tModLoader v2024.11
A mod to make and play Terraria mods
AccessorySlotLoader Class Reference

This serves as a central place to store equipment slots and their corresponding textures. You will use this to obtain the IDs for your equipment textures. More...

Inherits Loader< ModAccessorySlot >.

Public Member Functions

bool CanAcceptItem (int index, Item checkItem, int context)
 
AccessorySlotType ContextToEnum (int context)
 
void CustomUpdateEquips (int index, Player player)
 
bool Draw (int skip, bool modded, int slot, Color color)
 Draws Vanilla and Modded Accessory Slots
 
void DrawAccSlots (int num20)
 
ModAccessorySlot Get (int id)
 
ModAccessorySlot Get (int id, Player player)
 
bool IsHidden (int index)
 
bool ModdedCanSlotBeShown (int index)
 
bool ModdedIsItemSlotUnlockedAndUsable (int index, Player player)
 
void ModifyDefaultSwapSlot (Item item, ref int accSlotToSwapTo)
 After checking for empty slots in ItemSlot.AccessorySwap, this allows for changing what the target slot will be if the accessory isn't already equipped. DOES NOT affect vanilla behavior of swapping items like for like where existing in a slot
 
bool ModSlotCheck (Item checkItem, int slot, int context)
 Checks if the provided item can go in to the provided slot. Includes checking if the item already exists in either of Player.Armor or ModSlotPlayer.exAccessorySlot Invokes directly ItemSlot.AccCheck & ModSlot.CanAcceptItem
 
void OnHover (int index, int context)
 
bool PreferredGolfBall (ref int projType)
 Mirrors Player.GetPreferredGolfBallToUse. Provides the golf ball projectile from an accessory slot.
 

Static Public Attributes

const int MaxVanillaSlotCount = 2 + 5
 
static string[] scrollStackLang = { Language.GetTextValue("tModLoader.slotStack"), Language.GetTextValue("tModLoader.slotScroll") }
 

Properties

static Vector2 DefenseIconPosition [get]
 The variable that determines where the DefenseIcon will be drawn, after considering all slot information.
 
static int DrawVerticalAlignment [get]
 The variable known as num20 used to align all equipment slot drawing in Main. Represents the y position where equipment slots start to be drawn from.
 

Detailed Description

This serves as a central place to store equipment slots and their corresponding textures. You will use this to obtain the IDs for your equipment textures.