example, dropping items and setting ModSystem fields). This hook runs on the server/single player. For client-side effects, such as dust, gore, and sounds, see HitEffect
 
virtual void OnSpawn (IEntitySource source)
 Gets called when your NPC spawns in world
 
virtual void PostAI ()
 
virtual void PostDraw (SpriteBatch spriteBatch, Vector2 screenPos, Color drawColor)
 Allows you to draw things in front of this NPC. Substract screenPos from the draw position before drawing. This method is called even if PreDraw returns false. More...
 
virtual bool PreAI ()
 Allows you to determine how this NPC behaves. Return false to stop the vanilla AI and the AI hook from being run. Returns true by default. More...
 
virtual bool PreDraw (SpriteBatch spriteBatch, Vector2 screenPos, Color drawColor)
 Allows you to draw things behind this NPC, or to modify the way this NPC is drawn. Substract screenPos from the draw position before drawing. Return false to stop the game from drawing the NPC (useful if you're manually drawing the NPC). Returns true by default. More...
 
virtual bool PreKill ()
 Allows you to determine whether or not this NPC will do anything upon death (besides dying). Returns true by default. More...
 
virtual void ReceiveExtraAI (BinaryReader reader)
 Use this to receive information that was sent in SendExtraAI.
Called whenever MessageID.SyncNPC is successfully received.
Only called on the client. More...
 
virtual void ResetEffects ()
 This is where you reset any fields you add to your subclass to their default states. This is necessary in order to reset your fields if they are conditionally set by a tick update but the condition is no longer satisfied. (Note: This hook is only really useful for GlobalNPC, but is included in ModNPC for completion.)
 
virtual void SaveData (TagCompound tag)
 Allows you to save custom data for the given item. Allows you to save custom data for the given npc.

NOTE: The provided tag is always empty by default, and is provided as an argument only for the sake of convenience and optimization.
NOTE: Try to only save data that isn't default values.
NOTE: The npc may be saved even if NeedSaving returns false and this is not a townNPC, if another mod returns true on NeedSaving. More...
 
virtual void ScaleExpertStats (int numPlayers, float bossLifeScale)
 Allows you to customize this NPC's stats in expert mode. This is useful because expert mode's doubling of damage and life might be too much sometimes (for example, with bosses). Also useful for scaling life with the number of players in the world. More...
 
virtual void SendExtraAI (BinaryWriter writer)
 If you are storing AI information outside of the NPC.ai array, use this to send that AI information between clients and servers, which will be handled in ReceiveExtraAI.
Called whenever MessageID.SyncNPC is successfully sent, for example on NPC creation, on player join, or whenever NPC.netUpdate is set to true in the update loop for that tick.
Only called on the server. More...
 
virtual void SetBestiary (BestiaryDatabase database, BestiaryEntry bestiaryEntry)
 Allows you to set an NPC's information in the Bestiary. More...
 
virtual void SetChatButtons (ref string button, ref string button2)
 Allows you to set the text for the buttons that appear on this NPC's chat window. A parameter left as an empty string will not be included as a button on the chat window. More...
 
virtual void SetDefaults ()
 Allows you to set all your NPC's properties, such as width, damage, aiStyle, lifeMax, etc.
 
virtual List< string > SetNPCNameList ()
 Allows you to give a list of names this NPC can be given on spawn.
By default, returns a blank list, which means the NPC will simply use its type name as its given name when prompted. More...
 
sealed override void SetupContent ()
 If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
 
virtual void SetupShop (Chest shop, ref int nextSlot)
 Allows you to add items to this NPC's shop. Add an item by setting the defaults of shop.item[nextSlot] then incrementing nextSlot. In the end, nextSlot must have a value of 1 greater than the highest index in shop.item that contains an item. More...
 
virtual float SpawnChance (NPCSpawnInfo spawnInfo)
 Whether or not this NPC can spawn with the given spawning conditions. Return the weight for the chance of this NPC to spawn compared to vanilla mobs. All vanilla mobs combined have a total weight of 1. Returns 0 by default, which disables natural spawning. Remember to always use spawnInfo.player and not Main.LocalPlayer when checking Player or ModPlayer fields, otherwise your mod won't work in Multiplayer. More...
 
virtual int SpawnNPC (int tileX, int tileY)
 Allows you to customize how this NPC is created when it naturally spawns (for example, its position or ai array). Return the return value of NPC.NewNPC. By default this method spawns this NPC on top of the tile at the given coordinates. More...
 
virtual bool SpecialOnKill ()
 Allows you to call OnKill on your own when the NPC dies, rather then letting vanilla call it on its own. Returns false by default. More...
 
virtual bool StrikeNPC (ref double damage, int defense, ref float knockback, int hitDirection, ref bool crit)
 Allows you to use a custom damage formula for when this NPC takes damage from any source. For example, you can change the way defense works or use a different crit multiplier. Return false to stop the game from running the vanilla damage formula; returns true by default. More...
 
virtual void TownNPCAttackCooldown (ref int cooldown, ref int randExtraCooldown)
 Allows you to determine the cooldown between each of this town NPC's attack. The cooldown will be a number greater than or equal to the first parameter, and less then the sum of the two parameters. More...
 
virtual void TownNPCAttackMagic (ref float auraLightMultiplier)
 Allows you to control the brightness of the light emitted by this town NPC's aura when it performs a magic attack. Only used when the town NPC has an attack type of 2 (magic) More...
 
virtual void TownNPCAttackProj (ref int projType, ref int attackDelay)
 Allows you to determine the projectile type of this town NPC's attack, and how long it takes for the projectile to actually appear. This hook is only used when the town NPC has an attack type of 0 (throwing), 1 (shooting), or 2 (magic). More...
 
virtual void TownNPCAttackProjSpeed (ref float multiplier, ref float gravityCorrection, ref float randomOffset)
 Allows you to determine the speed at which this town NPC throws a projectile when it attacks. Multiplier is the speed of the projectile, gravityCorrection is how much extra the projectile gets thrown upwards, and randomOffset allows you to randomize the projectile's velocity in a square centered around the original velocity. This hook is only used when the town NPC has an attack type of 0 (throwing), 1 (shooting), or 2 (magic). More...
 
virtual void TownNPCAttackShoot (ref bool inBetweenShots)
 Allows you to tell the game that this town NPC has already created a projectile and will still create more projectiles as part of a single attack so that the game can animate the NPC's attack properly. Only used when the town NPC has an attack type of 1 (shooting). More...
 
virtual void TownNPCAttackStrength (ref int damage, ref float knockback)
 Allows you to determine the damage and knockback of this town NPC's attack before the damage is scaled. (More information on scaling in GlobalNPC.BuffTownNPCs.) More...
 
virtual void TownNPCAttackSwing (ref int itemWidth, ref int itemHeight)
 Allows you to determine the width and height of the item this town NPC swings when it attacks, which controls the range of this NPC's swung weapon. Only used when the town NPC has an attack type of 3 (swinging). More...
 
virtual ITownNPCProfile TownNPCProfile ()
 Allows you to set the town NPC profile that this NPC uses.
By default, returns null, meaning that the NPC doesn't use one.
 
virtual void UpdateLifeRegen (ref int damage)
 Allows you to make the NPC either regenerate health or take damage over time by setting NPC.lifeRegen. Regeneration or damage will occur at a rate of half of NPC.lifeRegen per second. The damage parameter is the number that appears above the NPC's head if it takes damage over time. More...
 
virtual bool UsesPartyHat ()
 Allows you to determine whether this town NPC wears a party hat during a party. Returns true by default. More...
 
- Public Member Functions inherited from Terraria.ModLoader.ModType< NPC, ModNPC >
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.
 
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...
 

Protected Member Functions

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

Properties

int AIType [get, set]
 Determines which type of vanilla NPC this ModNPC will copy the behavior (AI) of. Leave as 0 to not copy any behavior. Defaults to 0.
 
int AnimationType [get, set]
 Determines which type of vanilla NPC this ModNPC will copy the animation/framing logic of, which includes checks to sets such as

See also
Main.npcFrameCount, NPCID.Sets.ExtraFramesCount

and , and others. For example, selecting the Guide's type will copy how many frames, extra frames, and attack frames the Guide has, and use those value for animation of this NPC. This is entirely based off of type and not the ModNPC instance itself; so be cautious if you change this NPC's type.

 
int Banner [get, set]
 The type of NPC that this NPC will be considered as when determining banner drops and banner bonuses. By default this will be 0, which means this NPC is not associated with any banner. To give your NPC its own banner, set this field to the NPC's type.
 
int BannerItem [get, set]
 The type of the item this NPC drops for every 50 times it is defeated. For any ModNPC whose banner field is set to the type of this NPC, that ModNPC will drop this banner.
 
virtual string BossHeadTexture [get]
 This file name of this NPC's boss head texture file, to be used in autoloading.
 
ModTranslation DisplayName [get, set]
 The translations for the display name of this NPC.
 
float DrawOffsetY [get, set]
 The vertical offset used for drawing this NPC. Defaults to 0.
 
virtual string HeadTexture [get]
 The file name of this NPC's head texture file, to be used in autoloading.
 
int Music = -1 [get, set]
 The ID of the music that plays when this NPC is on or near the screen. Defaults to -1, which means music plays normally. More...
 
NPC NPC [get]
 The NPC object that this ModNPC controls.
 
SceneEffectPriority SceneEffectPriority = SceneEffectPriority.BossLow [get, set]
 The priority of the music that plays when this NPC is on or near the screen. More...
 
int[] SpawnModBiomes = new int[0] [get, set]
 The ModBiome Types associated with this NPC spawning, if applicable. Used in Bestiary
 
virtual string Texture [get]
 The file name of this type's texture file in the mod loader's file space.
 
bool TownNPCStayingHomeless [get, set]
 Setting this to true will make the NPC not appear in the housing menu nor make it find an house.
 
int Type [get]
 Shorthand for NPC.type;
 
- Properties inherited from Terraria.ModLoader.ModType< NPC, ModNPC >
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...
 

Detailed Description

This class serves as a place for you to place all your properties and hooks for each NPC. Create instances of ModNPC (preferably overriding this class) to pass as parameters to Mod.AddNPC.

Member Function Documentation

◆ BossHeadRotation()

virtual void Terraria.ModLoader.ModNPC.BossHeadRotation ( ref float  rotation)
virtual

Allows you to customize the rotation of this NPC's boss head icon on the map.

Parameters
rotation

◆ BossHeadSlot()

virtual void Terraria.ModLoader.ModNPC.BossHeadSlot ( ref int  index)
virtual

Allows you to customize the boss head texture used by an NPC based on its state. Set index to -1 to stop the texture from being displayed.

Parameters
indexThe index for NPCID.Sets.BossHeadTextures

◆ BossHeadSpriteEffects()

virtual void Terraria.ModLoader.ModNPC.BossHeadSpriteEffects ( ref SpriteEffects  spriteEffects)
virtual

Allows you to flip this NPC's boss head icon on the map.

Parameters
spriteEffects

◆ BossLoot()

virtual void Terraria.ModLoader.ModNPC.BossLoot ( ref string  name,
ref int  potionType 
)
virtual

Allows you to customize what happens when this boss dies, such as which name is displayed in the defeat message and what type of potion it drops.

Parameters
name
potionType

◆ CanBeCaughtBy()

virtual ? bool Terraria.ModLoader.ModNPC.CanBeCaughtBy ( Item  item,
Player  player 
)
virtual

Allows you to determine whether the given item can catch this NPC.
Return true or false to say this NPC can or cannot be caught, respectively, regardless of vanilla rules.
Returns null by default, which allows vanilla's NPC catching rules to decide the target's fate.
If this returns false, CombinedHooks.OnCatchNPC is never called.

NOTE: this does not classify the given item as an NPC-catching tool, which is necessary for catching NPCs in the first place.
To do that, you will need to use the "CatchingTool" set in ItemID.Sets.

Parameters
itemThe item with which the player is trying to catch this NPC.
playerThe player attempting to catch this NPC.
Returns

◆ CanBeHitByItem()

virtual ? bool Terraria.ModLoader.ModNPC.CanBeHitByItem ( Player  player,
Item  item 
)
virtual

Allows you to determine whether this NPC can be hit by the given melee weapon when swung. Return true to allow hitting the NPC, return false to block hitting the NPC, and return null to use the vanilla code for whether the NPC can be hit. Returns null by default.

Parameters
player
item
Returns

◆ CanBeHitByProjectile()

virtual ? bool Terraria.ModLoader.ModNPC.CanBeHitByProjectile ( Projectile  projectile)
virtual

Allows you to determine whether this NPC can be hit by the given projectile. Return true to allow hitting the NPC, return false to block hitting the NPC, and return null to use the vanilla code for whether the NPC can be hit. Returns null by default.

Parameters
projectile
Returns

◆ CanChat()

virtual bool Terraria.ModLoader.ModNPC.CanChat ( )
virtual

Allows you to determine whether this NPC can talk with the player. By default, returns if the NPC is a town NPC.

This hook is not based on the type of the NPC, and is queried specifically on the ModNPC itself, regardless of if, for example, the type of the NPC instance is changed. Returning true in all circumstances will always make the NPC able to be chatted with no matter what else you do the NPC instance itself.

Returns

◆ CanGoToStatue()

virtual bool Terraria.ModLoader.ModNPC.CanGoToStatue ( bool  toKingStatue)
virtual

Whether this NPC can be telported to a King or Queen statue. Returns false by default.

Parameters
toKingStatueWhether the NPC is being teleported to a King or Queen statue.

◆ CanHitNPC()

virtual ? bool Terraria.ModLoader.ModNPC.CanHitNPC ( NPC  target)
virtual

Allows you to determine whether this NPC can hit the given friendly NPC. Return true to allow hitting the target, return false to block this NPC from hitting the target, and return null to use the vanilla code for whether the target can be hit. Returns null by default.

Parameters
target
Returns

◆ CanHitPlayer()

virtual bool Terraria.ModLoader.ModNPC.CanHitPlayer ( Player  target,
ref int  cooldownSlot 
)
virtual

Allows you to determine whether this NPC can hit the given player. Return false to block this NPC from hitting the target. Returns true by default. CooldownSlot determines which of the player's cooldown counters to use (-1, 0, or 1), and defaults to -1.

Parameters
target
cooldownSlot
Returns

◆ CanTownNPCSpawn()

virtual bool Terraria.ModLoader.ModNPC.CanTownNPCSpawn ( int  numTownNPCs,
int  money 
)
virtual

Whether or not the conditions have been met for this town NPC to be able to move into town. For example, the Demolitionist requires that any player has an explosive.

Parameters
numTownNPCs
money
Returns

◆ CheckActive()

virtual bool Terraria.ModLoader.ModNPC.CheckActive ( )
virtual

Whether or not to run the code for checking whether this NPC will remain active. Return false to stop this NPC from being despawned and to stop this NPC from counting towards the limit for how many NPCs can exist near a player. Returns true by default.

Returns

◆ CheckConditions()

virtual bool Terraria.ModLoader.ModNPC.CheckConditions ( int  left,
int  right,
int  top,
int  bottom 
)
virtual

Allows you to define special conditions required for this town NPC's house. For example, Truffle requires the house to be in an aboveground mushroom biome.

Parameters
left
right
top
bottom
Returns

◆ CheckDead()

virtual bool Terraria.ModLoader.ModNPC.CheckDead ( )
virtual

Whether or not this NPC should be killed when it reaches 0 health. You may program extra effects in this hook (for example, how Golem's head lifts up for the second phase of its fight). Return false to stop this NPC from being killed. Returns true by default.

Returns

◆ CreateTemplateEntity()

override NPC Terraria.ModLoader.ModNPC.CreateTemplateEntity ( )
protectedvirtual

◆ DrawBehind()

virtual void Terraria.ModLoader.ModNPC.DrawBehind ( int  index)
virtual

When used in conjunction with "NPC.hide = true", allows you to specify that this NPC should be drawn behind certain elements. Add the index to one of Main.DrawCacheNPCsMoonMoon, DrawCacheNPCsOverPlayers, DrawCacheNPCProjectiles, or DrawCacheNPCsBehindNonSolidTiles.

Parameters
index

◆ DrawEffects()

virtual void Terraria.ModLoader.ModNPC.DrawEffects ( ref Color  drawColor)
virtual

Allows you to add special visual effects to this NPC (such as creating dust), and modify the color in which the NPC is drawn.

Parameters
drawColor

◆ DrawHealthBar()

virtual ? bool Terraria.ModLoader.ModNPC.DrawHealthBar ( byte  hbPosition,
ref float  scale,
ref Vector2  position 
)
virtual

Allows you to control how the health bar for this NPC is drawn. The hbPosition parameter is the same as Main.hbPosition; it determines whether the health bar gets drawn above or below the NPC by default. The scale parameter is the health bar's size. By default, it will be the normal 1f; most bosses set this to 1.5f. Return null to let the normal vanilla health-bar-drawing code to run. Return false to stop the health bar from being drawn. Return true to draw the health bar in the position specified by the position parameter (note that this is the world position, not screen position).

Parameters
hbPosition
scale
position
Returns

◆ DrawTownAttackGun()

virtual void Terraria.ModLoader.ModNPC.DrawTownAttackGun ( ref float  scale,
ref int  item,
ref int  closeness 
)
virtual

Allows you to customize how this town NPC's weapon is drawn when this NPC is shooting (this NPC must have an attack type of 1). Scale is a multiplier for the item's drawing size, item is the ID of the item to be drawn, and closeness is how close the item should be drawn to the NPC.

Parameters
scale
item
closeness

◆ DrawTownAttackSwing()

virtual void Terraria.ModLoader.ModNPC.DrawTownAttackSwing ( ref Texture2D  item,
ref int  itemSize,
ref float  scale,
ref Vector2  offset 
)
virtual

Allows you to customize how this town NPC's weapon is drawn when this NPC is swinging it (this NPC must have an attack type of 3). Item is the Texture2D instance of the item to be drawn (use Main.itemTexture[id of item]), itemSize is the width and height of the item's hitbox (the same values for TownNPCAttackSwing), scale is the multiplier for the item's drawing size, and offset is the offset from which to draw the item from its normal position.

Parameters
item
itemSize
scale
offset

◆ FindFrame()

virtual void Terraria.ModLoader.ModNPC.FindFrame ( int  frameHeight)
virtual

Allows you to modify the frame from this NPC's texture that is drawn, which is necessary in order to animate NPCs.

Parameters
frameHeight

◆ GetAlpha()

virtual ? Color Terraria.ModLoader.ModNPC.GetAlpha ( Color  drawColor)
virtual

Allows you to determine the color and transparency in which this NPC is drawn. Return null to use the default color (normally light and buff color). Returns null by default.

Parameters
drawColor
Returns

◆ GetChat()

virtual string Terraria.ModLoader.ModNPC.GetChat ( )
virtual

Allows you to give this NPC a chat message when a player talks to it. By default returns something embarrassing.

Returns

◆ LoadData()

virtual void Terraria.ModLoader.ModNPC.LoadData ( TagCompound  tag)
virtual

Allows you to load custom data that you have saved for this npc.

Parameters
tagThe tag.

◆ ModifyCollisionData()

virtual bool Terraria.ModLoader.ModNPC.ModifyCollisionData ( Rectangle  victimHitbox,
ref int  immunityCooldownSlot,
ref float  damageMultiplier,
ref Rectangle  npcHitbox 
)
virtual

Allows you to modify the npc's

See also
ImmunityCooldownID

, damage multiplier, and hitbox. Useful for implementing dynamic damage hitboxes that change in dimensions or deal extra damage. Returns false to prevent vanilla code from running. Returns true by default.

Parameters
victimHitbox
immunityCooldownSlot
damageMultiplier
npcHitbox
Returns

◆ ModifyHitByItem()

virtual void Terraria.ModLoader.ModNPC.ModifyHitByItem ( Player  player,
Item  item,
ref int  damage,
ref float  knockback,
ref bool  crit 
)
virtual

Allows you to modify the damage, knockback, etc., that this NPC takes from a melee weapon.

Parameters
player
item
damage
knockback
crit

◆ ModifyHitByProjectile()

virtual void Terraria.ModLoader.ModNPC.ModifyHitByProjectile ( Projectile  projectile,
ref int  damage,
ref float  knockback,
ref bool  crit,
ref int  hitDirection 
)
virtual

Allows you to modify the damage, knockback, etc., that this NPC takes from a projectile. 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.

Parameters
projectile
damage
knockback
crit
hitDirection

◆ ModifyHitNPC()

virtual void Terraria.ModLoader.ModNPC.ModifyHitNPC ( NPC  target,
ref int  damage,
ref float  knockback,
ref bool  crit 
)
virtual

Allows you to modify the damage, knockback, etc., that this NPC does to a friendly NPC.

Parameters
target
damage
knockback
crit

◆ ModifyHitPlayer()

virtual void Terraria.ModLoader.ModNPC.ModifyHitPlayer ( Player  target,
ref int  damage,
ref bool  crit 
)
virtual

Allows you to modify the damage, etc., that this NPC does to a player.

Parameters
target
damage
crit

◆ ModifyHoverBoundingBox()

virtual void Terraria.ModLoader.ModNPC.ModifyHoverBoundingBox ( ref Rectangle  boundingBox)
virtual

Allows you to modify the bounding box for hovering over this NPC (affects things like whether or not its name is displayed).

Parameters
boundingBoxThe bounding box used for determining whether or not the NPC counts as being hovered over.

◆ ModifyNPCLoot()

virtual void Terraria.ModLoader.ModNPC.ModifyNPCLoot ( NPCLoot  npcLoot)
virtual

Allows you to add and modify NPC loot tables to drop on death and to appear in the Bestiary.
The Basic NPC Drops and Loot 1.4 Guideexplains how to use this hook to modify NPC loot.
This hook only runs once during mod loading, any dynamic behavior must be contained in the rules themselves.

Parameters
npcLootA reference to the item drop database for this npc type

◆ OnCaughtBy()

virtual void Terraria.ModLoader.ModNPC.OnCaughtBy ( Player  player,
Item  item,
bool  failed 
)
virtual

Allows you to make things happen when the given item attempts to catch this NPC.

Parameters
playerThe player attempting to catch this NPC.
itemThe item used to catch this NPC.
failedWhether or not this NPC has been successfully caught.

◆ OnChatButtonClicked()

virtual void Terraria.ModLoader.ModNPC.OnChatButtonClicked ( bool  firstButton,
ref bool  shop 
)
virtual

Allows you to make something happen whenever a button is clicked on this NPC's chat window. The firstButton parameter tells whether the first button or second button (button and button2 from SetChatButtons) was clicked. Set the shop parameter to true to open this NPC's shop.

Parameters
firstButton
shop

◆ OnGoToStatue()

virtual void Terraria.ModLoader.ModNPC.OnGoToStatue ( bool  toKingStatue)
virtual

Allows you to make things happen when this NPC teleports to a King or Queen statue. This method is only called server side.

Parameters
toKingStatueWhether the NPC was teleported to a King or Queen statue.

◆ OnHitByItem()

virtual void Terraria.ModLoader.ModNPC.OnHitByItem ( Player  player,
Item  item,
int  damage,
float  knockback,
bool  crit 
)
virtual

Allows you to create special effects when this NPC is hit by a melee weapon.

Parameters
player
item
damage
knockback
crit

◆ OnHitByProjectile()

virtual void Terraria.ModLoader.ModNPC.OnHitByProjectile ( Projectile  projectile,
int  damage,
float  knockback,
bool  crit 
)
virtual

Allows you to create special effects when this NPC is hit by a projectile.

Parameters
projectile
damage
knockback
crit

◆ OnHitNPC()

virtual void Terraria.ModLoader.ModNPC.OnHitNPC ( NPC  target,
int  damage,
float  knockback,
bool  crit 
)
virtual

Allows you to create special effects when this NPC hits a friendly NPC.

Parameters
target
damage
knockback
crit

◆ OnHitPlayer()

virtual void Terraria.ModLoader.ModNPC.OnHitPlayer ( Player  target,
int  damage,
bool  crit 
)
virtual

Allows you to create special effects when this NPC hits a player (for example, inflicting debuffs).

Parameters
target
damage
crit

◆ PostDraw()

virtual void Terraria.ModLoader.ModNPC.PostDraw ( SpriteBatch  spriteBatch,
Vector2  screenPos,
Color  drawColor 
)
virtual

Allows you to draw things in front of this NPC. Substract screenPos from the draw position before drawing. This method is called even if PreDraw returns false.

Parameters
spriteBatchThe spritebatch to draw on
screenPosThe screen position used to translate world position into screen position
drawColorThe color the NPC is drawn in

◆ PreAI()

virtual bool Terraria.ModLoader.ModNPC.PreAI ( )
virtual

Allows you to determine how this NPC behaves. Return false to stop the vanilla AI and the AI hook from being run. Returns true by default.

Returns

◆ PreDraw()

virtual bool Terraria.ModLoader.ModNPC.PreDraw ( SpriteBatch  spriteBatch,
Vector2  screenPos,
Color  drawColor 
)
virtual

Allows you to draw things behind this NPC, or to modify the way this NPC is drawn. Substract screenPos from the draw position before drawing. Return false to stop the game from drawing the NPC (useful if you're manually drawing the NPC). Returns true by default.

Parameters
spriteBatchThe spritebatch to draw on
screenPosThe screen position used to translate world position into screen position
drawColorThe color the NPC is drawn in
Returns

◆ PreKill()

virtual bool Terraria.ModLoader.ModNPC.PreKill ( )
virtual

Allows you to determine whether or not this NPC will do anything upon death (besides dying). Returns true by default.

Returns

◆ ReceiveExtraAI()

virtual void Terraria.ModLoader.ModNPC.ReceiveExtraAI ( BinaryReader  reader)
virtual

Use this to receive information that was sent in SendExtraAI.
Called whenever MessageID.SyncNPC is successfully received.
Only called on the client.

Parameters
readerThe reader.

◆ Register()

sealed override void Terraria.ModLoader.ModNPC.Register ( )
protectedvirtual

If you make a new ModType, seal this override.

Implements Terraria.ModLoader.ModType< NPC, ModNPC >.

◆ SaveData()

virtual void Terraria.ModLoader.ModNPC.SaveData ( TagCompound  tag)
virtual

Allows you to save custom data for the given item. Allows you to save custom data for the given npc.

NOTE: The provided tag is always empty by default, and is provided as an argument only for the sake of convenience and optimization.
NOTE: Try to only save data that isn't default values.
NOTE: The npc may be saved even if NeedSaving returns false and this is not a townNPC, if another mod returns true on NeedSaving.

Parameters
tagThe TagCompound to save data into. Note that this is always empty by default, and is provided as an argument

◆ ScaleExpertStats()

virtual void Terraria.ModLoader.ModNPC.ScaleExpertStats ( int  numPlayers,
float  bossLifeScale 
)
virtual

Allows you to customize this NPC's stats in expert mode. This is useful because expert mode's doubling of damage and life might be too much sometimes (for example, with bosses). Also useful for scaling life with the number of players in the world.

Parameters
numPlayers
bossLifeScale

◆ SendExtraAI()

virtual void Terraria.ModLoader.ModNPC.SendExtraAI ( BinaryWriter  writer)
virtual

If you are storing AI information outside of the NPC.ai array, use this to send that AI information between clients and servers, which will be handled in ReceiveExtraAI.
Called whenever MessageID.SyncNPC is successfully sent, for example on NPC creation, on player join, or whenever NPC.netUpdate is set to true in the update loop for that tick.
Only called on the server.

Parameters
writerThe writer.

◆ SetBestiary()

virtual void Terraria.ModLoader.ModNPC.SetBestiary ( BestiaryDatabase  database,
BestiaryEntry  bestiaryEntry 
)
virtual

Allows you to set an NPC's information in the Bestiary.

Parameters
database
bestiaryEntry

◆ SetChatButtons()

virtual void Terraria.ModLoader.ModNPC.SetChatButtons ( ref string  button,
ref string  button2 
)
virtual

Allows you to set the text for the buttons that appear on this NPC's chat window. A parameter left as an empty string will not be included as a button on the chat window.

Parameters
button
button2

◆ SetNPCNameList()

virtual List< string > Terraria.ModLoader.ModNPC.SetNPCNameList ( )
virtual

Allows you to give a list of names this NPC can be given on spawn.
By default, returns a blank list, which means the NPC will simply use its type name as its given name when prompted.

Returns

◆ SetupContent()

sealed override void Terraria.ModLoader.ModNPC.SetupContent ( )
virtual

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

Reimplemented from Terraria.ModLoader.ModType< NPC, ModNPC >.

◆ SetupShop()

virtual void Terraria.ModLoader.ModNPC.SetupShop ( Chest  shop,
ref int  nextSlot 
)
virtual

Allows you to add items to this NPC's shop. Add an item by setting the defaults of shop.item[nextSlot] then incrementing nextSlot. In the end, nextSlot must have a value of 1 greater than the highest index in shop.item that contains an item.

Parameters
shop
nextSlot

◆ SpawnChance()

virtual float Terraria.ModLoader.ModNPC.SpawnChance ( NPCSpawnInfo  spawnInfo)
virtual

Whether or not this NPC can spawn with the given spawning conditions. Return the weight for the chance of this NPC to spawn compared to vanilla mobs. All vanilla mobs combined have a total weight of 1. Returns 0 by default, which disables natural spawning. Remember to always use spawnInfo.player and not Main.LocalPlayer when checking Player or ModPlayer fields, otherwise your mod won't work in Multiplayer.

Parameters
spawnInfo
Returns

◆ SpawnNPC()

virtual int Terraria.ModLoader.ModNPC.SpawnNPC ( int  tileX,
int  tileY 
)
virtual

Allows you to customize how this NPC is created when it naturally spawns (for example, its position or ai array). Return the return value of NPC.NewNPC. By default this method spawns this NPC on top of the tile at the given coordinates.

Parameters
tileX
tileY
Returns

◆ SpecialOnKill()

virtual bool Terraria.ModLoader.ModNPC.SpecialOnKill ( )
virtual

Allows you to call OnKill on your own when the NPC dies, rather then letting vanilla call it on its own. Returns false by default.

Returns
Return true to stop vanilla from calling OnKill on its own. Do this if you call OnKill yourself.

◆ StrikeNPC()

virtual bool Terraria.ModLoader.ModNPC.StrikeNPC ( ref double  damage,
int  defense,
ref float  knockback,
int  hitDirection,
ref bool  crit 
)
virtual

Allows you to use a custom damage formula for when this NPC takes damage from any source. For example, you can change the way defense works or use a different crit multiplier. Return false to stop the game from running the vanilla damage formula; returns true by default.

Parameters
damage
defense
knockback
hitDirection
crit
Returns

◆ TownNPCAttackCooldown()

virtual void Terraria.ModLoader.ModNPC.TownNPCAttackCooldown ( ref int  cooldown,
ref int  randExtraCooldown 
)
virtual

Allows you to determine the cooldown between each of this town NPC's attack. The cooldown will be a number greater than or equal to the first parameter, and less then the sum of the two parameters.

Parameters
cooldown
randExtraCooldown

◆ TownNPCAttackMagic()

virtual void Terraria.ModLoader.ModNPC.TownNPCAttackMagic ( ref float  auraLightMultiplier)
virtual

Allows you to control the brightness of the light emitted by this town NPC's aura when it performs a magic attack. Only used when the town NPC has an attack type of 2 (magic)

Parameters
auraLightMultiplier

◆ TownNPCAttackProj()

virtual void Terraria.ModLoader.ModNPC.TownNPCAttackProj ( ref int  projType,
ref int  attackDelay 
)
virtual

Allows you to determine the projectile type of this town NPC's attack, and how long it takes for the projectile to actually appear. This hook is only used when the town NPC has an attack type of 0 (throwing), 1 (shooting), or 2 (magic).

Parameters
projType
attackDelay

◆ TownNPCAttackProjSpeed()

virtual void Terraria.ModLoader.ModNPC.TownNPCAttackProjSpeed ( ref float  multiplier,
ref float  gravityCorrection,
ref float  randomOffset 
)
virtual

Allows you to determine the speed at which this town NPC throws a projectile when it attacks. Multiplier is the speed of the projectile, gravityCorrection is how much extra the projectile gets thrown upwards, and randomOffset allows you to randomize the projectile's velocity in a square centered around the original velocity. This hook is only used when the town NPC has an attack type of 0 (throwing), 1 (shooting), or 2 (magic).

Parameters
multiplier
gravityCorrection
randomOffset

◆ TownNPCAttackShoot()

virtual void Terraria.ModLoader.ModNPC.TownNPCAttackShoot ( ref bool  inBetweenShots)
virtual

Allows you to tell the game that this town NPC has already created a projectile and will still create more projectiles as part of a single attack so that the game can animate the NPC's attack properly. Only used when the town NPC has an attack type of 1 (shooting).

Parameters
inBetweenShots

◆ TownNPCAttackStrength()

virtual void Terraria.ModLoader.ModNPC.TownNPCAttackStrength ( ref int  damage,
ref float  knockback 
)
virtual

Allows you to determine the damage and knockback of this town NPC's attack before the damage is scaled. (More information on scaling in GlobalNPC.BuffTownNPCs.)

Parameters
damage
knockback

◆ TownNPCAttackSwing()

virtual void Terraria.ModLoader.ModNPC.TownNPCAttackSwing ( ref int  itemWidth,
ref int  itemHeight 
)
virtual

Allows you to determine the width and height of the item this town NPC swings when it attacks, which controls the range of this NPC's swung weapon. Only used when the town NPC has an attack type of 3 (swinging).

Parameters
itemWidth
itemHeight

◆ UpdateLifeRegen()

virtual void Terraria.ModLoader.ModNPC.UpdateLifeRegen ( ref int  damage)
virtual

Allows you to make the NPC either regenerate health or take damage over time by setting NPC.lifeRegen. Regeneration or damage will occur at a rate of half of NPC.lifeRegen per second. The damage parameter is the number that appears above the NPC's head if it takes damage over time.

Parameters
damage

◆ UsesPartyHat()

virtual bool Terraria.ModLoader.ModNPC.UsesPartyHat ( )
virtual

Allows you to determine whether this town NPC wears a party hat during a party. Returns true by default.

Returns

Property Documentation

◆ Music

int Terraria.ModLoader.ModNPC.Music = -1
getset

The ID of the music that plays when this NPC is on or near the screen. Defaults to -1, which means music plays normally.

Will be superceded by ModSceneEffect. Kept for legacy.

◆ SceneEffectPriority

SceneEffectPriority Terraria.ModLoader.ModNPC.SceneEffectPriority = SceneEffectPriority.BossLow
getset

The priority of the music that plays when this NPC is on or near the screen.

Will be superceded by ModSceneEffect. Kept for legacy.