tModLoader v2024.10
A mod to make and play Terraria mods
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Classes | |
class | Conversion |
class | FallingBlockProjectileInfo |
Used in FallingBlockProjectile. More... | |
class | ForAdvancedCollision |
class | RoomNeeds |
class | TileCutIgnore |
Static Public Attributes | |
static bool[] | AllBlocksWithSmoothBordersToResolveHalfBlockIssue = Factory.CreateBoolSet(false, 321, 157, 208, 159, 190, 80, 251, 202, 229, 56, 38, 39, 152, 118, 151, 148, 206, 119, 175, 46, 176, 45, 140, 347, 370, 121, 122, 680, 681, 682, 685, 686, 346, 687, 688, 689, 690, 691, 692, 160, 226, 54, 156, 155, 153, 154, 150, 250, 198, 273, 274, 325, 284, 348, 385, 327, 326, 345, 328, 329, 357, 369, 268, 261, 262, 255, 267, 260, 265, 258, 266, 259, 264, 257, 263, 256, 311, 431, 426, 433, 430, 434, 432, 272, 145, 146, 350, 127, 472, 473, 477, 478, 479, 492, 496, 507, 508, 563, 618) |
If true for a given tile type (Tile.TileType), then that tile has smooth borders and is drawn differently when hammered to be a half-block. Defaults to false . | |
static bool[] | AllowLightInWater = Factory.CreateBoolSet(false, 54, 541, 328) |
static bool[] | AllowsSaveCompressionBatching = Factory.CreateBoolSet(true, 520, 423) |
If true for a given tile type (Tile.TileType), then that tile can be compressed when syncing or saving the world. Defaults to true . | |
static bool[] | AllTiles = Factory.CreateBoolSet(true) |
static bool[] | Ash = Factory.CreateBoolSet(57) |
static bool[] | AvoidedByMeteorLanding = Factory.CreateBoolSet(226, 470, 475, 448, 597) |
Whether or not this tile prevents a meteor from landing near it. More... | |
static bool[] | AvoidedByNPCs = Factory.CreateBoolSet(21, 467, 55, 85, 395, 88, 463, 334, 29, 97, 99, 356, 663, 425, 440, 209, 441, 468, 471, 491, 510, 511, 520, 573) |
If true, Town NPCs will try to avoid standing still in front of the tile, allowing the player to interact with the tile rather than accidentally interacting with the Town NPC. Some tiles that set this include TileID.Containers, TileID.Signs, and TileID.Tombstones. | |
static bool[] | BasicChest = Factory.CreateBoolSet(21, 467) |
static bool[] | BasicChestFake = Factory.CreateBoolSet(441, 468) |
static bool[] | BasicDresser = Factory.CreateBoolSet(88) |
static bool[] | BlockMergesWithMergeAllBlock = Factory.CreateBoolSet() |
Set to true automatically for all tiles that are Main.tileSolid and not Main.tileSolidTop. These tiles will merge with other tiles that are Main.tileBlendAll. You can force a value to be assigned using BlockMergesWithMergeAllBlockOverride in ModType.SetStaticDefaults, as this is set is populated afterwards, ignoring edits to it. | |
static ? bool[] | BlockMergesWithMergeAllBlockOverride = Factory.CreateCustomSet<bool?>(null, 10, false, 387, false, 541, false) |
The value a tile forces to be set for BlockMergesWithMergeAllBlock regardless of default conditions (see its documentation). null by default. | |
static bool[] | BlocksStairs = Factory.CreateBoolSet(386, 387, 54, 541) |
static bool[] | BlocksStairsAbove = Factory.CreateBoolSet(386, 387) |
static bool[] | BlocksWaterDrawingBehindSelf = Factory.CreateBoolSet(false, 54, 541, 328, 470) |
static bool[] | Boulders = Factory.CreateBoolSet(138, 484, 664, 665) |
static bool[] | BreakableWhenPlacing = Factory.CreateBoolSet(324, 186, 187, 185, 165, 530, 233, 227, 485, 81, 624) |
static bool[] | Campfire = Factory.CreateBoolSet(TileID.Campfire) |
Whether or not this tile behaves like a campfire. Campfires must be 3x2 and need to follow the vanilla layout with the on state being at the top of the texture. Padding must also be present in the same manner, resulting in a 54x36 section for each style. The animation, however, can be done with a separate flame texture if desired. Necessary for block swap and Marshmallow on a Stick features. | |
static bool[] | CanBeClearedDuringGeneration = Factory.CreateBoolSet(true, 396, 400, 401, 397, 398, 399, 404, 368, 367, 226, 237) |
static bool[] | CanBeClearedDuringOreRunner = Factory.CreateBoolSet(0, 1, 23, 25, 40, 53, 57, 59, 60, 70, 109, 112, 116, 117, 147, 161, 163, 164, 199, 200, 203, 234, 396, 397, 401, 403, 400, 398, 399, 402) |
Tiles within this set are allowed to be replaced by generating ore. | |
static bool[] | CanBeDugByShovel = Factory.CreateBoolSet(false, 0, 668, 59, 57, 123, 224, 147, 2, 109, 23, 661, 199, 662, 60, 70, 477, 492, 53, 116, 112, 234, 40, 495, 633) |
If true for a given tile type (Tile.TileType), then that tile can be mined using a shovel. Defaults to false . | |
static bool[] | CanBeSatOnForNPCs = Factory.CreateBoolSet(false, 15, 497) |
static bool[] | CanBeSatOnForPlayers = Factory.CreateBoolSet(false, 15, 497, 89, 102, 487) |
static bool[] | CanBeSleptIn = Factory.CreateBoolSet(false, 79) |
static bool[] | CanBeSloped = Factory.CreateBoolSet() |
Allows non-solid tiles to be sloped (solid tiles can always be sloped, regardless of this set). | |
static bool[] | CanDropFromRightClick = Factory.CreateBoolSet(4) |
static bool[] | CanGrowCrystalShards = Factory.CreateBoolSet(117, 116, 164, 402, 403) |
static bool[] | CanPlaceNextToNonSolidTile = Factory.CreateBoolSet(false, Cobweb, CopperCoinPile, SilverCoinPile, GoldCoinPile, PlatinumCoinPile, LivingFire, LivingCursedFire, LivingDemonFire, LivingFrostFire, LivingIchor, LivingUltrabrightFire, ChimneySmoke, Bubble) |
Allows tiles to be placed next to any tile or wall. (Tiles normally need a Main.tileSolid tile, Rope tile, IsBeam tile, or a wall adjacent to the target position to be placeable.) Used by: Cobweb, Coin Piles, Living Fire Blocks, Smoke Blocks, Bubble Blocks | |
static bool[] | ChecksForMerge = Factory.CreateBoolSet(0, 668, 2, 661, 60, 70, 199, 662, 109, 477, 492, 633, 57, 58, 75, 76, 684, 147, 161, 164, 163, 200, 162, 189, 196, 460, 224, 191, 383, 211, 225, 59, 226, 396, 397, 398, 399, 402, 400, 401, 403, 404, 234, 112, 407) |
static bool[] | Clock = Factory.CreateBoolSet(GrandfatherClocks) |
Whether or not this tile is a clock. | |
static int[] | CloseDoorID = Factory.CreateIntSet(-1) |
The ID of the tile that a given open door transforms into when it becomes CLOSED. Defaults to -1, which means said tile isn't an open door. | |
static bool[] | Clouds = Factory.CreateBoolSet(189, 196, 460) |
static bool[] | CommonSapling = Factory.CreateBoolSet(false, 20, 590, 595, 615) |
static int[] | ConveyorDirection = Factory.CreateIntSet(0, 421, 1, 422, -1) |
If != 0 for a given tile type (Tile.TileType), then that tile functions as a conveyor belt. A positive value pushes entities to the right, and a negative value to the left. The actual value does not matter, only the sign. Defaults to 0 . | |
static bool[] | Corrupt = Factory.CreateBoolSet(23, 661, 25, 112, 163, 398, 400, 636) |
static int[] | CorruptBiome = Factory.CreateIntSet(0, 23, 1, 24, 1, 25, 1, 32, 1, 112, 1, 163, 1, 400, 1, 398, 1, 27, -10) |
New created sets to facilitate vanilla biome block counting including modded blocks. To replace the current hardcoded counts in SceneMetrics.cs. | |
static bool[] | CorruptBiomeSight = Factory.CreateBoolSet(23, 661, 25, 112, 163, 398, 400, 636, 24, 32) |
static List< int > | CorruptCountCollection |
static bool[] | CountsAsGemTree = Factory.CreateBoolSet(false, 583, 584, 585, 586, 587, 588, 589) |
If true for a given tile type (Tile.TileType), then that tile is categorized as a Gem Tree. Vanilla only uses this for displaying a special message when using Lucy the Axe. Defaults to false . | |
static bool[] | CountsAsHoneySource = Factory.CreateBoolSet() |
Whether or not this tile counts as a honey source for crafting purposes. | |
static bool[] | CountsAsLavaSource = Factory.CreateBoolSet() |
Whether or not this tile counts as a lava source for crafting purposes. | |
static int[] | CountsAsPylon |
What tiles count as Pylons, which allow the player to teleport to any other valid Pylons on the map. More... | |
static bool[] | CountsAsShimmerSource = Factory.CreateBoolSet() |
Whether or not this tile counts as a shimmer source for crafting purposes. | |
static bool[] | CountsAsWaterSource = Factory.CreateBoolSet(172) |
Whether or not this tile counts as a water source for crafting purposes. | |
static bool[] | CrackedBricks = Factory.CreateBoolSet(481, 482, 483) |
static bool[] | Crimson = Factory.CreateBoolSet(199, 662, 203, 234, 200, 399, 401, 205) |
static int[] | CrimsonBiome = Factory.CreateIntSet(0, 199, 1, 203, 1, 200, 1, 401, 1, 399, 1, 234, 1, 352, 1, 27, -10) |
static bool[] | CrimsonBiomeSight = Factory.CreateBoolSet(199, 662, 203, 234, 200, 399, 401, 205, 201, 352) |
static List< int > | CrimsonCountCollection |
static int[] | CritterCageLidStyle = Factory.CreateIntSet(-1, 275, 0, 276, 0, 277, 0, 278, 0, 279, 0, 280, 0, 281, 0, 558, 0, 554, 0, 553, 0, 551, 0, 550, 0, 542, 0, 413, 0, 309, 0, 297, 0, 296, 0, 645, 0, 643, 0, 644, 0, 632, 0, 640, 0, 559, 1, 414, 1, 359, 1, 358, 1, 605, 2, 604, 2, 603, 2, 602, 2, 601, 2, 599, 2, 600, 2, 612, 2, 611, 2, 610, 2, 609, 2, 608, 2, 606, 2, 607, 2, 285, 3, 286, 3, 582, 3, 555, 3, 538, 3, 533, 3, 532, 3, 394, 3, 393, 3, 392, 3, 391, 3, 339, 3, 310, 3, 299, 3, 298, 3, 629, 3, 619, 3, 556, 4, 544, 4, 364, 4, 363, 4, 362, 4, 361, 4) |
static bool[] | Dirt = Factory.CreateBoolSet(0, 668) |
static bool[] | DisableSmartCursor = Factory.CreateBoolSet(4, 10, 11, 13, 21, 29, 33, 49, 50, 55, 79, 85, 88, 97, 104, 125, 132, 136, 139, 144, 174, 207, 209, 212, 216, 219, 237, 287, 334, 335, 338, 354, 386, 387, 388, 389, 411, 425, 441, 463, 467, 468, 491, 494, 510, 511, 573, 621, 642) |
Whether or not the smart cursor function is disabled when the cursor hovers above this tile. Used by tiles frequently right click interacted with to help prevent accidental tile placement when the player accidentally left clicks on it with smart cursor enabled, such as doors and containers. Defaults to false . | |
static bool[] | DisableSmartInteract = Factory.CreateBoolSet(4, 33, 334, 395, 410, 455, 471, 480, 509, 520, 657, 658) |
Whether or not the smart tile interaction function is disabled when the cursor hovers above this tile. Used by tiles interactable by right click that do not use smart interact, such as torches and candles. Defaults to false . | |
static bool[] | DoesntGetReplacedWithTileReplacement = Factory.CreateBoolSet(58, 225, 171, 127, 481, 482, 483, 423) |
Indicates that this tile can't be replaced with another tile via the block swap feature. Use ModTile.CanReplace(int, int, int) or GlobalTile.CanReplace(int, int, int, int) to dynamically prevent tile replacement for situations with more complex logic. | |
static bool[] | DoesntPlaceWithTileReplacement = Factory.CreateBoolSet(2, 60, 70, 109, 199, 23, 661, 662, 633) |
Indicates that this tile can't replace another tile via the block swap feature. Use ModTile.CanReplace(int, int, int) or GlobalTile.CanReplace(int, int, int, int) to dynamically prevent tile replacement for situations with more complex logic. | |
static bool[] | DontDrawTileSliced = Factory.CreateBoolSet(false, 137, 235, 388, 476, 160, 138, 664, 665, 630, 631) |
Set to true to prevent this tile from drawing with more detailed lighting, if the user is using a detailed lighting mode. If true, a single lighting value will be used to draw this tile instead of drawing the tile in 9 sections with different interpolated lighting values. Traps and Boulder are examples of tiles that use this. This is only relevant for tiles set as Main.tileSolid. | |
static int[] | DrawFlipMode = Factory.CreateIntSet(0, 3, 1, 13, 1, 20, 1, 24, 1, 49, 1, 372, 1, 646, 1, 50, 1, 52, 1, 61, 1, 62, 1, 71, 1, 73, 1, 74, 1, 81, 1, 82, 1, 83, 1, 84, 1, 91, 1, 92, 1, 93, 1, 110, 1, 113, 1, 115, 1, 135, 1, 141, 1, 165, 1, 174, 1, 201, 1, 205, 1, 227, 1, 270, 1, 271, 1, 382, 1, 184, 2, 185, 3, 528, 1, 529, 1, 590, 1, 595, 1, 615, 1, 624, 1, 638, 1, 636, 1, 656, 1) |
static bool[] | DrawsWalls = Factory.CreateBoolSet(10, 54, 138, 664, 484, 388, 191, 137, 328, 162, 387, 48, 232, 127, 459, 541, 546) |
static ? bool[] | DrawTileInSolidLayer |
static int[] | DungeonBiome = Factory.CreateIntSet(0, 41, 1, 43, 1, 44, 1, 481, 1, 482, 1, 483, 1) |
static SetFactory | Factory = new SetFactory(TileLoader.TileCount) |
static bool[] | Falling = Factory.CreateBoolSet(53, 234, 112, 116, 224, 123, 330, 331, 332, 333, 495) |
Set to true for falling tiles, such as sand, coin piles, and shell pile. Affects block swapping falling tiles requiring 110% pickaxe power and causes blocks with this set to call WorldGen.SpawnFallingBlockProjectile, where FallingBlockProjectile is used to spawn the falling block projectile. See the ExampleSand tileand corresponding projectiles for an example. | |
static FallingBlockProjectileInfo[] | FallingBlockProjectile |
Maps tile type for Falling tiles to their corresponding falling block projectile and associated falling projectile damage. Falling coins use 0 damage while all other tiles use 10 damage. More... | |
static bool[] | ForcedDirtMerging = Factory.CreateBoolSet(75, 76, 508, 507, 226, 409, 669, 670, 671, 672, 673, 674, 675, 676, 683, 684, 273, 274, 459, 458, 326, 327, 345, 328, 329, 192, 384, 284, 325, 272, 268, 262, 267, 265, 266, 264, 263, 261, 255, 260, 258, 259, 257, 256, 54, 357) |
static bool[] | FramesOnKillWall = Factory.CreateBoolSet(440, 240, 241, 242, 245, 246, 4, 136, 334, 132, 55, 395, 425, 440, 471, 510, 511, 573, 630, 631) |
Causes tile framing to run for this tile when a nearby wall is killed. Most tiles are not affected by walls, but some tiles can anchor to walls in some or all of its placement styles. Any tile that anchors to walls should set this to true, allowing the tile to properly destroy itself if the anchored walls are destroyed. Some tiles that set this include TileID.Painting3X3, TileID.Signs, and TileID.Torches. Defaults to false. | |
static bool[] | FriendlyFairyCanLureTo = Factory.CreateBoolSet(8, 169, 21, 467, 107, 108, 111, 221, 222, 223, 211, 12, 665, 639, 236, 227) |
static ushort[] | GemsparkFramingTypes = Factory.CreateUshortSet(0, 265, 265, 258, 258, 264, 264, 257, 257, 267, 267, 260, 260, 266, 266, 259, 259, 263, 263, 256, 256, 262, 262, 255, 255, 268, 268, 261, 261, 385, 385, 446, 446, 447, 447, 448, 448) |
static bool[] | GeneralPlacementTiles = Factory.CreateBoolSet(true, 225, 41, 481, 43, 482, 44, 483, 226, 203, 112, 25, 70, 151, 21, 31, 467, 12, 665, 639) |
Indicates if a tile is eligible to be replaced during world generation. Tiles indicated to not be valid for general placement will prevent the placement of various micro biomes such as hives, campsites, enchanted sword shrines, and minecart tracks. Vanilla tiles set to false in this set include Chests, Life Crystals, various Dungeon Bricks, Lihzahrd Bricks, Ebonsand, Ebonstone, Crimstone, Shadow Orbs, Hive, Mushroom Grass, Sandstone Brick, and others. The effect of these tiles being in this set means that micro biomes will not overlap with the dungeon, pyramid, temple, corruption/crimson biomes, glowing mushroom biomes, and other important placed tiles such as chests and life crystals. Modders should set this to false for any tile that could potentially be placed during world generation where this effect is desired. In conjunction with WorldBuilding.StructureMap.AddProtectedStructure(Microsoft.Xna.Framework.Rectangle, int), this will help ensure that interesting world generation features do not overlap. This is especially useful for terrain tiles that would be placed into the world that wouldn't be well served by adding rectangular areas to protect using AddProtectedStructure . This effect is cooperative and is reliant on world generation code that checks this set, such as how WorldBuilding.StructureMap.CanPlace(Microsoft.Xna.Framework.Rectangle, int) will check this set and the protected structures by default. The World Generation wiki pageteaches more about this subject. Defaults to true . | |
static bool[] | GetsCheckedForLeaves = Factory.CreateBoolSet(false, 5, 323, 72, 583, 584, 585, 586, 587, 588, 589, 596, 616, 634) |
static bool[] | GetsDestroyedForMeteors = Factory.CreateBoolSet(false, 5, 32, 352, 583, 584, 585, 586, 587, 588, 589, 596, 616, 634) |
static bool[] | Grass = Factory.CreateBoolSet(2, 23, 109, 199, 477, 492, 633) |
static bool[] | GrassSpecial = Factory.CreateBoolSet(70, 60, 661, 662) |
static bool[] | Hallow = Factory.CreateBoolSet(109, 117, 116, 164, 402, 403, 115) |
static int[] | HallowBiome = Factory.CreateIntSet(0, 109, 1, 492, 1, 110, 1, 113, 1, 117, 1, 116, 1, 164, 1, 403, 1, 402, 1) |
static bool[] | HallowBiomeSight = Factory.CreateBoolSet(109, 117, 116, 164, 402, 403, 115, 110, 113) |
static List< int > | HallowCountCollection |
static bool[] | HasOutlines = Factory.CreateBoolSet(10, 11, 15, 21, 29, 55, 79, 85, 88, 89, 97, 102, 104, 125, 132, 136, 139, 144, 207, 209, 212, 215, 216, 237, 287, 335, 338, 354, 356, 377, 386, 387, 388, 389, 410, 411, 425, 441, 455, 463, 467, 468, 470, 475, 487, 480, 494, 497, 509, 510, 511, 621, 464, 657, 658, 663) |
Indicates that this tile has an outline texture to be drawn to indicate that it is interactable. If set to true for a modded tile, ModTile.HighlightTexture will be used to autoload the highlight texture and must exist for the mod to load. Defaults to false . | |
static bool[] | HasSlopeFrames = Factory.CreateBoolSet(421, 422) |
static bool[] | HellSpecial = Factory.CreateBoolSet(58, 76, 75) |
static bool[] | HousingWalls = Factory.CreateBoolSet(11, 389, 386) |
static bool[] | Ices = Factory.CreateBoolSet(161, 200, 163, 164) |
static bool[] | IceSkateSlippery = Factory.CreateBoolSet(161, 162, 127, 163, 164, 200, 659) |
If true for a given tile type (Tile.TileType), then players will slip on that tile. If players have Ice Skates (Player.iceSkate) equipped, however, they will be much faster on this tile. Defaults to false . | |
static bool[] | IcesSlush = Factory.CreateBoolSet(161, 200, 163, 164, 224) |
static bool[] | IcesSnow = Factory.CreateBoolSet(161, 200, 163, 164, 147) |
static bool[] | IgnoredByGrowingSaplings = Factory.CreateBoolSet(3, 24, 32, 61, 62, 69, 71, 73, 74, 82, 83, 84, 110, 113, 201, 233, 352, 485, 529, 530, 637, 655) |
Whether or not saplings count this tile as empty when trying to grow. | |
static bool[] | IgnoredByNpcStepUp = Factory.CreateBoolSet(14, 16, 18, 134, 469) |
Whether or not the tile will be ignored for automatic step up regarding town NPC collision. Only checked when Collision.StepUp with specialChecksMode set to 1 is called | |
static bool[] | IgnoredInHouseScore = Factory.CreateBoolSet(4, 3, 73, 82, 83, 84, 386) |
static bool[] | IgnoreSmartCursorPriorityAxe = Factory.CreateBoolSet(false, 488) |
static bool[] | IgnoresNearbyHalfbricksWhenDrawn = Factory.CreateBoolSet(380, 476, 235, 138, 664, 137, 484, 421, 422) |
Set to true to prevent this tile from being drawn slightly warped to fit with nearby half bricks. Tiles such as Traps and PlanterBox use this. This is only relevant for tiles set as Main.tileSolid and not Sets.NotReallySolid. | |
static bool[] | IgnoresTileReplacementDropCheckWhenBeingPlaced = Factory.CreateBoolSet(false, 158, 30) |
static bool[] | InteractibleByNPCs = Factory.CreateBoolSet(17, 77, 133, 12, 665, 639, 26, 35, 36, 55, 395, 471, 21, 467, 29, 97, 88, 99, 463, 491, 33, 372, 174, 49, 646, 100, 173, 78, 79, 94, 96, 101, 50, 103, 282, 106, 114, 125, 171, 172, 207, 215, 220, 219, 244, 228, 237, 247, 128, 269, 354, 355, 377, 287, 378, 390, 302, 405, 406, 411, 425, 209, 441, 468, 452, 454, 455, 457, 462, 470, 475, 494, 499, 505, 511, 510, 520, 543, 565, 573, 597, 598, 617, 621, 464, 642) |
If true, Town NPCs might occasionally palm their hand at this tile, suggesting that they are using the tile. Crafting stations typically set this. Some tiles that set this include TileID.Furnaces, TileID.Sawmill, and TileID.AlchemyTable. | |
static bool[] | IsAContainer = Factory.CreateBoolSet(21, 467, 88) |
static bool[] | IsAMechanism = Factory.CreateBoolSet(137, 443, 105, 349, 141, 142, 143, 42, 34, 130, 131, 506, 546, 557, 593, 594) |
Indicates that the tile is an appropriate tile to be connected to a trigger tile (IsATrigger). Used during the "Remove Broken Traps" world generation step to remove wires and tiles in situations where the mechanism or trigger have been orphaned (not connected anymore). | |
static bool[] | IsATreeTrunk = Factory.CreateBoolSet(false, 5, 72, 583, 584, 585, 586, 587, 588, 589, 596, 616, 634) |
If true for a given tile type (Tile.TileType), then that tile is categorized as a tree trunk. Tree trunks are a type of tile anchor (Enums.AnchorType.Tree), targettable by axes, and are replanted when using the ItemID.AcornAxe. Defaults to false . | |
static bool[] | IsATrigger = Factory.CreateBoolSet(135, 136, 132, 144, 411, 441, 468) |
Indicates that the tile is an appropriate tile to be connected to a mechanism tile (IsAMechanism). Used during the "Remove Broken Traps" world generation step to remove wires and tiles in situations where the mechanism or trigger have been orphaned (not connected anymore). | |
static bool[] | IsBeam = Factory.CreateBoolSet(124, 561, 574, 575, 576, 577, 578) |
static bool[] | isDesertBiomeSand = Factory.CreateBoolSet(53, 397, 396, 400, 403, 401) |
static bool[] | IsMultitile = Factory.CreateBoolSet(Pots, ShadowOrbs, PlantDetritus, LifeFruit, PlanteraBulb, OasisPlants) |
Tiles within this set are multi-tiles that don't have a TileObjectData. This is only used to prevent TileLoader.Drop from being called multiple times when breaking these tiles, as might be expected. Trees and Cactus are not included in this, since each of those tiles drop items. | |
static bool[] | IsShakeable = Factory.CreateBoolSet(false, 5, 72, 323, 583, 584, 585, 586, 587, 588, 589, 596, 616, 634) |
If true for a given tile type (Tile.TileType), then that tile can be shaken on hit. This set only applies to trees.. Defaults to false . | |
static bool[] | IsSkippedForNPCSpawningGroundTypeCheck = Factory.CreateBoolSet(false, 421, 422) |
static bool[] | IsValidSpawnPoint = Factory.CreateBoolSet(Beds) |
Whether or not this tile is a valid spawn point. | |
static bool[] | IsVine = Factory.CreateBoolSet(52, 382, 62, 115, 205, 528, 636, 638) |
static int[] | JungleBiome = Factory.CreateIntSet(0, 60, 1, 61, 1, 62, 1, 74, 1, 226, 1, 225, 1) |
static bool[] | JungleSpecial = Factory.CreateBoolSet(226, 225, 211) |
static bool[] | Leaves = Factory.CreateBoolSet(384, 192) |
static bool[] | MergesWithClouds = Factory.CreateBoolSet(196, 460) |
static bool[] | Mud = Factory.CreateBoolSet(59) |
static bool[] | MultiTileSway = Factory.CreateBoolSet(false) |
A version of TileID.Sets.SwaysInWindBasic that functions with multitiles. Causes the tile to sway along with the wind and player interaction. NOTE: Requires calling TileDrawing.AddSpecialPoint in ModTile.PreDraw for the coordinates of the top left tile of the multitile. Use either TileDrawing.TileCounterType.MultiTileVine or TileDrawing.TileCounterType.MultiTileGrass, depending on what kind of sway interaction you want. | |
static int[] | MushroomBiome = Factory.CreateIntSet(0, 70, 1, 71, 1, 72, 1, 528, 1) |
static bool[] | NeedsGrassFraming = Factory.CreateBoolSet(633) |
static int[] | NeedsGrassFramingDirt = Factory.CreateIntSet(0, 633, 57) |
static bool[] | NonSolidSaveSlopes = Factory.CreateBoolSet(false, 131, 351) |
static bool[] | NotReallySolid = Factory.CreateBoolSet(387, 388, 10) |
static int[] | OpenDoorID = Factory.CreateIntSet(-1) |
The ID of the tile that a given closed door transforms into when it becomes OPENED. Defaults to -1, which means said tile isn't a closed door. | |
static bool[] | Ore = Factory.CreateBoolSet(7, 166, 6, 167, 9, 168, 8, 169, 22, 204, 37, 58, 107, 221, 108, 222, 111, 223, 211) |
Indicates that the tile is an ore. Used in worldgen code for various purposes and by Fairies. | |
static bool[] | OreMergesWithMud = Factory.CreateBoolSet(7, 166, 6, 167, 9, 168, 8, 169, 22, 204, 37, 58, 107, 221, 108, 222, 111, 223) |
static bool[] | Paintings = Factory.CreateBoolSet(245, 246, 240, 241, 242) |
static bool[] | Platforms = Factory.CreateBoolSet(19, 427, 435, 436, 437, 438, 439) |
static bool[] | PreventsSandfall = Factory.CreateBoolSet(26, 77, 80, 323, 470, 475, 597) |
Whether or not this tile will prevent sand/slush from falling beneath it. More... | |
static bool[] | PreventsTileRemovalIfOnTopOfIt = Factory.CreateBoolSet(false, 5, 323, 72, 488, 26, 583, 584, 585, 586, 587, 588, 589, 596, 616, 470, 475, 634) |
Prevents a tile immediately below a tile of this type from being mineable. Use ModTile.CanKillTile(int, int, ref bool) or GlobalTile.CanKillTile(int, int, int, ref bool) to dynamically prevent tile removal for situations with more complex logic. Note that block swap will still work. To affect tile replace behavior in a similar manner, see PreventsTileReplaceIfOnTopOfIt Used mostly by demon altar, trees, and item display tiles (Mannequin, Hat Rack). | |
static bool[] | PreventsTileReplaceIfOnTopOfIt = Factory.CreateBoolSet(false, 5, 323, 72, 583, 584, 585, 586, 587, 588, 589, 596, 616, 634) |
Prevents a tile immediately below a tile of this type from being replaceable via the block swap feature. Use ModTile.CanReplace(int, int, int) or GlobalTile.CanReplace(int, int, int, int) to dynamically prevent tile replacement for situations with more complex logic. To affect tile mining behavior in a similar manner, see PreventsTileRemovalIfOnTopOfIt Used mostly by trees tiles. | |
static int[] | RemixCorruptBiome = Factory.CreateIntSet(0, 23, 1, 24, 1, 25, 1, 32, 1, 112, 1, 163, 1, 400, 1, 398, 1, 27, -10, 474, 1) |
static int[] | RemixCrimsonBiome = Factory.CreateIntSet(0, 199, 1, 203, 1, 200, 1, 401, 1, 399, 1, 234, 1, 352, 1, 27, -10, 195, 1) |
static int[] | RemixJungleBiome = Factory.CreateIntSet(0, 60, 1, 61, 1, 62, 1, 74, 1, 225, 1) |
static bool[] | ReplaceTileBreakDown = Factory.CreateBoolSet(205, 115, 62, 52, 382, 444, 528, 638, 636) |
static bool[] | ReplaceTileBreakUp = Factory.CreateBoolSet(27, 20, 227, 24, 201, 110, 113, 61, 74, 71, 3, 73, 186, 187, 185, 233, 530, 236, 238, 254, 484, 485, 84, 82, 83, 529, 549, 590, 595, 615, 624, 637) |
static bool[] | ResetsHalfBrickPlacementAttempt = Factory.CreateBoolSet(true, 2, 23, 661, 60, 70, 199, 662, 109, 477, 492, 179, 512, 180, 513, 181, 514, 182, 515, 183, 516, 381, 517, 534, 535, 536, 537, 539, 540, 625, 626, 627, 628, 633) |
static bool[] | ReverseVineThreads = Factory.CreateBoolSet(549) |
Sets the tile to to draw reverse vines, vines that go up instead of hanging down, affected by wind physics and player interaction. This is required for adding wind to any type of reverse vine to properly draw the reverse vines when blowing in the wind. This is only used for TileID.Seaweed (549). NOTE: Requires calling GameContent.Drawing.TileDrawing.CrawlToBottomOfReverseVineAndAddSpecialPoint(int, int) in ModTile.PreDraw to register the coordinates of the root of the vine for special drawing. | |
static int[] | SandBiome = Factory.CreateIntSet(0, 53, 1, 112, 1, 116, 1, 234, 1, 397, 1, 398, 1, 402, 1, 399, 1, 396, 1, 400, 1, 403, 1, 401, 1) |
static bool[] | SlowlyDiesInWater = Factory.CreateBoolSet(3, 20, 24, 27, 73, 201, 80, 110, 529, 530, 590, 595, 615, 637) |
static int[] | SmartCursorPickaxePriorityOverride = Factory.CreateIntSet(0, 12, 1, 665, 1, 639, 1) |
static bool[] | Snow = Factory.CreateBoolSet(147) |
static int[] | SnowBiome = Factory.CreateIntSet(0, 147, 1, 148, 1, 161, 1, 162, 1, 164, 1, 163, 1, 200, 1) |
static bool[] | SpreadOverground = Factory.CreateBoolSet(2, 23, 661, 32, 60, 70, 109, 199, 662, 352, 477, 492, 633) |
static bool[] | SpreadUnderground = Factory.CreateBoolSet(23, 661, 109, 199, 662, 60, 70, 633) |
static bool[] | Stone = Factory.CreateBoolSet(1, 117, 25, 203) |
static bool[] | Suffocate = Factory.CreateBoolSet(53, 112, 116, 123, 224, 234) |
If true, the tile will apply the BuffID.Suffocation buff if the player is overlapping the tiles. Used by sand tiles. | |
static bool[] | SwaysInWindBasic = Factory.CreateBoolSet(3, 20, 24, 61, 71, 73, 74, 83, 84, 110, 113, 201, 227, 529, 590, 595, 615, 624, 656, 637) |
If true, this tile will render as if it were affected by wind and player interaction and is anchored below. Some examples include TileID.Saplings, TileID.Plants, and TileID.BloomingHerbs. This only applies to 1x1 tiles and should not be applied to multitiles, although some 1x2 tiles do happen to use it. Use MultiTileSway instead for multitiles. | |
static bool[] | TeamTiles = Factory.CreateBoolSet(426, 430, 431, 432, 433, 434, 427, 435, 436, 437, 438, 439) |
static bool[] | TileInteractRead = Factory.CreateBoolSet(55, 85, 425, 573) |
Changes the gamepad button prompt when hovering over this tile from "Use" to "Read". Set by all Main.tileSign tiles. Defaults to false. | |
static bool[] | tileMossBrick = Factory.CreateBoolSet(false, 512, 513, 514, 515, 516, 517, 535, 537, 540, 626, 628) |
static bool[] | Torch = Factory.CreateBoolSet(TileID.Torches) |
Whether or not this tile behaves like a torch. If you are making a torch tile, then setting this to true is necessary in order for tile placement, tile framing, and the item's smart selection to work properly. Each item that places torch tiles should also set ItemID.Sets.Torches. | |
static bool[] | TouchDamageBleeding = Factory.CreateBoolSet(48, 232) |
Applies the BuffID.Bleeding buff to any player touching the tile. The duration is random from 4 to 10 seconds. Used by TileID.Spikes and TileID.WoodenSpikes. Used in conjunction with TouchDamageImmediate to deal damage on contact. | |
static bool[] | TouchDamageDestroyTile = Factory.CreateBoolSet(32, 69, 352, 655) |
static bool[] | TouchDamageHot = Factory.CreateBoolSet(37, 58, 76, 684, 230) |
Applies the BuffID.Burning buff to any player touching the tile without Player.fireWalk. Used by TileID.Meteorite, TileID.Hellstone, TileID.HellstoneBrick, TileID.CrispyHoneyBlock, and TileID.AncientHellstoneBrick | |
static int[] | TouchDamageImmediate = Factory.CreateIntSet(0, 32, 10, 69, 17, 80, 6, 352, 10, 655, 100, 48, 60, 232, 80, 484, 25) |
Deals the provided amount of damage to any player in contact with the tile. Used by cactus, thorn, and spike tiles. | |
static bool[] | TreeSapling = Factory.CreateBoolSet(Saplings) |
Whether or not this tile is a sapling, which can grow into a tree based on the soil it's placed on. Be sure to set CommonSapling with this too. | |
static bool[] | VineThreads = Factory.CreateBoolSet(382, 62, 115, 205, 52, 528, 636, 638) |
Sets the tile to draw vines affected by wind physics and player interaction. This is required for adding wind to any type of vine to properly draw the vines when blowing in the wind. NOTE: Requires calling GameContent.Drawing.TileDrawing.CrawlToTopOfVineAndAddSpecialPoint(int, int) in ModTile.PreDraw to register the coordinates of the root of the vine for special drawing. | |
static bool[] | WallsMergeWith = Factory.CreateBoolSet(Glass) |
Tiles that are interpreted as a wall by nearby walls during framing, causing them to frame as if merging with this adjacent tile. Prevents wall from drawing within bounds for transparent tiles. | |
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Whether or not this tile prevents a meteor from landing near it.
Note: Chests and Dungeon tiles are not in this set, but also prevent landing (handled through BasicChest and Main.tileDungeon)
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What tiles count as Pylons, which allow the player to teleport to any other valid Pylons on the map.
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Maps tile type for Falling tiles to their corresponding falling block projectile and associated falling projectile damage. Falling coins use 0 damage while all other tiles use 10 damage.
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