tModLoader v2024.10
A mod to make and play Terraria mods
ModItem Class Reference

This class serves as a place for you to place all your properties and hooks for each item.
To use it, simply create a new class deriving from this one. Implementations will be registered automatically. The Basic Item Guideteaches the basics of making a modded item. More...

Inherits ModType< Item, ModItem >, and ILocalizedModType.

Inherited by ModLoaderModItem.

Public Member Functions

virtual void AddRecipes ()
 Override this method to add Recipes to the game.
Do note that this will be called for every instance of the overriding ModItem class that is added to the game.
The Basic Recipes Guideteaches how to add new recipes to the game and how to manipulate existing recipes.
To create a recipe resulting in this item, use CreateRecipe(int).
To create a recipe using this item as an ingredient, use Recipe.Create(int, int) and then pass in this or Type into Recipe.AddIngredient(ModItem, int) or Recipe.AddIngredient(int, int)
 
virtual bool AllowPrefix (int pre)
 Force a re-roll of a prefix by returning false.
 
virtual bool AltFunctionUse (Player player)
 Allows you to make this item usable by right-clicking. Returns false by default. When this item is used by right-clicking, player.altFunctionUse will be set to 2. More...
 
virtual void AnglerQuestChat (ref string description, ref string catchLocation)
 Allows you to set what the Angler says when he requests for this item. The description parameter is his dialogue, and catchLocation should be set to "\n(Caught at [location])". More...
 
virtual void ArmorArmGlowMask (Player drawPlayer, float shadow, ref int glowMask, ref Color color)
 Allows you to modify which glow mask and in what color is drawn on the player's arms. Note that this is only called for body armor. Also note that this hook is only ever called through this item's associated equipment texture. More...
 
virtual void ArmorSetShadows (Player player)
 Allows you to determine special visual effects this vanity set has on the player without having to code them yourself. Note that this hook is only ever called through this item's associated equipment texture. Use the player.armorEffectDraw bools to activate the desired effects. More...
 
virtual void AutoDefaults ()
 Automatically sets certain defaults. Override this if you do not want the properties to be set for you.
 
virtual void AutoStaticDefaults ()
 Automatically sets certain static defaults. Override this if you do not want the properties to be set for you.
 
virtual bool CanAccessoryBeEquippedWith (Item equippedItem, Item incomingItem, Player player)
 Allows you to prevent similar accessories from being equipped multiple times. For example, vanilla Wings. Return false to have the currently equipped item swapped with the incoming item - ie both can't be equipped at same time. This method exists because manually checking Player.armor in CanEquipAccessory(Player, int, bool) will not correctly account for modded accessory slots.
 
virtual ? bool CanAutoReuseItem (Player player)
 Allows you to modify the autoswing (auto-reuse) behavior of this item without having to mess with Item.autoReuse.
Useful to create effects like the Feral Claws which makes melee weapons and whips auto-reusable.
Return true to enable autoswing (if not already enabled through autoReuse), return false to prevent autoswing. Returns null by default, which applies vanilla behavior. More...
 
virtual ? bool CanBeChosenAsAmmo (Item weapon, Player player)
 Whether or not this ammo item is valid for the given weapon. If this, or CanChooseAmmo on the weapon, returns false, then the ammo will not be valid for this weapon.
By default, returns null and allows Item.useAmmo and Item.ammo to decide. Return true to make the ammo valid regardless of these fields, and return false to make it invalid.
If false is returned, the CanConsumeAmmo, CanBeConsumedAsAmmo, OnConsumeAmmo, and OnConsumedAsAmmo hooks are never called. More...
 
virtual bool CanBeConsumedAsAmmo (Item weapon, Player player)
 Whether or not this ammo item will be consumed by the given weapon.
By default, returns true; return false to prevent ammo consumption.
If false is returned, the OnConsumeAmmo and OnConsumedAsAmmo hooks are never called. More...
 
virtual ? bool CanCatchNPC (NPC target, Player player)
 Allows you to determine whether this item can catch the given NPC.
Return true or false to say the given 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 CanChooseAmmo (Item ammo, Player player)
 Whether or not the given ammo item is valid for this weapon. If this, or CanBeChosenAsAmmo on the ammo, returns false, then the ammo will not be valid for this weapon.
By default, returns null and allows Item.useAmmo and Item.ammo to decide. Return true to make the ammo valid regardless of these fields, and return false to make it invalid.
If false is returned, the CanConsumeAmmo, CanBeConsumedAsAmmo, OnConsumeAmmo, and OnConsumedAsAmmo hooks are never called. More...
 
virtual bool CanConsumeAmmo (Item ammo, Player player)
 Whether or not the given ammo item will be consumed by this weapon.
By default, returns true; return false to prevent ammo consumption.
If false is returned, the OnConsumeAmmo and OnConsumedAsAmmo hooks are never called. More...
 
virtual ? bool CanConsumeBait (Player player)
 Choose if this item will be consumed or not when used as bait. return null for vanilla behavior. More...
 
virtual bool CanEquipAccessory (Player player, int slot, bool modded)
 Allows you to disallow the player from equipping this accessory. Return false to disallow equipping this accessory. Do not use this to check for mutually exclusive accessories being equipped, that check is only possible via CanAccessoryBeEquippedWith(Item, Item, Player) Returns true by default. More...
 
virtual ? bool CanHitNPC (Player player, NPC target)
 Allows you to determine whether this melee weapon can hit the given NPC when swung. Return true to allow hitting the target, return false to block this weapon 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 CanHitPvp (Player player, Player target)
 Allows you to determine whether this melee weapon can hit the given opponent player when swung. Return false to block this weapon from hitting the target. Returns true by default. More...
 
virtual ? bool CanMeleeAttackCollideWithNPC (Rectangle meleeAttackHitbox, Player player, NPC target)
 Allows you to determine whether a melee weapon can collide with the given NPC when swung.
Use CanHitNPC(Player, NPC) instead for Flymeal-type effects. More...
 
virtual bool CanPickup (Player player)
 Allows you to determine whether or not the item can be picked up More...
 
virtual bool CanReforge ()
 This hook gets called when the player clicks on the reforge button and can afford the reforge. Returns whether the reforge will take place. If false is returned by this or any GlobalItem, the item will not be reforged, the cost to reforge will not be paid, and PreRefoge and PostReforge hooks will not be called. Reforging preserves modded data on the item.
 
virtual bool CanResearch ()
 Allows you to prevent an item from being researched by returning false. True is the default behavior.
 
virtual bool CanRightClick ()
 Returns whether or not this item does something when it is right-clicked in the inventory. Returns false by default. More...
 
virtual bool CanShoot (Player player)
 Allows you to prevent this item from shooting a projectile on use. Returns true by default. More...
 
virtual bool CanStack (Item source)
 Allows you to decide if this item is allowed to stack with another of its type.
This is only called when attempting to stack with an item of the same type.
This is not called for coins in inventory/UI.
This covers all scenarios, if you just need to change in-world stacking behavior, use CanStackInWorld. More...
 
virtual bool CanStackInWorld (Item source)
 Allows you to decide if this item is allowed to stack with another of its type in the world.
This is only called when attempting to stack with an item of the same type. More...
 
virtual bool CanUseItem (Player player)
 Returns whether or not this item can be used. By default returns true. More...
 
virtual void CaughtFishStack (ref int stack)
 Allows you to determine how many of this item a player obtains when the player fishes this item. More...
 
virtual int ChoosePrefix (UnifiedRandom rand)
 Allows you to manually choose what prefix an item will get. More...
 
virtual bool ConsumeItem (Player player)
 If this item is consumable and this returns true, then this item will be consumed upon usage. Returns true by default. If false is returned, the OnConsumeItem hook is never called. More...
 
Recipe CreateRecipe (int amount=1)
 Creates a recipe resulting this ModItem. The amount dictates the resulting stack. This method only creates the recipe, it does not register it into the game. Call this at the very beginning when creating a new recipe. More...
 
virtual void DrawArmorColor (Player drawPlayer, float shadow, ref Color color, ref int glowMask, ref Color glowMaskColor)
 Allows you to modify the colors in which this armor and surrounding accessories are drawn, in addition to which glow mask and in what color is drawn. Note that this hook is only ever called through this item's associated equipment texture. More...
 
virtual void EquipFrameEffects (Player player, EquipType type)
 Allows you to create special effects (such as dust) when this item's equipment texture of the given equipment type is displayed on the player. Note that this hook is only ever called through this item's associated equipment texture. More...
 
virtual void ExtractinatorUse (int extractinatorBlockType, ref int resultType, ref int resultStack)
 Allows you to modify what item, and in what quantity, is obtained when any item belonging to the extractinator type corresponding to this item is fed into the Extractinator. Use ItemID.Sets.ExtractinatorMode to allow an item to be fed into the Extractinator. This method is only called if ItemID.Sets.ExtractinatorMode[Item.type] = Item.type; in used in SetStaticDefaults. Other items belonging to the same extractinator group should use ItemID.Sets.ExtractinatorMode[Item.type] = ModContent.ItemType<IconicItemForThisExtractinatorType>(); to indicate that they share the same extractinator output pool and to avoid code duplication. By default the parameters will be set to the output of feeding Silt/Slush into the Extractinator. Use extractinatorBlockType to provide different behavior for TileID.ChlorophyteExtractinator if desired. If the Chlorophyte Extractinator item swapping behavior is desired, see the example in TorchExtractinatorGlobalItem.cs. This method is not instanced. More...
 
virtual ? Color GetAlpha (Color lightColor)
 Allows you to determine the color and transparency in which this item is drawn. Return null to use the default color (normally light color). Returns null by default. More...
 
virtual void GetHealLife (Player player, bool quickHeal, ref int healValue)
 Allows you to temporarily modify the amount of life a life healing item will heal for, based on player buffs, accessories, etc. This is only called for items with a Item.healLife value. More...
 
virtual void GetHealMana (Player player, bool quickHeal, ref int healValue)
 Allows you to temporarily modify the amount of mana a mana healing item will heal for, based on player buffs, accessories, etc. This is only called for items with a Item.healMana value. More...
 
virtual void GrabRange (Player player, ref int grabRange)
 Allows you to modify how close this item must be to the player in order to move towards the player. More...
 
virtual bool GrabStyle (Player player)
 Allows you to modify the way this item moves towards the player. Return true if you override this hook; returning false will allow the vanilla grab style to take place. Returns false by default. More...
 
virtual void HoldItem (Player player)
 Allows you to make things happen when the player is holding this item (for example, torches make light and water candles increase spawn rate). More...
 
virtual void HoldItemFrame (Player player)
 Allows you to modify the player's animation when the player is holding this item. More...
 
virtual ? Vector2 HoldoutOffset ()
 Allows you to determine the offset of this item's sprite when used by the player. This is only used for items with a useStyle of 5 that aren't staves. Return null to use the vanilla holdout offset; returns null by default. More...
 
virtual ? Vector2 HoldoutOrigin ()
 Allows you to determine the point on this item's sprite that the player holds onto when using this item. The origin is from the bottom left corner of the sprite. This is only used for staves with a useStyle of 5. Return null to use the vanilla holdout origin (zero); returns null by default. More...
 
virtual void HoldStyle (Player player, Rectangle heldItemFrame)
 Allows you to modify the location and rotation of this item when the player is holding it. More...
 
virtual void HorizontalWingSpeeds (Player player, ref float speed, ref float acceleration)
 Allows you to modify these wing's horizontal flight speed and acceleration. More...
 
virtual bool IsAnglerQuestAvailable ()
 Whether or not specific conditions have been satisfied for the Angler to be able to request this item. (For example, Hardmode.) Returns true by default.
 
virtual bool IsArmorSet (Item head, Item body, Item legs)
 Returns whether or not the head armor, body armor, and leg armor make up a set. If this returns true, then this item's UpdateArmorSet method will be called. Returns false by default. More...
 
virtual bool IsQuestFish ()
 Whether or not the Angler can ever randomly request this type of item for his daily quest. Returns false by default.
 
virtual bool IsVanitySet (int head, int body, int legs)
 Returns whether or not the head armor, body armor, and leg armor textures make up a set. This hook is used for the PreUpdateVanitySet, UpdateVanitySet, and ArmorSetShadows hooks. By default, this will return the same value as the IsArmorSet hook (passing the equipment textures' associated items as parameters), so you will not have to use this hook unless you want vanity effects to be entirely separate from armor sets. Note that this hook is only ever called through this item's associated equipment texture. More...
 
virtual bool ItemSpace (Player player)
 Return true to specify that the item can be picked up despite not having enough room in inventory. Useful for something like hearts or experience items. Use in conjunction with OnPickup to actually consume the item and handle it. More...
 
virtual void LoadData (TagCompound tag)
 Allows you to load custom data that you have saved for this item.
Try to write defensive loading code that won't crash if something's missing. More...
 
virtual bool MagicPrefix ()
 Allows you to change whether or not a weapon receives magic prefixes. Return true if the item should receive magic prefixes and false if it should not.
 
virtual void MeleeEffects (Player player, Rectangle hitbox)
 Allows you to give this melee weapon special effects, such as creating light or dust. More...
 
virtual bool MeleePrefix ()
 Allows you to change whether or not a weapon receives melee prefixes. Return true if the item should receive melee prefixes and false if it should not.
 
virtual void ModifyFishingLine (Projectile bobber, ref Vector2 lineOriginOffset, ref Color lineColor)
 If this item is a fishing pole, allows you to modify the origin and color of its fishing line. More...
 
virtual void ModifyHitNPC (Player player, NPC target, ref NPC.HitModifiers modifiers)
 Allows you to modify the damage, knockback, etc., that this melee weapon does to an NPC.
This method is only called on the on the client of the player holding the weapon.
More...
 
virtual void ModifyHitPvp (Player player, Player target, ref Player.HurtModifiers modifiers)
 Allows you to modify the damage, etc., that this melee weapon does to a player.
Called on local, server and remote clients.
More...
 
virtual void ModifyItemLoot (ItemLoot itemLoot)
 Allows you to add and modify the loot items that spawn from bag items when opened. The Basic NPC Drops and Loot 1.4 Guideexplains how to use the ModNPC.ModifyNPCLoot(NPCLoot) hook to modify NPC loot as well as this hook. A common usage is to use this hook and ModNPC.ModifyNPCLoot(NPCLoot) to edit non-expert exclusive drops for bosses.
This hook only runs once during mod loading, any dynamic behavior must be contained in the rules themselves. More...
 
virtual void ModifyItemScale (Player player, ref float scale)
 Allows you to dynamically modify this item's size for the given player, similarly to the effect of the Titan Glove.

Do not modify Item.scale, modify the scale parameter. More...
 
virtual void ModifyManaCost (Player player, ref float reduce, ref float mult)
 Allows you to temporarily modify the amount of mana this item will consume on use, based on player buffs, accessories, etc. This is only called for items with a mana value.

Do not modify Item.mana, modify the reduce and mult parameters. More...
 
virtual void ModifyResearchSorting (ref ContentSamples.CreativeHelper.ItemGroup itemGroup)
 Allows you to set an item's sorting group in Journey Mode's duplication menu. This is useful for setting custom item types that group well together, or whenever the default vanilla sorting doesn't sort the way you want it. Note that this affects the order of the item in the listing, not which filters the item satisfies. More...
 
virtual void ModifyShootStats (Player player, ref Vector2 position, ref Vector2 velocity, ref int type, ref int damage, ref float knockback)
 Allows you to modify the position, velocity, type, damage and/or knockback of a projectile being shot by this item.
These parameters will be provided to Shoot(Player, EntitySource_ItemUse_WithAmmo, Vector2, Vector2, int, int, float) where the projectile will actually be spawned. More...
 
virtual void ModifyTooltips (List< TooltipLine > tooltips)
 Allows you to modify all the tooltips that display for this item. See here for information about TooltipLine. To hide tooltips, please use TooltipLine.Hide and defensive coding. More...
 
virtual void ModifyWeaponCrit (Player player, ref float crit)
 Allows you to dynamically modify a weapon's crit chance based on player and item conditions. Can be utilized to modify damage beyond the tools that DamageClass has to offer.

Do not modify Item.crit, modify the crit parameter. More...
 
virtual void ModifyWeaponDamage (Player player, ref StatModifier damage)
 Allows you to dynamically modify a weapon's damage based on player and item conditions. Can be utilized to modify damage beyond the tools that DamageClass has to offer.

Do not modify Item.damage, modify the damage parameter. More...
 
virtual void ModifyWeaponKnockback (Player player, ref StatModifier knockback)
 Allows you to dynamically modify a weapon's knockback based on player and item conditions. Can be utilized to modify damage beyond the tools that DamageClass has to offer.

Do not modify Item.knockBack, modify the knockback parameter. More...
 
virtual bool NeedsAmmo (Player player)
 Whether or not having no ammo prevents an item that uses ammo from shooting. Return false to allow shooting with no ammo in the inventory, in which case this item will act as if the default ammo for it is being used. Returns true by default.
 
virtual void NetReceive (BinaryReader reader)
 Receives the custom data sent in NetSend.
Called whenever an item container syncs its contents (various MessageIDs and sources), or MessageID.SyncItem and MessageID.InstancedItem are successfully received.
Can be called on both server and client. More...
 
virtual void NetSend (BinaryWriter writer)
 Allows you to send custom data for this item between client and server, which will be handled in NetReceive.
Called whenever an item container syncs its contents (various MessageIDs and sources), or MessageID.SyncItem and MessageID.InstancedItem are successfully sent, for example when the item is dropped into the world.
Can be called on both server and client. More...
 
virtual void OnCatchNPC (NPC npc, Player player, bool failed)
 Allows you to make things happen when this item attempts to catch the given NPC. More...
 
virtual void OnConsumeAmmo (Item ammo, Player player)
 Allows you to make things happen when the given ammo is consumed by this weapon.
Called before the ammo stack is reduced, and is never called if the ammo isn't consumed in the first place. More...
 
virtual void OnConsumedAsAmmo (Item weapon, Player player)
 Allows you to make things happen when this ammo is consumed by the given weapon.
Called before the ammo stack is reduced, and is never called if the ammo isn't consumed in the first place. More...
 
virtual void OnConsumeItem (Player player)
 Allows you to make things happen when this item is consumed. Called before the item stack is reduced. More...
 
virtual void OnConsumeMana (Player player, int manaConsumed)
 Allows you to make stuff happen when a player consumes mana on use of this item. More...
 
virtual void OnCraft (Recipe recipe)
 Allows you to make anything happen when the player crafts this item using the given recipe. More...
 
virtual void OnCreated (ItemCreationContext context)
 Called when this item is created. The context parameter indicates the context of the item creation and can be used in logic for the desired effect. Known ItemCreationContext include: InitializationItemCreationContext, BuyItemCreationContext, JourneyDuplicationItemCreationContext, and RecipeItemCreationContext. Some of these provide additional context such as how RecipeItemCreationContext includes the items consumed to craft this created item.
 
virtual void OnHitNPC (Player player, NPC target, NPC.HitInfo hit, int damageDone)
 Allows you to create special effects when this melee weapon hits an NPC (for example how the Pumpkin Sword creates pumpkin heads).
This method is only called on the on the client of the player holding the weapon.
More...
 
virtual void OnHitPvp (Player player, Player target, Player.HurtInfo hurtInfo)
 Allows you to create special effects when this melee weapon hits a player.
Called on local, server and remote clients.
More...
 
virtual void OnMissingMana (Player player, int neededMana)
 Allows you to make stuff happen when a player doesn't have enough mana for the item they are trying to use. If the player has high enough mana after this hook runs, mana consumption will happen normally. Only runs once per item use. More...
 
virtual bool OnPickup (Player player)
 Allows you to make special things happen when the player picks up this item. Return false to stop the item from being added to the player's inventory; returns true by default. More...
 
virtual void OnResearched (bool fullyResearched)
 Allows you to create custom behavior when an item is accepted by the Research function More...
 
virtual void OnSpawn (IEntitySource source)
 Gets called when your item spawns in world
 
virtual void OnStack (Item source, int numToTransfer)
 Allows you to make things happen when items stack together.
This hook is called on item being stacked onto from source and before the items are transferred More...
 
virtual void PickAmmo (Item weapon, Player player, ref int type, ref float speed, ref StatModifier damage, ref float knockback)
 Allows you to modify various properties of the projectile created by a weapon based on the ammo it is using. This hook is called on the ammo. More...
 
virtual void PostDrawInInventory (SpriteBatch spriteBatch, Vector2 position, Rectangle frame, Color drawColor, Color itemColor, Vector2 origin, float scale)
 Allows you to draw things in front of this item in the inventory. This method is called even if PreDrawInInventory returns false. Note that position is the center of the inventory slot and origin is the center of the texture frame to be drawn, so the provided parameters can be passed into SpriteBatch.DrawString(SpriteFont, string, Vector2, Color, float, Vector2, float, SpriteEffects, float) to draw a texture in the typical manner. More...
 
virtual void PostDrawInWorld (SpriteBatch spriteBatch, Color lightColor, Color alphaColor, float rotation, float scale, int whoAmI)
 Allows you to draw things in front of this item. This method is called even if PreDrawInWorld returns false. Note that items in the world are drawn centered horizontally sitting at the bottom of the item hitbox, not in the center of the hitbox. To replicate the normal drawing calculations, use the following and then use SpriteBatch.DrawString(SpriteFont, string, Vector2, Color, float, Vector2, float, SpriteEffects, float): More...
 
virtual void PostDrawTooltip (ReadOnlyCollection< DrawableTooltipLine > lines)
 Allows you to do things after this item's tooltip is drawn. The lines contain draw information as this is ran after drawing the tooltip. More...
 
virtual void PostDrawTooltipLine (DrawableTooltipLine line)
 Allows you to do things after a tooltip line of this item is drawn. The line contains draw info. More...
 
virtual void PostReforge ()
 This hook gets called immediately after an item gets reforged by the Goblin Tinkerer. Useful for modifying modded data based on the reforge result.
 
virtual void PostUpdate ()
 Allows you to make things happen when this item is lying in the world. This will always be called, even when it is being grabbed by a player. This hook should be used for adding light, or for increasing the age of less valuable items.
 
virtual bool PreDrawInInventory (SpriteBatch spriteBatch, Vector2 position, Rectangle frame, Color drawColor, Color itemColor, Vector2 origin, float scale)
 Allows you to draw things behind this item in the inventory. Return false to stop the game from drawing the item (useful if you're manually drawing the item). Note that position is the center of the inventory slot and origin is the center of the texture frame to be drawn, so the provided parameters can be passed into SpriteBatch.DrawString(SpriteFont, string, Vector2, Color, float, Vector2, float, SpriteEffects, float) to draw a texture in the typical manner. Returns true by default. More...
 
virtual bool PreDrawInWorld (SpriteBatch spriteBatch, Color lightColor, Color alphaColor, ref float rotation, ref float scale, int whoAmI)
 Allows you to draw things behind this item, or to modify the way this item is drawn in the world. Return false to stop the game from drawing the item (useful if you're manually drawing the item). Note that items in the world are drawn centered horizontally sitting at the bottom of the item hitbox, not in the center of the hitbox. To replicate the normal drawing calculations, use the following and then use SpriteBatch.DrawString(SpriteFont, string, Vector2, Color, float, Vector2, float, SpriteEffects, float): More...
 
virtual bool PreDrawTooltip (ReadOnlyCollection< TooltipLine > lines, ref int x, ref int y)
 Allows you to do things before this item's tooltip is drawn. More...
 
virtual bool PreDrawTooltipLine (DrawableTooltipLine line, ref int yOffset)
 Allows you to do things before a tooltip line of this item is drawn. The line contains draw info. More...
 
virtual ? bool PrefixChance (int pre, UnifiedRandom rand)
 To prevent putting the item in the tinkerer slot, return false when pre is -3. To prevent rolling of a prefix on spawn, return false when pre is -1. To force rolling of a prefix on spawn, return true when pre is -1. More...
 
virtual void PreReforge ()
 This hook gets called immediately before an item gets reforged by the Goblin Tinkerer.
 
virtual void PreUpdateVanitySet (Player player)
 Allows you to create special effects (such as the necro armor's hurt noise) when the player wears this item's vanity set. This hook is called regardless of whether the player is frozen in any way. Note that this hook is only ever called through this item's associated equipment texture. More...
 
virtual bool RangedPrefix ()
 Allows you to change whether or not a weapon receives ranged prefixes. Return true if the item should receive ranged prefixes and false if it should not.
 
virtual bool ReforgePrice (ref int reforgePrice, ref bool canApplyDiscount)
 Returns if the normal reforge pricing is applied. If true or false is returned and the price is altered, the price will equal the altered price. The passed reforge price equals the Item.value. Vanilla pricing will apply 20% discount if applicable and then price the reforge at a third of that value.
 
virtual void RightClick (Player player)
 Allows you to make things happen when this item is right-clicked in the inventory. By default this will consume the item by 1 stack, so return false in ConsumeItem(Player) if that behavior is undesired. This is only called if the item can be right-clicked, meaning ItemID.Sets.OpenableBag is true for the item type or either ModItem.CanRightClick or GlobalItem.CanRightClick return true. More...
 
virtual void SaveData (TagCompound tag)
 Allows you to save custom data for this item.

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. More...
 
virtual void SetDefaults ()
 This is where you set all your item's properties, such as width, damage, shootSpeed, defense, etc. For those that are familiar with tAPI, this has the same function as .json files. More...
 
virtual void SetMatch (bool male, ref int equipSlot, ref bool robes)
 Allows you to modify the equipment that the player appears to be wearing. This is most commonly used to add legs to robes and for swapping to female variant textures if male is false for head and leg armor. This hook will only be called for head armor, body armor, and leg armor. Note that equipSlot is not the same as the item type of the armor the player will appear to be wearing. Worn equipment has a separate set of IDs. You can find the vanilla equipment IDs by looking at the headSlot, bodySlot, and legSlot fields for items, and modded equipment IDs by looking at EquipLoader. If this hook is called on body armor, equipSlot allows you to modify the leg armor the player appears to be wearing. If you modify it, make sure to set robes to true. If this hook is called on leg armor, equipSlot allows you to modify the leg armor the player appears to be wearing, and the robes parameter is useless. The same is true for head armor. Note that this hook is only ever called through this item's associated equipment texture. More...
 
sealed override void SetupContent ()
 If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
 
virtual bool Shoot (Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
 Allows you to modify this item's shooting mechanism. Return false to prevent vanilla's shooting code from running. Returns true by default.
This method is called after the ModifyShootStats hook has had a chance to adjust the spawn parameters. More...
 
virtual void SplitStack (Item source, int numToTransfer)
 Allows you to make things happen when an item stack is split. This hook is called before the stack values are modified.
This item is the item clone being stacked onto from source and always has a stack of zero. More...
 
virtual void Update (ref float gravity, ref float maxFallSpeed)
 Allows you to customize this item's movement when lying in the world. Note that this will not be called if this item is currently being grabbed by a player. More...
 
virtual void UpdateAccessory (Player player, bool hideVisual)
 Allows you to give effects to this accessory. The hideVisual parameter is whether the player has marked the accessory slot to be hidden from being drawn on the player. More...
 
virtual void UpdateArmorSet (Player player)
 Allows you to give set bonuses to the armor set that this armor is in. Set player.setBonus to a string for the bonus description. More...
 
virtual void UpdateEquip (Player player)
 Allows you to give effects to this armor or accessory, such as increased damage. More...
 
virtual void UpdateInfoAccessory (Player player)
 Allows you to set information accessory fields with the passed in player argument. This hook should only be used for information accessory fields such as the Radar, Lifeform Analyzer, and others. Using it for other fields will likely cause weird side-effects. More...
 
virtual void UpdateInventory (Player player)
 Allows you to make things happen when this item is in the player's inventory. This should NOT be used for information accessories; use

See also
UpdateInfoAccessory

for those instead. More...

 
virtual void UpdateVanity (Player player)
 Allows you to give effects to this accessory when equipped in a vanity slot. Vanilla uses this for boot effects, wings and merman/werewolf visual flags More...
 
virtual void UpdateVanitySet (Player player)
 Allows you to create special effects (such as dust) when the player wears this item's vanity set. This hook will only be called if the player is not frozen in any way. Note that this hook is only ever called through this item's associated equipment texture. More...
 
virtual void UseAnimation (Player player)
 Allows you to make things happen when this item's use animation starts. Runs on all clients and server. Use More...
 
virtual float UseAnimationMultiplier (Player player)
 Allows you to change the effective useAnimation of an item.
Note that this hook may cause items' actions to run less or more times than they should per a single use. More...
 
virtual ? bool UseItem (Player player)
 Allows you to make things happen when this item is used. The return value controls whether or not ApplyItemTime will be called for the player.
Return true if the item actually did something, to force itemTime.
Return false to keep itemTime at 0.
Return null for vanilla behavior. Runs on all clients and server. Use More...
 
virtual void UseItemFrame (Player player)
 Allows you to modify the player's animation when this item is being used. More...
 
virtual void UseItemHitbox (Player player, ref Rectangle hitbox, ref bool noHitbox)
 Changes the hitbox of this melee weapon when it is used. More...
 
virtual float UseSpeedMultiplier (Player player)
 Allows you to safely change both useTime and useAnimation while keeping the values relative to each other.
Useful for status effects. More...
 
virtual void UseStyle (Player player, Rectangle heldItemFrame)
 Allows you to modify the location and rotation of this item in its use animation. More...
 
virtual float UseTimeMultiplier (Player player)
 Allows you to change the effective useTime of an item.
Note that this hook may cause items' actions to run less or more times than they should per a single use. More...
 
virtual void VerticalWingSpeeds (Player player, ref float ascentWhenFalling, ref float ascentWhenRising, ref float maxCanAscendMultiplier, ref float maxAscentMultiplier, ref float constantAscend)
 Allows you to modify the speeds at which you rise and fall when these wings are equipped. More...
 
virtual bool WeaponPrefix ()
 Allows you to change whether or not a weapon receives generic prefixes. Return true if the item should receive generic prefixes and false if it should only receive them from another category.
 
virtual bool WingUpdate (Player player, bool inUse)
 Allows for Wings to do various things while in use. "inUse" is whether or not the jump button is currently pressed. Called when these wings visually appear on the player. Use to animate wings, create dusts, invoke sounds, and create lights. Note that this hook is only ever called through this item's associated equipment texture. False will keep everything the same. True, you need to handle all animations in your own code. More...
 
- Public Member Functions inherited from ModType< Item, ModItem >
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...
 

Protected Member Functions

override Item CreateTemplateEntity ()
 
sealed override void Register ()
 If you make a new ModType, seal this override. More...
 
override void ValidateType ()
 Check for the correct overrides of different hook methods and fields and properties More...
 
- Protected Member Functions inherited from ModType< Item, ModItem >
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 More...
 

Properties

virtual LocalizedText DisplayName [get]
 The translations for the display name of this item.
 
Item Item [get]
 The item object that this ModItem controls.
 
virtual string LocalizationCategory [get]
 The category used by this modded content for use in localization keys. Localization keys follow the pattern of "Mods.{ModName}.{Category}.{ContentName}.{DataName}". The Localization wiki pageexplains how custom ModType classes can utilize this. More...
 
virtual string Texture [get]
 The file name of this type's texture file in the mod loader's file space.
The resulting Asset<Texture2D> can be retrieved using TextureAssets.Item indexed by Type if needed.
You can use a vanilla texture by returning $"Terraria/Images/Item_{ItemID.ItemNameHere}"

 
virtual LocalizedText Tooltip [get]
 The translations for the tooltip of this item.
 
int Type [get]
 Shorthand for Item.type.
 
- Properties inherited from ModType< Item, ModItem >
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 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 serves as a place for you to place all your properties and hooks for each item.
To use it, simply create a new class deriving from this one. Implementations will be registered automatically.

The Basic Item Guide

teaches the basics of making a modded item.

Member Function Documentation

◆ AltFunctionUse()

virtual bool ModItem.AltFunctionUse ( Player  player)
virtual

Allows you to make this item usable by right-clicking. Returns false by default. When this item is used by right-clicking, player.altFunctionUse will be set to 2.

Parameters
playerThe player.
Returns

◆ AnglerQuestChat()

virtual void ModItem.AnglerQuestChat ( ref string  description,
ref string  catchLocation 
)
virtual

Allows you to set what the Angler says when he requests for this item. The description parameter is his dialogue, and catchLocation should be set to "\n(Caught at [location])".

Parameters
descriptionThe description.
catchLocationThe catch location.

◆ ArmorArmGlowMask()

virtual void ModItem.ArmorArmGlowMask ( Player  drawPlayer,
float  shadow,
ref int  glowMask,
ref Color  color 
)
virtual

Allows you to modify which glow mask and in what color is drawn on the player's arms. Note that this is only called for body armor. Also note that this hook is only ever called through this item's associated equipment texture.

Parameters
drawPlayerThe draw player.
shadowThe shadow.
glowMaskThe glow mask.
colorThe color.

◆ ArmorSetShadows()

virtual void ModItem.ArmorSetShadows ( Player  player)
virtual

Allows you to determine special visual effects this vanity set has on the player without having to code them yourself. Note that this hook is only ever called through this item's associated equipment texture. Use the player.armorEffectDraw bools to activate the desired effects.

player.armorEffectDrawShadow = true;

Parameters
playerThe player.

◆ CanAutoReuseItem()

virtual ? bool ModItem.CanAutoReuseItem ( Player  player)
virtual

Allows you to modify the autoswing (auto-reuse) behavior of this item without having to mess with Item.autoReuse.
Useful to create effects like the Feral Claws which makes melee weapons and whips auto-reusable.
Return true to enable autoswing (if not already enabled through autoReuse), return false to prevent autoswing. Returns null by default, which applies vanilla behavior.

Parameters
playerThe player.

◆ CanBeChosenAsAmmo()

virtual ? bool ModItem.CanBeChosenAsAmmo ( Item  weapon,
Player  player 
)
virtual

Whether or not this ammo item is valid for the given weapon. If this, or CanChooseAmmo on the weapon, returns false, then the ammo will not be valid for this weapon.
By default, returns null and allows Item.useAmmo and Item.ammo to decide. Return true to make the ammo valid regardless of these fields, and return false to make it invalid.
If false is returned, the CanConsumeAmmo, CanBeConsumedAsAmmo, OnConsumeAmmo, and OnConsumedAsAmmo hooks are never called.

Parameters
weaponThe weapon attempting to select the ammo.
playerThe player which the weapon and this potential ammo belong to.
Returns

◆ CanBeConsumedAsAmmo()

virtual bool ModItem.CanBeConsumedAsAmmo ( Item  weapon,
Player  player 
)
virtual

Whether or not this ammo item will be consumed by the given weapon.
By default, returns true; return false to prevent ammo consumption.
If false is returned, the OnConsumeAmmo and OnConsumedAsAmmo hooks are never called.

Parameters
weaponThe weapon attempting to consume the ammo.
playerThe player which the weapon and this ammo belong to.
Returns

◆ CanCatchNPC()

virtual ? bool ModItem.CanCatchNPC ( NPC  target,
Player  player 
)
virtual

Allows you to determine whether this item can catch the given NPC.
Return true or false to say the given 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
targetThe NPC the player is trying to catch.
playerThe player attempting to catch the NPC.
Returns

◆ CanChooseAmmo()

virtual ? bool ModItem.CanChooseAmmo ( Item  ammo,
Player  player 
)
virtual

Whether or not the given ammo item is valid for this weapon. If this, or CanBeChosenAsAmmo on the ammo, returns false, then the ammo will not be valid for this weapon.
By default, returns null and allows Item.useAmmo and Item.ammo to decide. Return true to make the ammo valid regardless of these fields, and return false to make it invalid.
If false is returned, the CanConsumeAmmo, CanBeConsumedAsAmmo, OnConsumeAmmo, and OnConsumedAsAmmo hooks are never called.

Parameters
ammoThe ammo that the weapon is attempting to select.
playerThe player which this weapon and the potential ammo belong to.
Returns

◆ CanConsumeAmmo()

virtual bool ModItem.CanConsumeAmmo ( Item  ammo,
Player  player 
)
virtual

Whether or not the given ammo item will be consumed by this weapon.
By default, returns true; return false to prevent ammo consumption.
If false is returned, the OnConsumeAmmo and OnConsumedAsAmmo hooks are never called.

Parameters
ammoThe ammo that the weapon is attempting to consume.
playerThe player which this weapon and the ammo belong to.
Returns

◆ CanConsumeBait()

virtual ? bool ModItem.CanConsumeBait ( Player  player)
virtual

Choose if this item will be consumed or not when used as bait. return null for vanilla behavior.

Parameters
playerThe Player that owns the bait

◆ CanEquipAccessory()

virtual bool ModItem.CanEquipAccessory ( Player  player,
int  slot,
bool  modded 
)
virtual

Allows you to disallow the player from equipping this accessory. Return false to disallow equipping this accessory. Do not use this to check for mutually exclusive accessories being equipped, that check is only possible via CanAccessoryBeEquippedWith(Item, Item, Player) Returns true by default.

Parameters
playerThe player.
slotThe inventory slot that the item is attempting to occupy.
moddedIf the inventory slot index is for modded slots.

◆ CanHitNPC()

virtual ? bool ModItem.CanHitNPC ( Player  player,
NPC  target 
)
virtual

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

Parameters
playerThe player.
targetThe target.
Returns

◆ CanHitPvp()

virtual bool ModItem.CanHitPvp ( Player  player,
Player  target 
)
virtual

Allows you to determine whether this melee weapon can hit the given opponent player when swung. Return false to block this weapon from hitting the target. Returns true by default.

Parameters
playerThe player.
targetThe target.
Returns
true if this instance [can hit PVP] the specified player; otherwise, false.

◆ CanMeleeAttackCollideWithNPC()

virtual ? bool ModItem.CanMeleeAttackCollideWithNPC ( Rectangle  meleeAttackHitbox,
Player  player,
NPC  target 
)
virtual

Allows you to determine whether a melee weapon can collide with the given NPC when swung.
Use CanHitNPC(Player, NPC) instead for Flymeal-type effects.

Parameters
meleeAttackHitboxHitbox of melee attack.
playerThe player wielding this item.
targetThe target npc.
Returns
Return true to allow colliding with target, return false to block the weapon from colliding with target, and return null to use the vanilla code for whether the target can be colliding. Returns null by default.

◆ CanPickup()

virtual bool ModItem.CanPickup ( Player  player)
virtual

Allows you to determine whether or not the item can be picked up

Parameters
playerThe player.

◆ CanRightClick()

virtual bool ModItem.CanRightClick ( )
virtual

Returns whether or not this item does something when it is right-clicked in the inventory. Returns false by default.

Reimplemented in StartBag.

◆ CanShoot()

virtual bool ModItem.CanShoot ( Player  player)
virtual

Allows you to prevent this item from shooting a projectile on use. Returns true by default.

Parameters
playerThe player using the item.
Returns

◆ CanStack()

virtual bool ModItem.CanStack ( Item  source)
virtual

Allows you to decide if this item is allowed to stack with another of its type.
This is only called when attempting to stack with an item of the same type.
This is not called for coins in inventory/UI.
This covers all scenarios, if you just need to change in-world stacking behavior, use CanStackInWorld.

Parameters
sourceThe item instance being stacked onto this item
Returns
Whether or not the item is allowed to stack

Reimplemented in UnloadedItem.

◆ CanStackInWorld()

virtual bool ModItem.CanStackInWorld ( Item  source)
virtual

Allows you to decide if this item is allowed to stack with another of its type in the world.
This is only called when attempting to stack with an item of the same type.

Parameters
sourceThe item instance being stacked onto this item
Returns
Whether or not the item is allowed to stack

◆ CanUseItem()

virtual bool ModItem.CanUseItem ( Player  player)
virtual

Returns whether or not this item can be used. By default returns true.

Parameters
playerThe player using the item.

◆ CaughtFishStack()

virtual void ModItem.CaughtFishStack ( ref int  stack)
virtual

Allows you to determine how many of this item a player obtains when the player fishes this item.

Parameters
stackThe stack.

◆ ChoosePrefix()

virtual int ModItem.ChoosePrefix ( UnifiedRandom  rand)
virtual

Allows you to manually choose what prefix an item will get.

Returns
The ID of the prefix to give the item, -1 to use default vanilla behavior

◆ ConsumeItem()

virtual bool ModItem.ConsumeItem ( Player  player)
virtual

If this item is consumable and this returns true, then this item will be consumed upon usage. Returns true by default. If false is returned, the OnConsumeItem hook is never called.

Parameters
playerThe player.
Returns

◆ CreateRecipe()

Recipe ModItem.CreateRecipe ( int  amount = 1)

Creates a recipe resulting this ModItem. The amount dictates the resulting stack. This method only creates the recipe, it does not register it into the game. Call this at the very beginning when creating a new recipe.

Parameters
amountThe stack -> how many result items given when the recipe is crafted. (eg. 1 wood -> 4 wood platform)
Returns

◆ CreateTemplateEntity()

override Item ModItem.CreateTemplateEntity ( )
protectedvirtual

◆ DrawArmorColor()

virtual void ModItem.DrawArmorColor ( Player  drawPlayer,
float  shadow,
ref Color  color,
ref int  glowMask,
ref Color  glowMaskColor 
)
virtual

Allows you to modify the colors in which this armor and surrounding accessories are drawn, in addition to which glow mask and in what color is drawn. Note that this hook is only ever called through this item's associated equipment texture.

Parameters
drawPlayerThe draw player.
shadowThe shadow.
colorThe color.
glowMaskThe glow mask.
glowMaskColorColor of the glow mask.

◆ EquipFrameEffects()

virtual void ModItem.EquipFrameEffects ( Player  player,
EquipType  type 
)
virtual

Allows you to create special effects (such as dust) when this item's equipment texture of the given equipment type is displayed on the player. Note that this hook is only ever called through this item's associated equipment texture.

Parameters
playerThe player.
typeThe type.

◆ ExtractinatorUse()

virtual void ModItem.ExtractinatorUse ( int  extractinatorBlockType,
ref int  resultType,
ref int  resultStack 
)
virtual

Allows you to modify what item, and in what quantity, is obtained when any item belonging to the extractinator type corresponding to this item is fed into the Extractinator. Use ItemID.Sets.ExtractinatorMode to allow an item to be fed into the Extractinator. This method is only called if ItemID.Sets.ExtractinatorMode[Item.type] = Item.type; in used in SetStaticDefaults. Other items belonging to the same extractinator group should use ItemID.Sets.ExtractinatorMode[Item.type] = ModContent.ItemType<IconicItemForThisExtractinatorType>(); to indicate that they share the same extractinator output pool and to avoid code duplication. By default the parameters will be set to the output of feeding Silt/Slush into the Extractinator. Use extractinatorBlockType to provide different behavior for TileID.ChlorophyteExtractinator if desired. If the Chlorophyte Extractinator item swapping behavior is desired, see the example in TorchExtractinatorGlobalItem.cs. This method is not instanced.

Parameters
extractinatorBlockTypeWhich Extractinator tile is being used, TileID.Extractinator or TileID.ChlorophyteExtractinator.
resultTypeType of the result.
resultStackThe result stack.

◆ GetAlpha()

virtual ? Color ModItem.GetAlpha ( Color  lightColor)
virtual

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

Parameters
lightColorColor of the light.
Returns

◆ GetHealLife()

virtual void ModItem.GetHealLife ( Player  player,
bool  quickHeal,
ref int  healValue 
)
virtual

Allows you to temporarily modify the amount of life a life healing item will heal for, based on player buffs, accessories, etc. This is only called for items with a Item.healLife value.

Parameters
playerThe player using the item.
quickHealWhether the item is being used through quick heal or not.
healValueThe amount of life being healed.

◆ GetHealMana()

virtual void ModItem.GetHealMana ( Player  player,
bool  quickHeal,
ref int  healValue 
)
virtual

Allows you to temporarily modify the amount of mana a mana healing item will heal for, based on player buffs, accessories, etc. This is only called for items with a Item.healMana value.

Parameters
playerThe player using the item.
quickHealWhether the item is being used through quick heal or not.
healValueThe amount of mana being healed.

◆ GrabRange()

virtual void ModItem.GrabRange ( Player  player,
ref int  grabRange 
)
virtual

Allows you to modify how close this item must be to the player in order to move towards the player.

Parameters
playerThe player.
grabRangeThe grab range.

◆ GrabStyle()

virtual bool ModItem.GrabStyle ( Player  player)
virtual

Allows you to modify the way this item moves towards the player. Return true if you override this hook; returning false will allow the vanilla grab style to take place. Returns false by default.

Parameters
playerThe player.
Returns

◆ HoldItem()

virtual void ModItem.HoldItem ( Player  player)
virtual

Allows you to make things happen when the player is holding this item (for example, torches make light and water candles increase spawn rate).

Parameters
playerThe player.

◆ HoldItemFrame()

virtual void ModItem.HoldItemFrame ( Player  player)
virtual

Allows you to modify the player's animation when the player is holding this item.

Parameters
playerThe player.

◆ HoldoutOffset()

virtual ? Vector2 ModItem.HoldoutOffset ( )
virtual

Allows you to determine the offset of this item's sprite when used by the player. This is only used for items with a useStyle of 5 that aren't staves. Return null to use the vanilla holdout offset; returns null by default.

Returns

◆ HoldoutOrigin()

virtual ? Vector2 ModItem.HoldoutOrigin ( )
virtual

Allows you to determine the point on this item's sprite that the player holds onto when using this item. The origin is from the bottom left corner of the sprite. This is only used for staves with a useStyle of 5. Return null to use the vanilla holdout origin (zero); returns null by default.

Returns

◆ HoldStyle()

virtual void ModItem.HoldStyle ( Player  player,
Rectangle  heldItemFrame 
)
virtual

Allows you to modify the location and rotation of this item when the player is holding it.

Parameters
playerThe player.
heldItemFrameThe source rectangle for the held item's texture.

◆ HorizontalWingSpeeds()

virtual void ModItem.HorizontalWingSpeeds ( Player  player,
ref float  speed,
ref float  acceleration 
)
virtual

Allows you to modify these wing's horizontal flight speed and acceleration.

Parameters
playerThe player.
speedThe speed.
accelerationThe acceleration.

◆ IsArmorSet()

virtual bool ModItem.IsArmorSet ( Item  head,
Item  body,
Item  legs 
)
virtual

Returns whether or not the head armor, body armor, and leg armor make up a set. If this returns true, then this item's UpdateArmorSet method will be called. Returns false by default.

Parameters
headThe head.
bodyThe body.
legsThe legs.

◆ IsVanitySet()

virtual bool ModItem.IsVanitySet ( int  head,
int  body,
int  legs 
)
virtual

Returns whether or not the head armor, body armor, and leg armor textures make up a set. This hook is used for the PreUpdateVanitySet, UpdateVanitySet, and ArmorSetShadows hooks. By default, this will return the same value as the IsArmorSet hook (passing the equipment textures' associated items as parameters), so you will not have to use this hook unless you want vanity effects to be entirely separate from armor sets. Note that this hook is only ever called through this item's associated equipment texture.

Parameters
headThe head.
bodyThe body.
legsThe legs.

◆ ItemSpace()

virtual bool ModItem.ItemSpace ( Player  player)
virtual

Return true to specify that the item can be picked up despite not having enough room in inventory. Useful for something like hearts or experience items. Use in conjunction with OnPickup to actually consume the item and handle it.

Parameters
playerThe player.
Returns

◆ LoadData()

virtual void ModItem.LoadData ( TagCompound  tag)
virtual

Allows you to load custom data that you have saved for this item.
Try to write defensive loading code that won't crash if something's missing.

Parameters
tagThe TagCompound to load data from.

Reimplemented in StartBag, and UnloadedItem.

◆ MeleeEffects()

virtual void ModItem.MeleeEffects ( Player  player,
Rectangle  hitbox 
)
virtual

Allows you to give this melee weapon special effects, such as creating light or dust.

Parameters
playerThe player.
hitboxThe hitbox.

◆ ModifyFishingLine()

virtual void ModItem.ModifyFishingLine ( Projectile  bobber,
ref Vector2  lineOriginOffset,
ref Color  lineColor 
)
virtual

If this item is a fishing pole, allows you to modify the origin and color of its fishing line.

Parameters
bobberThe bobber projectile
lineOriginOffsetThe offset of the fishing line's origin from the player's center.
lineColorThe fishing line's color, before being overridden by string color accessories.

◆ ModifyHitNPC()

virtual void ModItem.ModifyHitNPC ( Player  player,
NPC  target,
ref NPC.HitModifiers  modifiers 
)
virtual

Allows you to modify the damage, knockback, etc., that this melee weapon does to an NPC.
This method is only called on the on the client of the player holding the weapon.

Parameters
playerThe player.
targetThe target.
modifiersThe strike.

◆ ModifyHitPvp()

virtual void ModItem.ModifyHitPvp ( Player  player,
Player  target,
ref Player.HurtModifiers  modifiers 
)
virtual

Allows you to modify the damage, etc., that this melee weapon does to a player.
Called on local, server and remote clients.

Parameters
playerThe player.
targetThe target.
modifiers

◆ ModifyItemLoot()

virtual void ModItem.ModifyItemLoot ( ItemLoot  itemLoot)
virtual

Allows you to add and modify the loot items that spawn from bag items when opened. The Basic NPC Drops and Loot 1.4 Guideexplains how to use the ModNPC.ModifyNPCLoot(NPCLoot) hook to modify NPC loot as well as this hook. A common usage is to use this hook and ModNPC.ModifyNPCLoot(NPCLoot) to edit non-expert exclusive drops for bosses.
This hook only runs once during mod loading, any dynamic behavior must be contained in the rules themselves.

Parameters
itemLootA reference to the item drop database for this item type

◆ ModifyItemScale()

virtual void ModItem.ModifyItemScale ( Player  player,
ref float  scale 
)
virtual

Allows you to dynamically modify this item's size for the given player, similarly to the effect of the Titan Glove.

Do not modify Item.scale, modify the scale parameter.

Parameters
playerThe player wielding this item.
scaleThe scale multiplier to be applied to this item.
Will be 1.1 if the Titan Glove is equipped, and 1 otherwise.

◆ ModifyManaCost()

virtual void ModItem.ModifyManaCost ( Player  player,
ref float  reduce,
ref float  mult 
)
virtual

Allows you to temporarily modify the amount of mana this item will consume on use, based on player buffs, accessories, etc. This is only called for items with a mana value.

Do not modify Item.mana, modify the reduce and mult parameters.

Parameters
playerThe player using the item.
reduceUsed for decreasingly stacking buffs (most common). Only ever use -= on this field.
multUse to directly multiply the item's effective mana cost. Good for debuffs, or things which should stack separately (eg meteor armor set bonus).

◆ ModifyResearchSorting()

virtual void ModItem.ModifyResearchSorting ( ref ContentSamples.CreativeHelper.ItemGroup  itemGroup)
virtual

Allows you to set an item's sorting group in Journey Mode's duplication menu. This is useful for setting custom item types that group well together, or whenever the default vanilla sorting doesn't sort the way you want it. Note that this affects the order of the item in the listing, not which filters the item satisfies.

Parameters
itemGroupThe item group this item is being assigned to

◆ ModifyShootStats()

virtual void ModItem.ModifyShootStats ( Player  player,
ref Vector2  position,
ref Vector2  velocity,
ref int  type,
ref int  damage,
ref float  knockback 
)
virtual

Allows you to modify the position, velocity, type, damage and/or knockback of a projectile being shot by this item.
These parameters will be provided to Shoot(Player, EntitySource_ItemUse_WithAmmo, Vector2, Vector2, int, int, float) where the projectile will actually be spawned.

Parameters
playerThe player using the item.
positionThe center position of the projectile.
velocityThe velocity of the projectile.
typeThe ID of the projectile.
damageThe damage of the projectile.
knockbackThe knockback of the projectile.

◆ ModifyTooltips()

virtual void ModItem.ModifyTooltips ( List< TooltipLine tooltips)
virtual

Allows you to modify all the tooltips that display for this item. See here for information about TooltipLine. To hide tooltips, please use TooltipLine.Hide and defensive coding.

Parameters
tooltipsThe tooltips.

Reimplemented in UnloadedItem.

◆ ModifyWeaponCrit()

virtual void ModItem.ModifyWeaponCrit ( Player  player,
ref float  crit 
)
virtual

Allows you to dynamically modify a weapon's crit chance based on player and item conditions. Can be utilized to modify damage beyond the tools that DamageClass has to offer.

Do not modify Item.crit, modify the crit parameter.

Parameters
playerThe player using the item.
critThe total crit chance of the item after all normal crit chance calculations.

◆ ModifyWeaponDamage()

virtual void ModItem.ModifyWeaponDamage ( Player  player,
ref StatModifier  damage 
)
virtual

Allows you to dynamically modify a weapon's damage based on player and item conditions. Can be utilized to modify damage beyond the tools that DamageClass has to offer.

Do not modify Item.damage, modify the damage parameter.

Parameters
playerThe player using the item.
damageThe StatModifier object representing the totality of the various modifiers to be applied to the item's base damage.

◆ ModifyWeaponKnockback()

virtual void ModItem.ModifyWeaponKnockback ( Player  player,
ref StatModifier  knockback 
)
virtual

Allows you to dynamically modify a weapon's knockback based on player and item conditions. Can be utilized to modify damage beyond the tools that DamageClass has to offer.

Do not modify Item.knockBack, modify the knockback parameter.

Parameters
playerThe player using the item.
knockbackThe StatModifier object representing the totality of the various modifiers to be applied to the item's base knockback.

◆ NetReceive()

virtual void ModItem.NetReceive ( BinaryReader  reader)
virtual

Receives the custom data sent in NetSend.
Called whenever an item container syncs its contents (various MessageIDs and sources), or MessageID.SyncItem and MessageID.InstancedItem are successfully received.
Can be called on both server and client.

Parameters
readerThe reader.

Reimplemented in UnloadedItem.

◆ NetSend()

virtual void ModItem.NetSend ( BinaryWriter  writer)
virtual

Allows you to send custom data for this item between client and server, which will be handled in NetReceive.
Called whenever an item container syncs its contents (various MessageIDs and sources), or MessageID.SyncItem and MessageID.InstancedItem are successfully sent, for example when the item is dropped into the world.
Can be called on both server and client.

Parameters
writerThe writer.

Reimplemented in UnloadedItem.

◆ OnCatchNPC()

virtual void ModItem.OnCatchNPC ( NPC  npc,
Player  player,
bool  failed 
)
virtual

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

Parameters
npcThe NPC which the player attempted to catch.
playerThe player attempting to catch the given NPC.
failedWhether or not the given NPC has been successfully caught.

◆ OnConsumeAmmo()

virtual void ModItem.OnConsumeAmmo ( Item  ammo,
Player  player 
)
virtual

Allows you to make things happen when the given ammo is consumed by this weapon.
Called before the ammo stack is reduced, and is never called if the ammo isn't consumed in the first place.

Parameters
ammoThe ammo that this weapon is currently using.
playerThe player which this weapon and the ammo belong to.

◆ OnConsumedAsAmmo()

virtual void ModItem.OnConsumedAsAmmo ( Item  weapon,
Player  player 
)
virtual

Allows you to make things happen when this ammo is consumed by the given weapon.
Called before the ammo stack is reduced, and is never called if the ammo isn't consumed in the first place.

Parameters
weaponThe weapon that is currently using this ammo.
playerThe player which the weapon and this ammo belong to.

◆ OnConsumeItem()

virtual void ModItem.OnConsumeItem ( Player  player)
virtual

Allows you to make things happen when this item is consumed. Called before the item stack is reduced.

Parameters
playerThe player.

◆ OnConsumeMana()

virtual void ModItem.OnConsumeMana ( Player  player,
int  manaConsumed 
)
virtual

Allows you to make stuff happen when a player consumes mana on use of this item.

Parameters
playerThe player using the item.
manaConsumedThe mana consumed from the player.

◆ OnCraft()

virtual void ModItem.OnCraft ( Recipe  recipe)
virtual

Allows you to make anything happen when the player crafts this item using the given recipe.

Parameters
recipeThe recipe that was used to craft this item.

◆ OnHitNPC()

virtual void ModItem.OnHitNPC ( Player  player,
NPC  target,
NPC.HitInfo  hit,
int  damageDone 
)
virtual

Allows you to create special effects when this melee weapon hits an NPC (for example how the Pumpkin Sword creates pumpkin heads).
This method is only called on the on the client of the player holding the weapon.

Parameters
playerThe player.
targetThe target.
hitThe strike.
damageDoneThe actual damage dealt to/taken by the NPC.

◆ OnHitPvp()

virtual void ModItem.OnHitPvp ( Player  player,
Player  target,
Player.HurtInfo  hurtInfo 
)
virtual

Allows you to create special effects when this melee weapon hits a player.
Called on local, server and remote clients.

Parameters
playerThe player.
targetThe target.
hurtInfo

◆ OnMissingMana()

virtual void ModItem.OnMissingMana ( Player  player,
int  neededMana 
)
virtual

Allows you to make stuff happen when a player doesn't have enough mana for the item they are trying to use. If the player has high enough mana after this hook runs, mana consumption will happen normally. Only runs once per item use.

Parameters
playerThe player using the item.
neededManaThe mana needed to use the item.

◆ OnPickup()

virtual bool ModItem.OnPickup ( Player  player)
virtual

Allows you to make special things happen when the player picks up this item. Return false to stop the item from being added to the player's inventory; returns true by default.

Parameters
playerThe player.
Returns

◆ OnResearched()

virtual void ModItem.OnResearched ( bool  fullyResearched)
virtual

Allows you to create custom behavior when an item is accepted by the Research function

Parameters
fullyResearchedTrue if the item was completely researched, and is ready to be duplicated, false if only partially researched.

◆ OnStack()

virtual void ModItem.OnStack ( Item  source,
int  numToTransfer 
)
virtual

Allows you to make things happen when items stack together.
This hook is called on item being stacked onto from source and before the items are transferred

Parameters
sourceThe item instance being stacked onto this item
numToTransferThe quantity of source that will be transferred to this item

◆ PickAmmo()

virtual void ModItem.PickAmmo ( Item  weapon,
Player  player,
ref int  type,
ref float  speed,
ref StatModifier  damage,
ref float  knockback 
)
virtual

Allows you to modify various properties of the projectile created by a weapon based on the ammo it is using. This hook is called on the ammo.

Parameters
weaponThe item that is using this ammo.
playerThe player using the item.
typeThe ID of the fired projectile.
speedThe speed of the fired projectile.
damageThe damage modifier for the projectile.
Total weapon damage is included as Flat damage.
Be careful not to apply flat or base damage bonuses which are already applied to the weapon.
knockbackThe knockback of the fired projectile.

◆ PostDrawInInventory()

virtual void ModItem.PostDrawInInventory ( SpriteBatch  spriteBatch,
Vector2  position,
Rectangle  frame,
Color  drawColor,
Color  itemColor,
Vector2  origin,
float  scale 
)
virtual

Allows you to draw things in front of this item in the inventory. This method is called even if PreDrawInInventory returns false. Note that position is the center of the inventory slot and origin is the center of the texture frame to be drawn, so the provided parameters can be passed into SpriteBatch.DrawString(SpriteFont, string, Vector2, Color, float, Vector2, float, SpriteEffects, float) to draw a texture in the typical manner.

Parameters
spriteBatchThe sprite batch.
positionThe screen position of the center of the inventory slot.
frameThe frame of the item texture to be drawn.
drawColorColor of the draw.
itemColorColor of the item.
originThe draw origin, the center of the frame to be drawn.
scaleThe scale of the item drawing to to fit in the inventory slot.

◆ PostDrawInWorld()

virtual void ModItem.PostDrawInWorld ( SpriteBatch  spriteBatch,
Color  lightColor,
Color  alphaColor,
float  rotation,
float  scale,
int  whoAmI 
)
virtual

Allows you to draw things in front of this item. This method is called even if PreDrawInWorld returns false. Note that items in the world are drawn centered horizontally sitting at the bottom of the item hitbox, not in the center of the hitbox. To replicate the normal drawing calculations, use the following and then use SpriteBatch.DrawString(SpriteFont, string, Vector2, Color, float, Vector2, float, SpriteEffects, float):

Main.GetItemDrawFrame(Item.type, out var itemTexture, out var itemFrame); Vector2 drawOrigin = itemFrame.Size() / 2f; Vector2 drawPosition = Item.Bottom - Main.screenPosition - new Vector2(0, drawOrigin.Y);

Parameters
spriteBatchThe sprite batch.
lightColorColor of the light.
alphaColorColor of the alpha.
rotationThe item rotation. Items rotate slightly as they are thrown.
scaleThe draw scale. Items are usually drawn in the world at a scale of 1f but some effects like pulsing Soul items change this.
whoAmIThe Entity.whoAmI.

◆ PostDrawTooltip()

virtual void ModItem.PostDrawTooltip ( ReadOnlyCollection< DrawableTooltipLine lines)
virtual

Allows you to do things after this item's tooltip is drawn. The lines contain draw information as this is ran after drawing the tooltip.

Parameters
linesThe tooltip lines for this item

◆ PostDrawTooltipLine()

virtual void ModItem.PostDrawTooltipLine ( DrawableTooltipLine  line)
virtual

Allows you to do things after a tooltip line of this item is drawn. The line contains draw info.

Parameters
lineThe line that was drawn

◆ PreDrawInInventory()

virtual bool ModItem.PreDrawInInventory ( SpriteBatch  spriteBatch,
Vector2  position,
Rectangle  frame,
Color  drawColor,
Color  itemColor,
Vector2  origin,
float  scale 
)
virtual

Allows you to draw things behind this item in the inventory. Return false to stop the game from drawing the item (useful if you're manually drawing the item). Note that position is the center of the inventory slot and origin is the center of the texture frame to be drawn, so the provided parameters can be passed into SpriteBatch.DrawString(SpriteFont, string, Vector2, Color, float, Vector2, float, SpriteEffects, float) to draw a texture in the typical manner. Returns true by default.

Parameters
spriteBatchThe sprite batch.
positionThe screen position of the center of the inventory slot.
frameThe frame of the item texture to be drawn.
drawColorColor of the draw.
itemColorColor of the item.
originThe draw origin, the center of the frame to be drawn.
scaleThe scale the item has been calculated to draw in to fit in the inventory slot.
Returns

◆ PreDrawInWorld()

virtual bool ModItem.PreDrawInWorld ( SpriteBatch  spriteBatch,
Color  lightColor,
Color  alphaColor,
ref float  rotation,
ref float  scale,
int  whoAmI 
)
virtual

Allows you to draw things behind this item, or to modify the way this item is drawn in the world. Return false to stop the game from drawing the item (useful if you're manually drawing the item). Note that items in the world are drawn centered horizontally sitting at the bottom of the item hitbox, not in the center of the hitbox. To replicate the normal drawing calculations, use the following and then use SpriteBatch.DrawString(SpriteFont, string, Vector2, Color, float, Vector2, float, SpriteEffects, float):

Main.GetItemDrawFrame(Item.type, out var itemTexture, out var itemFrame); Vector2 drawOrigin = itemFrame.Size() / 2f; Vector2 drawPosition = Item.Bottom - Main.screenPosition - new Vector2(0, drawOrigin.Y);

Returns true by default.

Parameters
spriteBatchThe sprite batch.
lightColorColor of the light.
alphaColorColor of the alpha.
rotationThe item rotation. Items rotate slightly as they are thrown.
scaleThe draw scale. Items are usually drawn in the world at a scale of 1f but some effects like pulsing Soul items change this.
whoAmIThe Entity.whoAmI.
Returns

◆ PreDrawTooltip()

virtual bool ModItem.PreDrawTooltip ( ReadOnlyCollection< TooltipLine lines,
ref int  x,
ref int  y 
)
virtual

Allows you to do things before this item's tooltip is drawn.

Parameters
linesThe tooltip lines for this item
xThe top X position for this tooltip. It is where the first line starts drawing
yThe top Y position for this tooltip. It is where the first line starts drawing
Returns
Whether or not to draw this tooltip

◆ PreDrawTooltipLine()

virtual bool ModItem.PreDrawTooltipLine ( DrawableTooltipLine  line,
ref int  yOffset 
)
virtual

Allows you to do things before a tooltip line of this item is drawn. The line contains draw info.

Parameters
lineThe line that would be drawn
yOffsetThe Y offset added for next tooltip lines
Returns
Whether or not to draw this tooltip line

◆ PrefixChance()

virtual ? bool ModItem.PrefixChance ( int  pre,
UnifiedRandom  rand 
)
virtual

To prevent putting the item in the tinkerer slot, return false when pre is -3. To prevent rolling of a prefix on spawn, return false when pre is -1. To force rolling of a prefix on spawn, return true when pre is -1.

To reduce the probability of a prefix on spawn (pre == -1) to X%, return false 100-4X % of the time. To increase the probability of a prefix on spawn (pre == -1) to X%, return true (4X-100)/3 % of the time.

To delete a prefix from an item when the item is loaded, return false when pre is the prefix you want to delete. Use AllowPrefix to prevent rolling of a certain prefix.

Parameters
preThe prefix being applied to the item, or the roll mode. -1 is when the item is naturally generated in a chest, crafted, purchased from an NPC, looted from a grab bag (excluding presents), or dropped by a slain enemy (if it's spawned with prefixGiven: -1). -2 is when the item is rolled in the tinkerer. -3 determines if the item can be placed in the tinkerer slot.
randThe random number generator class to be used in random choices
Returns

◆ PreUpdateVanitySet()

virtual void ModItem.PreUpdateVanitySet ( Player  player)
virtual

Allows you to create special effects (such as the necro armor's hurt noise) when the player wears this item's vanity set. This hook is called regardless of whether the player is frozen in any way. Note that this hook is only ever called through this item's associated equipment texture.

Parameters
playerThe player.

◆ Register()

sealed override void ModItem.Register ( )
protectedvirtual

If you make a new ModType, seal this override.

Implements ModType< Item, ModItem >.

◆ RightClick()

virtual void ModItem.RightClick ( Player  player)
virtual

Allows you to make things happen when this item is right-clicked in the inventory. By default this will consume the item by 1 stack, so return false in ConsumeItem(Player) if that behavior is undesired. This is only called if the item can be right-clicked, meaning ItemID.Sets.OpenableBag is true for the item type or either ModItem.CanRightClick or GlobalItem.CanRightClick return true.

Parameters
playerThe player.

Reimplemented in StartBag.

◆ SaveData()

virtual void ModItem.SaveData ( TagCompound  tag)
virtual

Allows you to save custom data for this item.

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.

Parameters
tagThe TagCompound to save data into. Note that this is always empty by default, and is provided as an argument only for the sake of convenience and optimization.

Reimplemented in StartBag, and UnloadedItem.

◆ SetDefaults()

virtual void ModItem.SetDefaults ( )
virtual

This is where you set all your item's properties, such as width, damage, shootSpeed, defense, etc. For those that are familiar with tAPI, this has the same function as .json files.

Reimplemented in StartBag, and UnloadedItem.

◆ SetMatch()

virtual void ModItem.SetMatch ( bool  male,
ref int  equipSlot,
ref bool  robes 
)
virtual

Allows you to modify the equipment that the player appears to be wearing. This is most commonly used to add legs to robes and for swapping to female variant textures if male is false for head and leg armor. This hook will only be called for head armor, body armor, and leg armor. Note that equipSlot is not the same as the item type of the armor the player will appear to be wearing. Worn equipment has a separate set of IDs. You can find the vanilla equipment IDs by looking at the headSlot, bodySlot, and legSlot fields for items, and modded equipment IDs by looking at EquipLoader. If this hook is called on body armor, equipSlot allows you to modify the leg armor the player appears to be wearing. If you modify it, make sure to set robes to true. If this hook is called on leg armor, equipSlot allows you to modify the leg armor the player appears to be wearing, and the robes parameter is useless. The same is true for head armor. Note that this hook is only ever called through this item's associated equipment texture.

Parameters
maleif set to true [male].
equipSlotThe equip slot.
robesif set to true [robes].

◆ SetupContent()

sealed override void ModItem.SetupContent ( )
virtual

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

Reimplemented from ModType< Item, ModItem >.

◆ Shoot()

virtual bool ModItem.Shoot ( Player  player,
EntitySource_ItemUse_WithAmmo  source,
Vector2  position,
Vector2  velocity,
int  type,
int  damage,
float  knockback 
)
virtual

Allows you to modify this item's shooting mechanism. Return false to prevent vanilla's shooting code from running. Returns true by default.
This method is called after the ModifyShootStats hook has had a chance to adjust the spawn parameters.

Parameters
playerThe player using the item.
sourceThe projectile source's information.
positionThe center position of the projectile.
velocityThe velocity of the projectile.
typeThe ID of the projectile.
damageThe damage of the projectile.
knockbackThe knockback of the projectile.
Returns

◆ SplitStack()

virtual void ModItem.SplitStack ( Item  source,
int  numToTransfer 
)
virtual

Allows you to make things happen when an item stack is split. This hook is called before the stack values are modified.
This item is the item clone being stacked onto from source and always has a stack of zero.

Parameters
sourceThe original item that will have it's stack reduced.
numToTransferThe quantity of source that will be transferred to this item

◆ Update()

virtual void ModItem.Update ( ref float  gravity,
ref float  maxFallSpeed 
)
virtual

Allows you to customize this item's movement when lying in the world. Note that this will not be called if this item is currently being grabbed by a player.

Parameters
gravityThe gravity.
maxFallSpeedThe maximum fall speed.

◆ UpdateAccessory()

virtual void ModItem.UpdateAccessory ( Player  player,
bool  hideVisual 
)
virtual

Allows you to give effects to this accessory. The hideVisual parameter is whether the player has marked the accessory slot to be hidden from being drawn on the player.

Parameters
playerThe player.
hideVisualif set to true the accessory is hidden.

◆ UpdateArmorSet()

virtual void ModItem.UpdateArmorSet ( Player  player)
virtual

Allows you to give set bonuses to the armor set that this armor is in. Set player.setBonus to a string for the bonus description.

Parameters
playerThe player.

◆ UpdateEquip()

virtual void ModItem.UpdateEquip ( Player  player)
virtual

Allows you to give effects to this armor or accessory, such as increased damage.

Parameters
playerThe player.

◆ UpdateInfoAccessory()

virtual void ModItem.UpdateInfoAccessory ( Player  player)
virtual

Allows you to set information accessory fields with the passed in player argument. This hook should only be used for information accessory fields such as the Radar, Lifeform Analyzer, and others. Using it for other fields will likely cause weird side-effects.

Parameters
playerThe player to be affected the information accessory.

◆ UpdateInventory()

virtual void ModItem.UpdateInventory ( Player  player)
virtual

Allows you to make things happen when this item is in the player's inventory. This should NOT be used for information accessories; use

See also
UpdateInfoAccessory

for those instead.

Parameters
playerThe player.

◆ UpdateVanity()

virtual void ModItem.UpdateVanity ( Player  player)
virtual

Allows you to give effects to this accessory when equipped in a vanity slot. Vanilla uses this for boot effects, wings and merman/werewolf visual flags

Parameters
playerThe player.

◆ UpdateVanitySet()

virtual void ModItem.UpdateVanitySet ( Player  player)
virtual

Allows you to create special effects (such as dust) when the player wears this item's vanity set. This hook will only be called if the player is not frozen in any way. Note that this hook is only ever called through this item's associated equipment texture.

Parameters
playerThe player.

◆ UseAnimation()

virtual void ModItem.UseAnimation ( Player  player)
virtual

Allows you to make things happen when this item's use animation starts. Runs on all clients and server. Use

if (player.whoAmI == Main.myPlayer) and if (Main.netMode == NetmodeID.??) if appropriate.

Parameters
playerThe player.

◆ UseAnimationMultiplier()

virtual float ModItem.UseAnimationMultiplier ( Player  player)
virtual

Allows you to change the effective useAnimation of an item.
Note that this hook may cause items' actions to run less or more times than they should per a single use.

Returns
The multiplier on the animation time. 1f by default. Values greater than 1 increase the item animation's length.

◆ UseItem()

virtual ? bool ModItem.UseItem ( Player  player)
virtual

Allows you to make things happen when this item is used. The return value controls whether or not ApplyItemTime will be called for the player.
Return true if the item actually did something, to force itemTime.
Return false to keep itemTime at 0.
Return null for vanilla behavior. Runs on all clients and server. Use

if (player.whoAmI == Main.myPlayer) and if (Main.netMode == NetmodeID.??) if appropriate.

Parameters
playerThe player.
Returns

◆ UseItemFrame()

virtual void ModItem.UseItemFrame ( Player  player)
virtual

Allows you to modify the player's animation when this item is being used.

Parameters
playerThe player.

◆ UseItemHitbox()

virtual void ModItem.UseItemHitbox ( Player  player,
ref Rectangle  hitbox,
ref bool  noHitbox 
)
virtual

Changes the hitbox of this melee weapon when it is used.

Parameters
playerThe player.
hitboxThe hitbox.
noHitboxif set to true [no hitbox].

◆ UseSpeedMultiplier()

virtual float ModItem.UseSpeedMultiplier ( Player  player)
virtual

Allows you to safely change both useTime and useAnimation while keeping the values relative to each other.
Useful for status effects.

Returns
The multiplier on the use speed. 1f by default. Values greater than 1 increase the overall item speed.

◆ UseStyle()

virtual void ModItem.UseStyle ( Player  player,
Rectangle  heldItemFrame 
)
virtual

Allows you to modify the location and rotation of this item in its use animation.

Parameters
playerThe player.
heldItemFrameThe source rectangle for the held item's texture.

◆ UseTimeMultiplier()

virtual float ModItem.UseTimeMultiplier ( Player  player)
virtual

Allows you to change the effective useTime of an item.
Note that this hook may cause items' actions to run less or more times than they should per a single use.

Returns
The multiplier on the usage time. 1f by default. Values greater than 1 increase the item use's length.

◆ ValidateType()

override void ModItem.ValidateType ( )
protectedvirtual

Check for the correct overrides of different hook methods and fields and properties

Reimplemented from ModType< Item, ModItem >.

◆ VerticalWingSpeeds()

virtual void ModItem.VerticalWingSpeeds ( Player  player,
ref float  ascentWhenFalling,
ref float  ascentWhenRising,
ref float  maxCanAscendMultiplier,
ref float  maxAscentMultiplier,
ref float  constantAscend 
)
virtual

Allows you to modify the speeds at which you rise and fall when these wings are equipped.

Parameters
playerThe player.
ascentWhenFallingThe ascent when falling.
ascentWhenRisingThe ascent when rising.
maxCanAscendMultiplierThe maximum can ascend multiplier.
maxAscentMultiplierThe maximum ascent multiplier.
constantAscendThe constant ascend.

◆ WingUpdate()

virtual bool ModItem.WingUpdate ( Player  player,
bool  inUse 
)
virtual

Allows for Wings to do various things while in use. "inUse" is whether or not the jump button is currently pressed. Called when these wings visually appear on the player. Use to animate wings, create dusts, invoke sounds, and create lights. Note that this hook is only ever called through this item's associated equipment texture. False will keep everything the same. True, you need to handle all animations in your own code.

Parameters
playerThe player.
inUseif set to true [in use].
Returns

Property Documentation

◆ LocalizationCategory

virtual string ModItem.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.