This class serves as a place for you to place all your properties and hooks for each projectile.
To use it, simply create a new class deriving from this one. Implementations will be registered automatically. The Basic Projectile Guideteaches the basics of making a modded projectile.
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virtual void | AI () |
| Allows you to determine how this projectile behaves. This will only be called if PreAI returns true.
The Basic Projectile Guideteaches the basics of writing a custom AI, such as timers, gravity, rotation, etc.
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virtual void | AutoStaticDefaults () |
| Automatically sets certain static defaults. Override this if you do not want the properties to be set for you.
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virtual ? bool | CanCutTiles () |
| Return true or false to specify if the projectile can cut tiles like vines, pots, and Queen Bee larva. Return null for vanilla decision.
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virtual ? bool | CanDamage () |
| Whether or not this projectile is capable of killing tiles (such as grass) and damaging NPCs/players. Return false to prevent it from doing any sort of damage. Return true if you want the projectile to do damage regardless of the default blacklist. Return null to let the projectile follow vanilla can-damage-anything rules. This is what happens by default.
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virtual ? bool | CanHitNPC (NPC target) |
| Allows you to determine whether this projectile can hit the given NPC. Return true to allow hitting the target, return false to block this projectile from hitting the target, and return null to use the vanilla code for whether the target can be hit. Returns null by default. More...
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virtual bool | CanHitPlayer (Player target) |
| Allows you to determine whether this hostile projectile can hit the given player. Return false to block this projectile from hitting the target. Returns true by default. More...
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virtual bool | CanHitPvp (Player target) |
| Allows you to determine whether this projectile can hit the given opponent player. Return false to block this projectile from hitting the target. Returns true by default. More...
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virtual ? bool | CanUseGrapple (Player player) |
| This code is called whenever the player uses a grappling hook that shoots this type of projectile. Use it to change what kind of hook is fired (for example, the Dual Hook does this), to kill old hook projectiles, etc.
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virtual ? bool | Colliding (Rectangle projHitbox, Rectangle targetHitbox) |
| Allows you to use custom collision detection between this projectile and a player or NPC that this projectile can damage. Useful for things like diagonal lasers, projectiles that leave a trail behind them, etc. More...
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virtual void | CutTiles () |
| Code ran when the projectile cuts tiles. Only runs if CanCutTiles() returns true. Useful when programming lasers and such.
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virtual void | DrawBehind (int index, List< int > behindNPCsAndTiles, List< int > behindNPCs, List< int > behindProjectiles, List< int > overPlayers, List< int > overWiresUI) |
| When used in conjunction with Projectile.hide = true (Projectile.hide), allows you to specify that this projectile should be drawn behind certain elements. Add the index to one and only one of the lists. For example, the Nebula Arcanum projectile draws behind NPCs and tiles.
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virtual void | EmitEnchantmentVisualsAt (Vector2 boxPosition, int boxWidth, int boxHeight) |
| Called when Projectile.EmitEnchantmentVisualsAt(Vector2, int, int) is called. Typically used to spawn visual effects (Dust) indicating weapon enchantments such as flasks, frost armor, or magma stone effects. This is similar to how items spawn visual effects in CombinedHooks.MeleeEffects(Player, Item, Rectangle), but for projectiles instead. A typical weapon enchantment would likely include similar code in both to support weapon enchantment visuals for both items and projectiles. Projectiles can use Projectile.noEnchantments to indicate that a projectile should not be considered for enchantment visuals, so check that field if relevant.
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virtual ? Color | GetAlpha (Color lightColor) |
| Allows you to determine the color and transparency in which this projectile is drawn. Return null to use the default color (normally light and buff color). Returns null by default.
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virtual ? bool | GrappleCanLatchOnTo (Player player, int x, int y) |
| Whether or not the grappling hook can latch onto the given position in tile coordinates.
This position may be air or an actuated tile!
Return true to make it latch, false to prevent it, or null to apply vanilla conditions. Returns null by default.
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virtual void | GrapplePullSpeed (Player player, ref float speed) |
| The speed at which the grapple pulls the player after hitting something. Defaults to 11, but the Bat Hook uses 16.
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virtual float | GrappleRange () |
| How far away this grappling hook can travel away from its player before it retracts.
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virtual void | GrappleRetreatSpeed (Player player, ref float speed) |
| The speed at which the grapple retreats back to the player after not hitting anything. Defaults to 11, but vanilla hooks go up to 24.
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virtual void | GrappleTargetPoint (Player player, ref float grappleX, ref float grappleY) |
| The location that the grappling hook pulls the player to. Defaults to the center of the hook projectile.
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virtual void | Kill (int timeLeft) |
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virtual bool | MinionContactDamage () |
| Whether or not this minion can damage NPCs by touching them. Returns false by default. Note that this will only be used if this projectile is considered a pet (Main.projPet).
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virtual void | ModifyDamageHitbox (ref Rectangle hitbox) |
| Allows you to change the hitbox used by this projectile for damaging players and NPCs. More...
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virtual void | ModifyFishingLine (ref Vector2 lineOriginOffset, ref Color lineColor) |
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virtual void | ModifyHitNPC (NPC target, ref NPC.HitModifiers modifiers) |
| Allows you to modify the damage, knockback, etc., that this projectile does to an NPC. This method is only called for the owner of the projectile, meaning that in multi-player, projectiles owned by a player call this method on that client, and projectiles owned by the server such as enemy projectiles call this method on the server. More...
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virtual void | ModifyHitPlayer (Player target, ref Player.HurtModifiers modifiers) |
| Allows you to modify the damage, etc., that this hostile projectile does to a player. More...
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virtual void | NumGrappleHooks (Player player, ref int numHooks) |
| How many of this type of grappling hook the given player can latch onto blocks before the hooks start disappearing. Change the numHooks parameter to determine this; by default it will be 3.
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virtual void | OnHitNPC (NPC target, NPC.HitInfo hit, int damageDone) |
| Allows you to create special effects when this projectile hits an NPC (for example, inflicting debuffs). This method is only called for the owner of the projectile, meaning that in multi-player, projectiles owned by a player call this method on that client, and projectiles owned by the server such as enemy projectiles call this method on the server. More...
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virtual void | OnHitPlayer (Player target, Player.HurtInfo info) |
| Allows you to create special effects when this hostile projectile hits a player.
Only runs on the local client in multiplayer. More...
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virtual void | OnKill (int timeLeft) |
| Allows you to control what happens when this projectile is killed (for example, creating dust or making sounds). Also useful for creating retrievable ammo. Called on all clients and the server in multiplayer, so be sure to use if (Projectile.owner == Main.myPlayer) if you are spawning retrievable ammo. (As seen in ExampleJavelinProjectile)
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virtual void | OnSpawn (IEntitySource source) |
| Gets called when your projectiles spawns in world.
Called on the client or server spawning the projectile via Projectile.NewProjectile.
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virtual bool | OnTileCollide (Vector2 oldVelocity) |
| Allows you to determine what happens when this projectile collides with a tile. OldVelocity is the velocity before tile collision. The velocity that takes tile collision into account can be found with Projectile.velocity. Return true to allow the vanilla tile collision code to take place (which normally kills the projectile). Returns true by default. More...
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virtual void | PostAI () |
| Allows you to determine how this projectile behaves. This will be called regardless of what PreAI returns.
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virtual void | PostDraw (Color lightColor) |
| Allows you to draw things in front of this projectile. Use the Main.EntitySpriteDraw method for drawing. This method is called even if PreDraw returns false. More...
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virtual bool | PreAI () |
| Allows you to determine how this projectile behaves. Return false to stop the vanilla AI and the AI hook from being run. Returns true by default. More...
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virtual bool | PreDraw (ref Color lightColor) |
| Allows you to draw things behind this projectile, or to modify the way it is drawn. Use the Main.EntitySpriteDraw method for drawing. Return false to stop the vanilla projectile drawing code (useful if you're manually drawing the projectile). Returns true by default. More...
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virtual bool | PreDrawExtras () |
| Allows you to draw things behind this projectile. Use the Main.EntitySpriteDraw method for drawing. Returns false to stop the game from drawing extras textures related to the projectile (for example, the chains for grappling hooks), useful if you're manually drawing the extras. Returns true by default.
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virtual bool | PreKill (int timeLeft) |
| Allows you to determine whether the vanilla code for Kill and the Kill hook will be called. Return false to stop them from being called. Returns true by default. Note that this does not stop the projectile from dying.
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virtual void | PrepareBombToBlow () |
| Used to adjust projectile properties immediately before the projectile becomes an explosion. This is called on projectiles using the ProjAIStyleID.Explosive aiStyle or projectiles that are contained in the ProjectileID.Sets.Explosive set. By defaults tileCollide is set to false and alpha is set to 255. Use this to adjust damage, knockBack, and the projectile hitbox (Projectile.Resize). Called during Projectile.PrepareBombToBlow, which is called by default during Projectile.AI_016 and during Projectile.Kill for the aforementioned projectiles.
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virtual void | ReceiveExtraAI (BinaryReader reader) |
| Use this to receive information that was sent in SendExtraAI.
Called whenever MessageID.SyncProjectile is successfully received.
Can be called on both server and client, depending on who owns the projectile. More...
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virtual void | SendExtraAI (BinaryWriter writer) |
| If you are storing AI information outside of the Projectile.ai array, use this to send that AI information between clients and servers, which will be handled in ReceiveExtraAI.
Called whenever MessageID.SyncProjectile is successfully sent, for example on projectile creation, or whenever Projectile.netUpdate is set to true in the update loop for that tick.
Can be called on both server and client, depending on who owns the projectile. More...
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virtual void | SetDefaults () |
| Allows you to set all your projectile's properties, such as width, damage, aiStyle, penetrate, etc.
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sealed override void | SetupContent () |
| If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
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virtual bool | ShouldUpdatePosition () |
| Whether or not this projectile should update its position based on factors such as its velocity, whether it is in liquid, etc. Return false to make its velocity have no effect on its position. Returns true by default.
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virtual bool | TileCollideStyle (ref int width, ref int height, ref bool fallThrough, ref Vector2 hitboxCenterFrac) |
| Allows you to determine how this projectile interacts with tiles. Return false if you completely override or cancel this projectile's tile collision behavior. Returns true by default. More...
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virtual void | UseGrapple (Player player, ref int type) |
| This code is called whenever the player uses a grappling hook that shoots this type of projectile. Use it to change what kind of hook is fired (for example, the Dual Hook does this), to kill old hook projectiles, etc.
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virtual TModType | Clone (TEntity newEntity) |
| Create a copy of this instanced global. Called when an entity is cloned. More...
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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...
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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...
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virtual TModType | NewInstance (TEntity entity) |
| Create a new instance of this ModType for a specific entity More...
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string | PrettyPrintName () |
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virtual void | SetStaticDefaults () |
| Allows you to modify the properties after initial loading has completed.
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virtual void | SetupContent () |
| If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
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virtual void | Unload () |
| Allows you to safely unload things you added in Load. More...
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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...
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abstract void | Load (Mod mod) |
| Called when loading the type. More...
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abstract void | Unload () |
| Called during unloading when needed. More...
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int | AIType [get, set] |
| Determines which type of vanilla projectile this ModProjectile will copy the behavior (AI) of. Leave as 0 to not copy any behavior. Defaults to 0.
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int | CooldownSlot = -1 [get, set] |
| Determines which ImmunityCooldownID to use when this projectile damages a player. Defaults to -1 (ImmunityCooldownID.General).
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virtual LocalizedText | DisplayName [get] |
| The translations for the display name of this projectile.
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bool | DrawHeldProjInFrontOfHeldItemAndArms [get, set] |
| If this projectile is held by the player, determines whether it is drawn in front of or behind the player's arms. Defaults to false.
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int | DrawOffsetX [get, set] |
| How far to the right of its position this projectile should be drawn. Defaults to 0.
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float | DrawOriginOffsetX [get, set] |
| The horizontal origin offset from the projectile's center when it is drawn.
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int | DrawOriginOffsetY [get, set] |
| The vertical origin offset from the projectile's center when it is drawn. The origin is essentially the point of rotation. This field will also determine the vertical drawing offset of the projectile.
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virtual string | GlowTexture [get] |
| The file name of this projectile's glow texture file in the mod loader's file space. If it does not exist it is ignored.
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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...
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Projectile | Projectile [get] |
| The projectile object that this ModProjectile controls.
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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.Projectile indexed by Type if needed.
You can use a vanilla texture by returning $"Terraria/Images/Projectile_{ProjectileID.ProjectileNameHere}"
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int | Type [get] |
| Shorthand for Projectile.type;
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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).
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TEntity | Entity [get, set] |
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string | FullName [get] |
| The internal name of this, including the mod it is from. More...
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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]
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Mod | Mod [get, set] |
| The mod this belongs to. More...
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virtual string | Name [get] |
| The internal name of this. More...
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string | FullName [get] |
| => $"{Mod.Name}/{Name}" More...
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Mod | Mod [get] |
| The mod this belongs to. More...
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string | Name [get] |
| The internal name of this instance. More...
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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...
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This class serves as a place for you to place all your properties and hooks for each projectile.
To use it, simply create a new class deriving from this one. Implementations will be registered automatically.
The Basic Projectile Guide
teaches the basics of making a modded projectile.