tModLoader v2024.11
A mod to make and play Terraria mods
|
This class represents a type of tile that can be added by a mod. Only one instance of this class will ever exist for each type of tile that is added. Any hooks that are called will be called by the instance corresponding to the tile type. This is to prevent the game from using a massive amount of memory storing tile instances.
The Basic Tile Guideteaches the basics of making a modded tile.
More...
Inherits ModBlockType.
Inherited by ModBannerTile, ModPylon, and UnloadedTile.
Public Member Functions | |
void | AddMapEntry (Color color, LocalizedText name, Func< string, int, int, string > nameFunc) |
Overload specific: This overload has an additional nameFunc parameter. This function will be used to dynamically adjust the hover text. The parameters for the function are the default display name, x-coordinate, and y-coordinate. This function is most typically used for chests and dressers to show the current chest name, if assigned, instead of the default chest name. ExampleMod's ExampleChestis one example of this functionality. | |
void | AddMapEntry (Color color, LocalizedText name=null) |
Adds an entry to the minimap for this tile with the given color and display name. This should be called in SetDefaults. For a typical tile that has a map display name, use ModBlockType.CreateMapEntryName as the name parameter for a default key using the pattern "Mods.{ModName}.Tiles.{ContentName}.MapEntry". If a tile will be using multiple map entries, it is suggested to use this.GetLocalization("CustomMapEntryName") . Modders can also re-use the display name localization of items, such as ModContent.GetInstance<ItemThatPlacesThisStyle>().DisplayName . Multiple map entries are suitable for tiles that need a different color or hover text for different tile styles. Vanilla code uses this mostly only for chest and dresser tiles. Map entries will be given a corresponding map option value, counting from 0, according to the order in which they are added. Map option values don't necessarily correspond to tile styles. ModBlockType.GetMapOption will be used to choose which map entry is used for a given coordinate. Vanilla map entries for most furniture tiles tend to be fairly generic, opting to use a single map entry to show "Table" for all styles of tables instead of the style-specific text such as "Wooden Table", "Honey Table", etc. To use these existing localizations, use the Language.GetText(string) method with the appropriate key, such as "MapObject.Chair", "MapObject.Door", "ItemName.WorkBench", etc. Consult the source code or ExampleMod to find the existing localization keys for common furniture types. | |
void | AddToArray (ref int[] array) |
A convenient method for adding this tile's Type to the given array. This can be used with the arrays in TileID.Sets.RoomNeeds. | |
virtual void | AnimateIndividualTile (int type, int i, int j, ref int frameXOffset, ref int frameYOffset) |
Animates an individual tile. i and j are the coordinates of the Tile in question. frameXOffset and frameYOffset should be used to specify an offset from the tiles Tile.TileFrameX and Tile.TileFrameY. frameYOffset = modTile.AnimationFrameHeight * Main.tileFrame[type]; will already be set before this hook is called, taking into account the TileID-wide animation set via AnimateTile(ref int, ref int). Use this hook for off-sync animations (lightning bug in a bottle), state specific animations (campfires), temporary animations (trap chests), or TileEntities to achieve unique animation behaviors without having to manually draw the tile via ModBlockType.PreDraw(int, int, SpriteBatch). More... | |
virtual void | AnimateTile (ref int frame, ref int frameCounter) |
Allows you to animate your tile. Use frameCounter to keep track of how long the current frame has been active, and use frame to change the current frame. This is called once an update. AnimationFrameHeight must be set for the animation timing set in this method to actually apply to the tile drawing. Use AnimateIndividualTile(int, int, int, ref int, ref int) to animate specific tile instances directly. More... | |
virtual bool | AutoSelect (int i, int j, Item item) |
Allows you to determine whether the given item can become selected when the cursor is hovering over this tile and the auto selection keybind is pressed. More... | |
virtual bool | CanDrop (int i, int j) |
Allows prevention of item drops from the tile dropping at the given coordinates. Return false to stop the game from dropping the tile's item(s). Returns true by default. See GetItemDrops to customize the item drop. More... | |
virtual bool | CanKillTile (int i, int j, ref bool blockDamaged) |
Allows you to determine whether or not the tile at the given coordinates can be hit by anything. Returns true by default. blockDamaged currently has no use. More... | |
virtual bool | CanReplace (int i, int j, int tileTypeBeingPlaced) |
Allows you to stop this tile at the given coordinates from being replaced via the block swap feature. The tileTypeBeingPlaced parameter is the tile type that will replace the current tile. This method is called on the local client. This method is only called if the local player has sufficient pickaxe power to mine the existing tile. Return false to block the tile from being replaced. Returns true by default. Use this for dynamic logic. ID.TileID.Sets.DoesntGetReplacedWithTileReplacement, ID.TileID.Sets.DoesntPlaceWithTileReplacement, and ID.TileID.Sets.PreventsTileReplaceIfOnTopOfIt cover the most common use cases and should be used instead if possible. More... | |
virtual void | ChangeWaterfallStyle (ref int style) |
Allows you to change the style of waterfall that passes through or over this type of tile. More... | |
virtual LocalizedText | DefaultContainerName (int frameX, int frameY) |
Returns the default name for a chest or dresser with the provided FrameX and FrameY values. A typical implementation of a tile with only a single name might return CreateMapEntryName() A container with multiple styles might return this.GetLocalization("MapEntry" + option) where option is determined using similar logic to ModBlockType.GetMapOption to match the AddMapEntry(Color, LocalizedText) entries. Another option is using return Lang._mapLegendCache[MapHelper.TileToLookup(Type, option)]; , this will reuse the localizations used for the map entries. More... | |
virtual void | DrawEffects (int i, int j, SpriteBatch spriteBatch, ref TileDrawInfo drawData) |
Allows you to make stuff happen whenever the tile at the given coordinates is drawn. For example, creating dust or changing the color the tile is drawn in. SpecialDraw will only be called if coordinates are added using Main.instance.TilesRenderer.AddSpecialLegacyPoint here. More... | |
virtual void | DropCritterChance (int i, int j, ref int wormChance, ref int grassHopperChance, ref int jungleGrubChance) |
Allows you to modify the chance the tile at the given coordinates has of spawning a certain critter when the tile is killed. More... | |
virtual void | FloorVisuals (Player player) |
Allows you to make something happen when a player stands on this type of tile. For example, you can make the player slide as if on ice. More... | |
virtual IEnumerable< Item > | GetItemDrops (int i, int j) |
Allows customization of the items the tile at the given coordinates drops. The default item drop is determined by finding an item with Item.createTile and Item.placeStyle matching the type and style of this tile. ModTile.RegisterItemDrop(int, int[]) can be used to manually register item drops for tile styles with no corresponding item. It can also be used to register a fallback item, which will be dropped if no suitable item is found. The default behavior should cover 99% of use cases, meaning that overriding this method should only be necessary in extremely unique tiles, such as tiles dropping multiple items, tiles dropping items with custom data, or tiles with custom tile style code. When overriding, use yield return new Item(ItemTypeHere); for each spawned item. Note that a random prefix will be applied to these items, if applicable, so if specific prefixes or no prefix is needed for an item drop, it will have to be spawned in manually using KillMultiTile(int, int, int, int) or KillTile(int, int, ref bool, ref bool, ref bool).The style based drop logic is based on TileObjectData. If a tile has custom 'styles' but still wants to make use of ModTile.RegisterItemDrop(int, int[]), TileLoader.GetItemDropFromTypeAndStyle(Type, style) can be used to retrieve the associated item drop.Use CanDrop to conditionally prevent any item drops. Use KillMultiTile(int, int, int, int) or KillTile(int, int, ref bool, ref bool, ref bool) for other logic such as cleaning up TileEntities or killing chests or signs. More... | |
virtual float | GetTorchLuck (Player player) |
Only called for torches, when there is one nearby. Use this to contribute to vanilla torch luck calculations. Typical return values are 1f for a torch in its biome, 0.5f for a weak positive torch, -1f for a torch in an opposing biome, and -0.5f for a weak negative torch. More... | |
virtual bool | HasSmartInteract (int i, int j, SmartInteractScanSettings settings) |
Whether or not the smart interact function can select this tile. Useful for things like chests. Defaults to false. More... | |
virtual bool | HasWalkDust () |
Whether or not this tile creates dust when the player walks on it. Returns false by default. Customize the dust spawned using WalkDust(ref int, ref bool, ref Color). The default dust is DustID.Snow otherwise. | |
virtual void | HitWire (int i, int j) |
Allows you to make something happen when a wire current passes through this tile. Both Wiring.SkipWire(int, int) and NetMessage.SendTileSquare(int, int, int, int, TileChangeType) are usually required in the logic used in this method to correctly work. Only called on the server and single player. All wiring happens on the world, not multiplayer clients. More... | |
virtual bool | IsLockedChest (int i, int j) |
Return true if this Tile corresponds to a chest that is locked. Prevents Quick Stacking items into the chest. More... | |
virtual bool | IsTileBiomeSightable (int i, int j, ref Color sightColor) |
Allows you to determine whether this tile glows sightColor while the local player has the Biome Sight buff. Return true and assign to sightColor to allow this tile to glow. This is only called on the local client. More... | |
virtual bool | IsTileDangerous (int i, int j, Player player) |
Allows you to determine whether this tile glows red when the given player has the Dangersense buff. This is only called on the local client. More... | |
virtual bool | IsTileSpelunkable (int i, int j) |
Allows you to customize whether this tile can glow yellow while having the Spelunker buff, and is also detected by various pets. This is only called if Main.tileSpelunker[type] is false. More... | |
virtual void | KillMultiTile (int i, int j, int frameX, int frameY) |
This hook is called exactly once whenever a block encompassing multiple tiles is destroyed. Use this to clean up extra data such as Chests, Signs, or TileEntities. For tiles that are 1x1, use KillTile(int, int, ref bool, ref bool, ref bool). The i and j coordinates will be the top left tile of a multi-tile. More... | |
virtual void | KillTile (int i, int j, ref bool fail, ref bool effectOnly, ref bool noItem) |
Allows you to determine what happens when the tile at the given coordinates is killed or hit with a pickaxe. Fail determines whether the tile is mined, effectOnly makes it so that only dust is created, and noItem stops items from dropping. Use this to clean up extra data such as Chests, Signs, or TileEntities. For tiles larger than 1x1, use KillMultiTile(int, int, int, int). More... | |
virtual bool | LockChest (int i, int j, ref short frameXAdjustment, ref bool manual) |
Allows customization of how locking a chest is accomplished. By default, frameXAdjustment will be 36, shifting the frameX over to the right by 1 chest style. If your chests are in a different order, adjust frameXAdjustment accordingly. This hook is called on the client, and if successful will be called on the server and other clients as the action is synced. Make sure that the logic is consistent and not dependent on local player data. More... | |
virtual void | ModifyFrameMerge (int i, int j, ref int up, ref int down, ref int left, ref int right, ref int upLeft, ref int upRight, ref int downLeft, ref int downRight) |
Allows you to change the merge type of the adjacent tiles before Tile.TileFrameX and Tile.TileFrameY is picked by vanilla framing code. Useful to make tiles that only selectively connect with others, or for tiles Tiles can be easily made to use custom merge frames with non-dirt tiles by using TileID.Sets.ChecksForMerge in combination with WorldGen.TileMergeAttempt(int, bool[], ref int, ref int, ref int, ref int, ref int, ref int, ref int, ref int) to set the adjacent tile's merge type to -2 Only called if TileFrame(int, int, ref bool, ref bool) returns true More... | |
virtual void | ModifySittingTargetInfo (int i, int j, ref TileRestingInfo info) |
Modify the parameters for the entity sitting on this furniture tile with its type registered to TileID.Sets.CanBeSatOnForPlayers. This is also called on NPCs sitting on this tile! To access the entity (player or NPC), use info.restingEntity. This gets called when calling PlayerSittingHelper.SitDown, when the town NPC decides to sit, and each tick while the player is sitting on a suitable furniture. i and j derived from "(entity.Bottom + new Vector2(0f, -2f)).ToTileCoordinates()" or from the tile coordinates the player clicked on. Formula: anchorTilePosition.ToWorldCoordinates(8f, 16f) + finalOffset + new Vector2(0, targetDirection * directionOffset). More... | |
virtual void | ModifySleepingTargetInfo (int i, int j, ref TileRestingInfo info) |
Modify the visual player offset when sleeping on this tile with its type registered to TileID.Sets.CanBeSleptIn. This gets called when calling PlayerSleepingHelper.SetIsSleepingAndAdjustPlayerRotation, and each tick while the player is resting in the bed, i and j derived from "(player.Bottom + new Vector2(0f, -2f)).ToTileCoordinates()" or from the tile coordinates the player clicked on. Formula: new Point(anchorTilePosition.X, anchorTilePosition.Y + 1).ToWorldCoordinates(8f, 16f) + finalOffset + new Vector2(0, targetDirection * directionOffset). More... | |
virtual void | ModifySmartInteractCoords (ref int width, ref int height, ref int frameWidth, ref int frameHeight, ref int extraY) |
Allows you to modify the smart interact parameters for the tile. Parameters already preset by deriving from TileObjectData defined for the tile. Example usage: Beds/Dressers which have separate interactions based on where to click. More... | |
virtual void | MouseOver (int i, int j) |
Allows you to make something happen when the mouse hovers over this tile. Useful for showing item icons or text on the mouse. More... | |
virtual void | MouseOverFar (int i, int j) |
Allows you to make something happen when the mouse hovers over this tile, even when the player is far away. Useful for showing what's written on signs, etc. More... | |
virtual void | NearbyEffects (int i, int j, bool closer) |
Allows you to make things happen when this tile is within a certain range of the player, such as how banners, campfire, and monoliths work. This method will be called on tiles within 2 specific ranges, once for calculating visual effects and another time for calculating gameplay effects: When calculating visual effects, the closer parameter will be true . The visual effect range depend on the game window resolution, zoom level, and lighting mode, so it will not be reliable for gameplay effects but rather it adjusts to the players view of the game world. This is suitable for monoliths, water fountains, and music boxes. When calculating gameplay effects, the closer parameter will be false . The gameplay effect range will always be a 169x124 tile rectangle centered on the player. This is suitable for tiles that give buffs like the sunflower, banners, heart lantern, and campfire. Make sure to check closer when using this method to ensure the effects of this tile are applying to the intended range. More... | |
virtual void | PostSetDefaults () |
Allows you to override some default properties of this tile, such as Main.tileNoSunLight and Main.tileObsidianKill. | |
virtual void | PostSetupTileMerge () |
Can be used to adjust tile merge related things that are not possible to do in ModBlockType.SetStaticDefaults due to timing. | |
virtual void | PostTileFrame (int i, int j, int up, int down, int left, int right, int upLeft, int upRight, int downLeft, int downRight) |
Allows you to modify the frame of a tile after the vanilla framing code has set Tile.TileFrameX and Tile.TileFrameY. Useful for offsetting the final frame position without entirely overriding the vanilla framing logic Only called if TileFrame(int, int, ref bool, ref bool) returns true More... | |
void | RegisterItemDrop (int itemType, params int[] tileStyles) |
Manually registers an item to drop for the provided tile styles. Use this for tile styles that don't have an item that places them. For example, open door tiles don't have any item that places them, but they should drop an item when destroyed. A tile style with no registered drop and no fallback drop will not drop anything when destroyed. This method can also be used to register the fallback item drop. The fallback item will drop for any tile with a style that does not have a manual or automatic item drop. To register the fallback item, omit the tileStyles parameter. If a mod removes content, manually specifying a replacement/fallback item allows users to recover something from the tile. If more control over tile item drops is required, such as conditional drops, custom data on dropped items, or multiple item drops, use GetItemDrops(int, int). More... | |
virtual bool | RightClick (int i, int j) |
Allows you to make something happen when this tile is right-clicked by the player. Return true to indicate that a tile interaction has occurred, preventing other right click actions like minion targeting from happening. Returns false by default. More... | |
virtual void | SetDrawPositions (int i, int j, ref int width, ref int offsetY, ref int height, ref short tileFrameX, ref short tileFrameY) |
Allows you to customize the position in which this tile is drawn. Width refers to the width of one frame of the tile, offsetY refers to how many pixels below its actual position the tile should be drawn, height refers to the height of one frame of the tile. More... | |
virtual void | SetSpriteEffects (int i, int j, ref SpriteEffects spriteEffects) |
Allows you to determine whether or not the tile will draw itself flipped in the world. If flipping, consider setting TileObjectData.DrawFlipHorizontal or TileObjectData.DrawFlipVertical as well to ensure that the tile placement preview is also flipped. More... | |
sealed override void | SetupContent () |
If you make a new ModType, seal this override, and call SetStaticDefaults in it. More... | |
virtual bool | Slope (int i, int j) |
Allows you to control how hammers slope this tile. Return true to allow it to slope normally. Returns true by default. Called on the local Client and Single Player. More... | |
virtual void | SpecialDraw (int i, int j, SpriteBatch spriteBatch) |
Special Draw. Only called if coordinates are added using Main.instance.TilesRenderer.AddSpecialLegacyPoint during DrawEffects(int, int, SpriteBatch, ref TileDrawInfo). Useful for drawing things that would otherwise be impossible to draw due to draw order, such as items in item frames. More... | |
virtual bool | TileFrame (int i, int j, ref bool resetFrame, ref bool noBreak) |
Called whenever this tile updates due to being placed or being next to a tile that is changed. Return false to stop the game from carrying out its default TileFrame operations. Returns true by default. More... | |
virtual bool | UnlockChest (int i, int j, ref short frameXAdjustment, ref int dustType, ref bool manual) |
Allows customization of how a chest unlock is accomplished. By default, frameXAdjustment will be -36, shifting the frameX over to the left by 1 chest style. If your chests are in a different order, adjust frameXAdjustment accordingly. This hook is called on the client, and if successful will be called on the server and other clients as the action is synced. Make sure that the logic is consistent and not dependent on local player data. More... | |
virtual void | WalkDust (ref int dustType, ref bool makeDust, ref Color color) |
Allows you to modify the dust created when the player walks on this tile. The makeDust parameter is whether or not to make dust; you can randomly set this to false to reduce the amount of dust produced. The default dust (dustType ) is DustID.Snow More... | |
Public Member Functions inherited from ModBlockType | |
virtual bool | CanExplode (int i, int j) |
Whether or not the tile/wall at the given coordinates can be killed by an explosion (ie. bombs). Returns true by default; return false to stop an explosion from destroying it. More... | |
virtual bool | CanPlace (int i, int j) |
Allows you to stop this tile/wall from being placed at the given coordinates. This method is called on the local client. For tiles this is also checked during block replacement, but ModTile.CanReplace(int, int, int) should be used for replace-specific logic. Return false to stop the tile/wall from being placed. Returns true by default. More... | |
virtual bool | CreateDust (int i, int j, ref int type) |
Allows you to modify the default type of dust created when the tile/wall at the given coordinates is hit. Return false to stop the default dust (the type parameter) from being created. Returns true by default. The type parameter defaults to DustType. More... | |
LocalizedText | CreateMapEntryName () |
Legacy helper method for creating a localization sub-key MapEntry More... | |
virtual ushort | GetMapOption (int i, int j) |
Allows you to choose which minimap entry the tile/wall at the given coordinates will use. 0 is the first entry added by AddMapEntry, 1 is the second entry, etc. Returns 0 by default. More... | |
virtual bool | KillSound (int i, int j, bool fail) |
Allows you to customize which sound you want to play when the tile/wall at the given coordinates is hit. Return false to stop the game from playing its default sound for the tile/wall. Returns true by default. More... | |
virtual void | ModifyLight (int i, int j, ref float r, ref float g, ref float b) |
Allows you to determine how much light this tile/wall emits. If it is a tile, make sure you set Main.tileLighted[Type] to true in SetDefaults for this to work. If it is a wall, it can also let you light up the block in front of this wall. See Terraria.Graphics.Light.TileLightScanner.ApplyTileLight(Tile, int, int, ref Terraria.Utilities.FastRandom, ref Microsoft.Xna.Framework.Vector3) for vanilla tile light values to use as a reference. More... | |
virtual void | NumDust (int i, int j, bool fail, ref int num) |
Allows you to change how many dust particles are created when the tile/wall at the given coordinates is hit. Use CreateDust(int, int, ref int) to customize the dust spawned. More... | |
virtual void | PlaceInWorld (int i, int j, Item item) |
Allows you to do something when this tile/wall is placed. Called on the local Client and Single Player. Note that the coordinates in this method account for the placement origin and are not necessarily the coordinates of the top left tile of a multi-tile. More... | |
virtual void | PostDraw (int i, int j, SpriteBatch spriteBatch) |
Allows you to draw things in front of the tile/wall at the given coordinates. This can also be used to do things such as creating dust.Note that this method will be called for tiles even when the tile is Tile.IsTileInvisible due to Echo Coating. Use the GameContent.Drawing.TileDrawing.IsVisible(Tile) method to skip effects that shouldn't show when the tile is invisible. This method won't be called for invisible walls. More... | |
virtual bool | PreDraw (int i, int j, SpriteBatch spriteBatch) |
Allows you to draw things behind the tile/wall at the given coordinates. Return false to stop the game from drawing the tile normally. Returns true by default. More... | |
virtual void | RandomUpdate (int i, int j) |
Called whenever the world randomly decides to update this tile/wall in a given tick. Useful for things such as growing or spreading. More... | |
override void | SetStaticDefaults () |
Allows you to modify the properties after initial loading has completed. This is where you would set the properties of this tile/wall. Many properties are stored as arrays throughout Terraria's code. For example:
| |
Public Member Functions inherited from ModType< TEntity, TModType > | |
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... | |
Public Member Functions inherited from ModType< TEntity > | |
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... | |
Protected Member Functions | |
sealed override void | Register () |
If you make a new ModType, seal this override. More... | |
Protected Member Functions inherited from ModType< TEntity, TModType > | |
abstract TEntity | CreateTemplateEntity () |
virtual void | InitTemplateInstance () |
Create dummy objects for instanced mod-types More... | |
override void | InitTemplateInstance () |
Create dummy objects for instanced mod-types More... | |
abstract void | Register () |
If you make a new ModType, seal this override. More... | |
virtual void | ValidateType () |
Check for the correct overrides of different hook methods and fields and properties More... | |
Protected Member Functions inherited from ModType< TEntity > | |
abstract TEntity | CreateTemplateEntity () |
virtual void | InitTemplateInstance () |
Create dummy objects for instanced mod-types More... | |
override void | InitTemplateInstance () |
Create dummy objects for instanced mod-types | |
abstract void | Register () |
If you make a new ModType, seal this override. More... | |
virtual void | ValidateType () |
Check for the correct overrides of different hook methods and fields and properties More... | |
Properties | |
int[] | AdjTiles = new int[0] [get, set] |
An array of the IDs of tiles that this tile can be considered as when looking for crafting stations. | |
int | AnimationFrameHeight [get, set] |
The height of a group of animation frames for this tile. Defaults to 0, which disables animations. Used in conjunction with AnimateTile(ref int, ref int) to automatically animate tiles. Use AnimateIndividualTile(int, int, int, ref int, ref int) as well if needed. An easy way to set this correctly without doing any math is to set this to the value of TileObjectData.CoordinateFullHeight. Note that this assumes animation frames are laid out vertically in the tile spritesheet, if that is not the case then AnimateIndividualTile will need to be used to apply AnimationFrameHeight to X coordinates instead. | |
virtual string | HighlightTexture [get] |
The highlight texture used when this tile is selected by smart interact. Defaults to adding "_Highlight" onto the main texture. | |
bool | IsDoor [get] |
override 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... | |
float | MineResist = 1f [get, set] |
A multiplier describing how much this block resists harvesting. Higher values will make it take longer to harvest. Defaults to 1f. For example a MineResist value of 2f, such as used by TileID.Pearlstone, would require roughly twice as many hits to mine. Conversely, a MineResist value of 0.5f, such as used by TileID.Sand, would require roughtly half as many hits to mine To find an appropriate value, see the wiki. Use MinPick to adjust the minimum pickaxe power required to mine this tile. | |
int | MinPick [get, set] |
The minimum pickaxe power required for pickaxes to mine this block. Defaults to 0. For example a MinPick value of 50, such as what TileID.Meteorite uses, would require a pickaxe with at least 50% pickaxe power (Item.pick) to break. To find an appropriate value, see the wiki. Use MineResist to adjust how long a tile takes to be mined. | |
Properties inherited from ModBlockType | |
int | DustType [get, set] |
The default type of dust made when this tile/wall is hit. Defaults to 0, which is DustID.Dirt. To prevent spawning any hit dust, set this to -1 instead. | |
SoundStyle? | HitSound = SoundID.Dig [get, set] |
The default style of sound made when this tile/wall is hit. Defaults to SoundID.Dig, which is the sound used for tiles such as dirt and sand. | |
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... | |
ushort | Type [get, set] |
The internal ID of this type of tile/wall. | |
ushort | VanillaFallbackOnModDeletion = 0 [get, set] |
The vanilla ID of what should replace the instance when a user unloads and subsequently deletes data from your mod in their save file. Defaults to 0. | |
Properties inherited from ModTexturedType | |
virtual string | Texture [get] |
The file name of this type's texture file in the mod loader's file space. | |
Properties inherited from ModType< TEntity, TModType > | |
virtual bool | CloneNewInstances [get] |
Whether to create new instances of this mod type via Clone(TEntity) or via the default constructor Defaults to false (default constructor). | |
TEntity | Entity [get, set] |
string | FullName [get] |
The internal name of this, including the mod it is from. More... | |
virtual bool | IsCloneable [get] |
Whether or not this type is cloneable. Cloning is supported if all reference typed fields in each sub-class which doesn't override Clone are marked with [CloneByReference] | |
Mod | Mod [get, set] |
The mod this belongs to. More... | |
virtual string | Name [get] |
The internal name of this. More... | |
Properties inherited from 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 ModType< TEntity > | |
virtual bool | CloneNewInstances [get] |
Whether to create new instances of this mod type via Clone(TEntity) or via the default constructor Defaults to false (default constructor). | |
TEntity | Entity [get, set] |
string | FullName [get] |
The internal name of this, including the mod it is from. More... | |
virtual bool | IsCloneable [get] |
Whether or not this type is cloneable. Cloning is supported if all reference typed fields in each sub-class which doesn't override Clone are marked with [CloneByReference] | |
Mod | Mod [get, set] |
The mod this belongs to. More... | |
virtual string | Name [get] |
The internal name of this. More... | |
Properties inherited from 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... | |
This class represents a type of tile that can be added by a mod. Only one instance of this class will ever exist for each type of tile that is added. Any hooks that are called will be called by the instance corresponding to the tile type. This is to prevent the game from using a massive amount of memory storing tile instances.
The Basic Tile Guide
teaches the basics of making a modded tile.
|
virtual |
Animates an individual tile. i and j are the coordinates of the Tile in question. frameXOffset and frameYOffset should be used to specify an offset from the tiles Tile.TileFrameX and Tile.TileFrameY. frameYOffset = modTile.AnimationFrameHeight * Main.tileFrame[type];
will already be set before this hook is called, taking into account the TileID-wide animation set via AnimateTile(ref int, ref int). Use this hook for off-sync animations (lightning bug in a bottle), state specific animations (campfires), temporary animations (trap chests), or TileEntities to achieve unique animation behaviors without having to manually draw the tile via ModBlockType.PreDraw(int, int, SpriteBatch).
type | The tile type. |
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
frameXOffset | The offset to frameX. |
frameYOffset | The offset to frameY. |
|
virtual |
Allows you to animate your tile. Use frameCounter to keep track of how long the current frame has been active, and use frame to change the current frame. This is called once an update. AnimationFrameHeight must be set for the animation timing set in this method to actually apply to the tile drawing. Use AnimateIndividualTile(int, int, int, ref int, ref int) to animate specific tile instances directly.
// Cycle 5 frames of animation spending 8 ticks on each if (++frameCounter >= 8) { frameCounter = 0; if (++frame >= 5) { frame = 0; } }
or, more compactly: if (++frameCounter >= 8) { frameCounter = 0; frame = ++frame % 5; }
or, to mimic another tile, simply: frame = Main.tileFrame[TileID.FireflyinaBottle];
|
virtual |
Allows you to determine whether the given item can become selected when the cursor is hovering over this tile and the auto selection keybind is pressed.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
item | The inventory item |
|
virtual |
Allows prevention of item drops from the tile dropping at the given coordinates. Return false to stop the game from dropping the tile's item(s). Returns true by default. See GetItemDrops to customize the item drop.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
|
virtual |
Allows you to determine whether or not the tile at the given coordinates can be hit by anything. Returns true by default. blockDamaged currently has no use.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
blockDamaged |
|
virtual |
Allows you to stop this tile at the given coordinates from being replaced via the block swap feature. The tileTypeBeingPlaced parameter is the tile type that will replace the current tile.
This method is called on the local client. This method is only called if the local player has sufficient pickaxe power to mine the existing tile.
Return false to block the tile from being replaced. Returns true by default.
Use this for dynamic logic. ID.TileID.Sets.DoesntGetReplacedWithTileReplacement, ID.TileID.Sets.DoesntPlaceWithTileReplacement, and ID.TileID.Sets.PreventsTileReplaceIfOnTopOfIt cover the most common use cases and should be used instead if possible.
i | |
j | |
tileTypeBeingPlaced |
|
virtual |
Allows you to change the style of waterfall that passes through or over this type of tile.
style |
|
virtual |
Returns the default name for a chest or dresser with the provided FrameX and FrameY values.
A typical implementation of a tile with only a single name might return CreateMapEntryName()
A container with multiple styles might return this.GetLocalization("MapEntry" + option)
where option is determined using similar logic to ModBlockType.GetMapOption to match the AddMapEntry(Color, LocalizedText) entries. Another option is using return Lang._mapLegendCache[MapHelper.TileToLookup(Type, option)];
, this will reuse the localizations used for the map entries.
Reimplemented in UnloadedChest.
|
virtual |
Allows you to make stuff happen whenever the tile at the given coordinates is drawn. For example, creating dust or changing the color the tile is drawn in. SpecialDraw will only be called if coordinates are added using Main.instance.TilesRenderer.AddSpecialLegacyPoint here.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
spriteBatch | |
drawData | Various information about the tile that is being drawn, such as color, framing, glow textures, etc. |
Reimplemented in ModPylon.
|
virtual |
Allows you to modify the chance the tile at the given coordinates has of spawning a certain critter when the tile is killed.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
wormChance | Chance for a worm to spawn. Value corresponds to a chance of 1 in X. Vanilla values include: Grass-400, Plants-200, Various Piles-6 |
grassHopperChance | Chance for a grass hopper to spawn. Value corresponds to a chance of 1 in X. Vanilla values include: Grass-100, Plants-50 |
jungleGrubChance | Chance for a jungle grub to spawn. Value corresponds to a chance of 1 in X. Vanilla values include: JungleVines-250, JunglePlants2-40, PlantDetritus-10 |
|
virtual |
Allows you to make something happen when a player stands on this type of tile. For example, you can make the player slide as if on ice.
player |
|
virtual |
Allows customization of the items the tile at the given coordinates drops.
The default item drop is determined by finding an item with Item.createTile and Item.placeStyle matching the type and style of this tile. ModTile.RegisterItemDrop(int, int[]) can be used to manually register item drops for tile styles with no corresponding item. It can also be used to register a fallback item, which will be dropped if no suitable item is found.
The default behavior should cover 99% of use cases, meaning that overriding this method should only be necessary in extremely unique tiles, such as tiles dropping multiple items, tiles dropping items with custom data, or tiles with custom tile style code.
When overriding, use yield return new Item(ItemTypeHere);
for each spawned item. Note that a random prefix will be applied to these items, if applicable, so if specific prefixes or no prefix is needed for an item drop, it will have to be spawned in manually using KillMultiTile(int, int, int, int) or KillTile(int, int, ref bool, ref bool, ref bool).
The style based drop logic is based on TileObjectData. If a tile has custom 'styles' but still wants to make use of ModTile.RegisterItemDrop(int, int[]), TileLoader.GetItemDropFromTypeAndStyle(Type, style)
can be used to retrieve the associated item drop.
Use CanDrop to conditionally prevent any item drops. Use KillMultiTile(int, int, int, int) or KillTile(int, int, ref bool, ref bool, ref bool) for other logic such as cleaning up TileEntities or killing chests or signs.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
|
virtual |
Only called for torches, when there is one nearby. Use this to contribute to vanilla torch luck calculations. Typical return values are 1f for a torch in its biome, 0.5f for a weak positive torch, -1f for a torch in an opposing biome, and -0.5f for a weak negative torch.
player | Main.LocalPlayer |
|
virtual |
Whether or not the smart interact function can select this tile. Useful for things like chests. Defaults to false.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
settings | Use if you need special conditions, like settings.player.HasItem(ItemID.LihzahrdPowerCell) |
Reimplemented in ModPylon.
|
virtual |
Allows you to make something happen when a wire current passes through this tile. Both Wiring.SkipWire(int, int) and NetMessage.SendTileSquare(int, int, int, int, TileChangeType) are usually required in the logic used in this method to correctly work.
Only called on the server and single player. All wiring happens on the world, not multiplayer clients.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
|
virtual |
Return true if this Tile corresponds to a chest that is locked. Prevents Quick Stacking items into the chest.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
|
virtual |
Allows you to determine whether this tile glows sightColor while the local player has the Biome Sight buff.
Return true and assign to sightColor to allow this tile to glow.
This is only called on the local client.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
sightColor | The color this tile should glow with, which defaults to Color.White. |
|
virtual |
Allows you to determine whether this tile glows red when the given player has the Dangersense buff.
This is only called on the local client.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
player | Main.LocalPlayer |
|
virtual |
Allows you to customize whether this tile can glow yellow while having the Spelunker buff, and is also detected by various pets.
This is only called if Main.tileSpelunker[type] is false.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
|
virtual |
This hook is called exactly once whenever a block encompassing multiple tiles is destroyed. Use this to clean up extra data such as Chests, Signs, or TileEntities. For tiles that are 1x1, use KillTile(int, int, ref bool, ref bool, ref bool). The i and j coordinates will be the top left tile of a multi-tile.
|
virtual |
Allows you to determine what happens when the tile at the given coordinates is killed or hit with a pickaxe. Fail determines whether the tile is mined, effectOnly makes it so that only dust is created, and noItem stops items from dropping. Use this to clean up extra data such as Chests, Signs, or TileEntities. For tiles larger than 1x1, use KillMultiTile(int, int, int, int).
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
fail | If true, the tile won't be mined |
effectOnly | If true, only the dust visuals will happen |
noItem | If true, the corresponding item won't drop |
|
virtual |
Allows customization of how locking a chest is accomplished. By default, frameXAdjustment will be 36, shifting the frameX over to the right by 1 chest style. If your chests are in a different order, adjust frameXAdjustment accordingly. This hook is called on the client, and if successful will be called on the server and other clients as the action is synced. Make sure that the logic is consistent and not dependent on local player data.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
frameXAdjustment | The adjustment made to each Tile.frameX, defaults to 36 |
manual | Set this to true to bypass the code playing the lock sound and adjusting the tile frame. Network syncing will still happen. |
|
virtual |
Allows you to change the merge type of the adjacent tiles before Tile.TileFrameX and Tile.TileFrameY is picked by vanilla framing code. Useful to make tiles that only selectively connect with others, or for tiles
Tiles can be easily made to use custom merge frames with non-dirt tiles by using TileID.Sets.ChecksForMerge in combination with WorldGen.TileMergeAttempt(int, bool[], ref int, ref int, ref int, ref int, ref int, ref int, ref int, ref int) to set the adjacent tile's merge type to -2
Only called if TileFrame(int, int, ref bool, ref bool) returns true
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
up | The merge type of the tile above. The tile will merge with it if the value is the same as its tile type -1 Means it'll consider the tile empty, and -2 means tiles that use Main.tileMergeDirt or TileID.Sets.ChecksForMerge will attempt to use their custom merge frames with that tile |
down | The merge type of the tile below. The tile will merge with it if the value is the same as its tile type -1 Means it'll consider the tile empty, and -2 means tiles that use Main.tileMergeDirt or TileID.Sets.ChecksForMerge will attempt to use their custom merge frames with that tile |
left | The merge type of the tile to the keft. The tile will merge with it if the value is the same as its tile type -1 Means it'll consider the tile empty, and -2 means tiles that use Main.tileMergeDirt or TileID.Sets.ChecksForMerge will attempt to use their custom merge frames with that tile |
right | The merge type of the tile to the right. The tile will merge with it if the value is the same as its tile type -1 Means it'll consider the tile empty, and -2 means tiles that use Main.tileMergeDirt or TileID.Sets.ChecksForMerge will attempt to use their custom merge frames with that tile |
upLeft | The merge type of the tile on the top left. The tile will merge with it if the value is the same as its tile type -1 Means it'll consider the tile empty, and -2 means tiles that use Main.tileMergeDirt or TileID.Sets.ChecksForMerge will attempt to use their custom merge frames with that tile |
upRight | The merge type of the tile on the top right. The tile will merge with it if the value is the same as its tile type -1 Means it'll consider the tile empty, and -2 means tiles that use Main.tileMergeDirt or TileID.Sets.ChecksForMerge will attempt to use their custom merge frames with that tile |
downLeft | The merge type of the tile on the bottom left. The tile will merge with it if the value is the same as its tile type -1 Means it'll consider the tile empty, and -2 means tiles that use Main.tileMergeDirt or TileID.Sets.ChecksForMerge will attempt to use their custom merge frames with that tile |
downRight | The merge type of the tile on the bottom right. The tile will merge with it if the value is the same as its tile type -1 Means it'll consider the tile empty, and -2 means tiles that use Main.tileMergeDirt or TileID.Sets.ChecksForMerge will attempt to use their custom merge frames with that tile |
|
virtual |
Modify the parameters for the entity sitting on this furniture tile with its type registered to TileID.Sets.CanBeSatOnForPlayers.
This is also called on NPCs sitting on this tile! To access the entity (player or NPC), use info.restingEntity.
This gets called when calling PlayerSittingHelper.SitDown, when the town NPC decides to sit, and each tick while the player is sitting on a suitable furniture. i and j derived from "(entity.Bottom + new Vector2(0f, -2f)).ToTileCoordinates()" or from the tile coordinates the player clicked on.
Formula: anchorTilePosition.ToWorldCoordinates(8f, 16f) + finalOffset + new Vector2(0, targetDirection * directionOffset).
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
info | The parameters for setting the anchor and offsets. You need to edit this |
|
virtual |
Modify the visual player offset when sleeping on this tile with its type registered to TileID.Sets.CanBeSleptIn.
This gets called when calling PlayerSleepingHelper.SetIsSleepingAndAdjustPlayerRotation, and each tick while the player is resting in the bed, i and j derived from "(player.Bottom + new Vector2(0f, -2f)).ToTileCoordinates()" or from the tile coordinates the player clicked on.
Formula: new Point(anchorTilePosition.X, anchorTilePosition.Y + 1).ToWorldCoordinates(8f, 16f) + finalOffset + new Vector2(0, targetDirection * directionOffset).
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
info | The parameters for setting the anchor and offsets. Default values match the regular vanilla bed. |
|
virtual |
Allows you to modify the smart interact parameters for the tile. Parameters already preset by deriving from TileObjectData defined for the tile.
Example usage: Beds/Dressers which have separate interactions based on where to click.
width | Amount of tiles in x direction for which the smart interact should select for |
height | Amount of tiles in y direction for which the smart interact should select for |
frameWidth | Width of each tile, in pixels |
frameHeight | Height of each tile, in pixels |
extraY | Additional offset applied after calculations with frameHeight, in pixels |
|
virtual |
Allows you to make something happen when the mouse hovers over this tile. Useful for showing item icons or text on the mouse.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
Reimplemented in UnloadedTile.
|
virtual |
Allows you to make something happen when the mouse hovers over this tile, even when the player is far away. Useful for showing what's written on signs, etc.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
|
virtual |
Allows you to make things happen when this tile is within a certain range of the player, such as how banners, campfire, and monoliths work. This method will be called on tiles within 2 specific ranges, once for calculating visual effects and another time for calculating gameplay effects: When calculating visual effects, the closer parameter will be true
. The visual effect range depend on the game window resolution, zoom level, and lighting mode, so it will not be reliable for gameplay effects but rather it adjusts to the players view of the game world. This is suitable for monoliths, water fountains, and music boxes. When calculating gameplay effects, the closer parameter will be false
. The gameplay effect range will always be a 169x124 tile rectangle centered on the player. This is suitable for tiles that give buffs like the sunflower, banners, heart lantern, and campfire. Make sure to check closer when using this method to ensure the effects of this tile are applying to the intended range.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
closer |
Reimplemented in ModBannerTile.
|
virtual |
Allows you to modify the frame of a tile after the vanilla framing code has set Tile.TileFrameX and Tile.TileFrameY. Useful for offsetting the final frame position without entirely overriding the vanilla framing logic
Only called if TileFrame(int, int, ref bool, ref bool) returns true
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
up | The merge type of the tile above. Unitializaed if the tile is Main.tileFrameImportant. |
down | The merge type of the tile below. Unitializaed if the tile is Main.tileFrameImportant. |
left | The merge type of the tile to the left. Unitializaed if the tile is Main.tileFrameImportant. |
right | The merge type of the tile to the right. Unitializaed if the tile is Main.tileFrameImportant. |
upLeft | The merge type of the tile on the top left. Unitializaed if the tile is Main.tileFrameImportant. |
upRight | The merge type of the tile on the top right. Unitializaed if the tile is Main.tileFrameImportant. |
downLeft | The merge type of the tile on the bottom left. Unitializaed if the tile is Main.tileFrameImportant. |
downRight | The merge type of the tile on the bottom right. Unitializaed if the tile is Main.tileFrameImportant. |
|
protectedvirtual |
If you make a new ModType, seal this override.
Implements ModType< TEntity >.
void ModTile.RegisterItemDrop | ( | int | itemType, |
params int[] | tileStyles | ||
) |
Manually registers an item to drop for the provided tile styles. Use this for tile styles that don't have an item that places them. For example, open door tiles don't have any item that places them, but they should drop an item when destroyed. A tile style with no registered drop and no fallback drop will not drop anything when destroyed.
This method can also be used to register the fallback item drop. The fallback item will drop for any tile with a style that does not have a manual or automatic item drop.
To register the fallback item, omit the tileStyles parameter.
If a mod removes content, manually specifying a replacement/fallback item allows users to recover something from the tile.
If more control over tile item drops is required, such as conditional drops, custom data on dropped items, or multiple item drops, use GetItemDrops(int, int).
itemType | |
tileStyles |
|
virtual |
Allows you to make something happen when this tile is right-clicked by the player. Return true to indicate that a tile interaction has occurred, preventing other right click actions like minion targeting from happening. Returns false by default.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
Reimplemented in ModPylon.
|
virtual |
Allows you to customize the position in which this tile is drawn. Width refers to the width of one frame of the tile, offsetY refers to how many pixels below its actual position the tile should be drawn, height refers to the height of one frame of the tile.
By default the values will be set to the values you give this tile's TileObjectData. If this tile has no TileObjectData then they will default to 16, 0, and 16, respectively.
tileFrameX and tileFrameY allow you to change which frames are drawn, keeping tile.TileFrameX/Y intact for other purposes.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
width | |
offsetY | |
height | |
tileFrameX | |
tileFrameY |
Reimplemented in ModBannerTile.
|
virtual |
Allows you to determine whether or not the tile will draw itself flipped in the world. If flipping, consider setting TileObjectData.DrawFlipHorizontal or TileObjectData.DrawFlipVertical as well to ensure that the tile placement preview is also flipped.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
spriteEffects |
|
virtual |
If you make a new ModType, seal this override, and call SetStaticDefaults in it.
Reimplemented from ModType< TEntity >.
|
virtual |
Allows you to control how hammers slope this tile. Return true to allow it to slope normally. Returns true by default. Called on the local Client and Single Player.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
|
virtual |
Special Draw. Only called if coordinates are added using Main.instance.TilesRenderer.AddSpecialLegacyPoint
during DrawEffects(int, int, SpriteBatch, ref TileDrawInfo). Useful for drawing things that would otherwise be impossible to draw due to draw order, such as items in item frames.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
spriteBatch |
|
virtual |
Called whenever this tile updates due to being placed or being next to a tile that is changed. Return false to stop the game from carrying out its default TileFrame operations. Returns true by default.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
resetFrame | |
noBreak |
Reimplemented in ModPylon.
|
virtual |
Allows customization of how a chest unlock is accomplished. By default, frameXAdjustment will be -36, shifting the frameX over to the left by 1 chest style. If your chests are in a different order, adjust frameXAdjustment accordingly. This hook is called on the client, and if successful will be called on the server and other clients as the action is synced. Make sure that the logic is consistent and not dependent on local player data.
i | The x position in tile coordinates. |
j | The y position in tile coordinates. |
frameXAdjustment | The adjustment made to each Tile.frameX, defaults to -36 |
dustType | The dust spawned, defaults to 11 |
manual | Set this to true to bypass the code playing the unlock sound, adjusting the tile frame, and spawning dust. Network syncing will still happen. |
|
virtual |
Allows you to modify the dust created when the player walks on this tile. The makeDust parameter is whether or not to make dust; you can randomly set this to false to reduce the amount of dust produced. The default dust (dustType ) is DustID.Snow
dustType | |
makeDust | |
color |
|
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.