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

Inherits GlobalItem.

Public Member Functions

override void LoadData (Item item, TagCompound tag)
 Allows you to load custom data that you have saved for this item.
Try to write defensive loading code that won't crash if something's missing. More...
 
override void SaveData (Item item, TagCompound tag)
 Allows you to save custom data for this item.

NOTE: The provided tag is always empty by default, and is provided as an argument only for the sake of convenience and optimization.
NOTE: Try to only save data that isn't default values. More...
 
- Public Member Functions inherited from GlobalItem
virtual void AddRecipes ()
 Override this method to add Recipes to the game.
The Basic Recipes Guideteaches how to add new recipes to the game and how to manipulate existing recipes.

 
virtual bool AllowPrefix (Item item, int pre)
 Force a re-roll of a prefix by returning false.
 
virtual bool AltFunctionUse (Item item, Player player)
 Allows you to make an item usable by right-clicking. Returns false by default. When the item is used by right-clicking, player.altFunctionUse will be set to 2.
 
virtual void AnglerChat (int type, ref string chat, ref string catchLocation)
 Allows you to set what the Angler says when the Quest button is clicked in his chat. The chat parameter is his dialogue, and catchLocation should be set to "Caught at [location]" for the given type. More...
 
virtual void ArmorArmGlowMask (int slot, Player drawPlayer, float shadow, ref int glowMask, ref Color color)
 Allows you to modify which glow mask and in what color is drawn on the player's arms. Note that this is only called for body armor. More...
 
virtual void ArmorSetShadows (Player player, string set)
 Allows you to determine special visual effects a vanity has on the player without having to code them yourself. More...
 
virtual bool CanAccessoryBeEquippedWith (Item equippedItem, Item incomingItem, Player player)
 Allows you to prevent similar accessories from being equipped multiple times. For example, vanilla Wings. Return false to have the currently equipped item swapped with the incoming item - ie both can't be equipped at same time.
 
virtual ? bool CanAutoReuseItem (Item item, Player player)
 Allows you to modify the autoswing (auto-reuse) behavior of any item without having to mess with Item.autoReuse.
Useful to create effects like the Feral Claws which makes melee weapons and whips auto-reusable.
Return true to enable autoswing (if not already enabled through autoReuse), return false to prevent autoswing. Returns null by default, which applies vanilla behavior. More...
 
virtual ? bool CanBeChosenAsAmmo (Item ammo, Item weapon, Player player)
 Whether or not the given ammo item is valid for the given weapon; called on the ammo. If this, or CanChooseAmmo on the weapon, returns false, then the ammo will not be valid for this weapon.
By default, returns null and allows Item.useAmmo and Item.ammo to decide. Return true to make the ammo valid regardless of these fields, and return false to make it invalid.
If false is returned, the CanConsumeAmmo, CanBeConsumedAsAmmo, OnConsumeAmmo, and OnConsumedAsAmmo hooks are never called. More...
 
virtual bool CanBeConsumedAsAmmo (Item ammo, Item weapon, Player player)
 Whether or not the given ammo item will be consumed; called on the ammo.
By default, returns true; return false to prevent ammo consumption.
If false is returned, the OnConsumeAmmo and OnConsumedAsAmmo hooks are never called. More...
 
virtual ? bool CanCatchNPC (Item item, NPC target, Player player)
 Allows you to determine whether the given item can catch the given NPC.
Return true or false to say the given NPC can or cannot be caught, respectively, regardless of vanilla rules.
Returns null by default, which allows vanilla's NPC catching rules to decide the target's fate.
If this returns false, CombinedHooks.OnCatchNPC is never called.

NOTE: this does not classify the given item as an NPC-catching tool, which is necessary for catching NPCs in the first place.
To do that, you will need to use the "CatchingTool" set in ItemID.Sets. More...
 
virtual ? bool CanChooseAmmo (Item weapon, Item ammo, Player player)
 Whether or not the given ammo item is valid for the given weapon; called on the weapon. If this, or CanBeChosenAsAmmo on the ammo, returns false, then the ammo will not be valid for this weapon.
By default, returns null and allows Item.useAmmo and Item.ammo to decide. Return true to make the ammo valid regardless of these fields, and return false to make it invalid.
If false is returned, the CanConsumeAmmo, CanBeConsumedAsAmmo, OnConsumeAmmo, and OnConsumedAsAmmo hooks are never called. More...
 
virtual bool CanConsumeAmmo (Item weapon, Item ammo, Player player)
 Whether or not the given ammo item will be consumed; called on the weapon.
By default, returns true; return false to prevent ammo consumption.
If false is returned, the OnConsumeAmmo and OnConsumedAsAmmo hooks are never called. More...
 
virtual ? bool CanConsumeBait (Player player, Item bait)
 Allows you to choose if a given bait will be consumed by a given player Not consuming will always take priority over forced consumption More...
 
virtual bool CanEquipAccessory (Item item, Player player, int slot, bool modded)
 Allows you to disallow the player from equipping an accessory. Return false to disallow equipping the accessory. Returns true by default. More...
 
virtual ? bool CanHitNPC (Item item, Player player, NPC target)
 Allows you to determine whether a melee weapon can hit the given NPC when swung. Return true to allow hitting the target, return false to block the weapon from hitting the target, and return null to use the vanilla code for whether the target can be hit. Returns null by default.
 
virtual bool CanHitPvp (Item item, Player player, Player target)
 Allows you to determine whether a melee weapon can hit the given opponent player when swung. Return false to block the weapon from hitting the target. Returns true by default.
 
virtual ? bool CanMeleeAttackCollideWithNPC (Item item, Rectangle meleeAttackHitbox, Player player, NPC target)
 Allows you to determine whether a melee weapon can collide with the given NPC when swung.
Use CanHitNPC(Item, Player, NPC) instead for Flymeal-type effects. More...
 
virtual bool CanPickup (Item item, Player player)
 Allows you to determine whether or not the item can be picked up
 
virtual bool CanReforge (Item item)
 This hook gets called when the player clicks on the reforge button and can afford the reforge. Returns whether the reforge will take place. If false is returned by the ModItem or any GlobalItem, the item will not be reforged, the cost to reforge will not be paid, and PreRefoge and PostReforge hooks will not be called. Reforging preserves modded data on the item.
 
virtual bool CanResearch (Item item)
 Allows you to prevent an item from being researched by returning false. True is the default behavior. More...
 
virtual bool CanRightClick (Item item)
 Returns whether or not an item does something when right-clicked in the inventory. Returns false by default.
 
virtual bool CanShoot (Item item, Player player)
 Allows you to prevent an item from shooting a projectile on use. Returns true by default. More...
 
virtual bool CanStack (Item destination, Item source)
 Allows you to prevent items from stacking.
This is only called when two items of the same type attempt to stack.
This is usually not called for coins and ammo in the inventory/UI.
This covers all scenarios, if you just need to change in-world stacking behavior, use CanStackInWorld. More...
 
virtual bool CanStackInWorld (Item destination, Item source)
 Allows you to prevent items from stacking in the world.
This is only called when two items of the same type attempt to stack. More...
 
virtual bool CanUseItem (Item item, Player player)
 Returns whether or not any item can be used. Returns true by default. The inability to use a specific item overrides this, so use this to stop an item from being used.
 
virtual void CaughtFishStack (int type, ref int stack)
 Allows you to modify how many of an item a player obtains when the player fishes that item.
 
virtual int ChoosePrefix (Item item, UnifiedRandom rand)
 Allows you to manually choose what prefix an item will get. More...
 
virtual bool ConsumeItem (Item item, Player player)
 If the item is consumable and this returns true, then the item will be consumed upon usage. Returns true by default. If false is returned, the OnConsumeItem hook is never called.
 
virtual void DrawArmorColor (EquipType type, int slot, Player drawPlayer, float shadow, ref Color color, ref int glowMask, ref Color glowMaskColor)
 Allows you to modify the colors in which the player's armor and their surrounding accessories are drawn, in addition to which glow mask and in what color is drawn. More...
 
virtual void ExtractinatorUse (int extractType, int extractinatorBlockType, ref int resultType, ref int resultStack)
 Allows you to modify what item, and in what quantity, is obtained when an item of the given type is fed into the Extractinator. Use ItemID.Sets.ExtractinatorMode to allow an item to be fed into the Extractinator. An extractType of 0 represents the default extraction (Silt and Slush). 0, ItemID.DesertFossil, ItemID.OldShoe, and ItemID.LavaMoss are vanilla extraction types. Modded types by convention will correspond to the iconic item of the extraction type. The Extractinator wiki pagehas more info. By default the parameters will be set to the output of feeding Silt/Slush into the Extractinator. Use extractinatorBlockType to provide different behavior for TileID.ChlorophyteExtractinator if desired. If the Chlorophyte Extractinator item swapping behavior is desired, see the example in TorchExtractinatorGlobalItem.cs. This method is not instanced. More...
 
virtual ? Color GetAlpha (Item item, Color lightColor)
 Allows you to determine the color and transparency in which an item is drawn. Return null to use the default color (normally light color). Returns null by default.
 
virtual void GetHealLife (Item item, Player player, bool quickHeal, ref int healValue)
 Allows you to temporarily modify the amount of life a life healing item will heal for, based on player buffs, accessories, etc. This is only called for items with a Item.healLife value. More...
 
virtual void GetHealMana (Item item, Player player, bool quickHeal, ref int healValue)
 Allows you to temporarily modify the amount of mana a mana healing item will heal for, based on player buffs, accessories, etc. This is only called for items with a Item.healMana value. More...
 
virtual void GrabRange (Item item, Player player, ref int grabRange)
 Allows you to modify how close an item must be to the player in order to move towards the player.
 
virtual bool GrabStyle (Item item, Player player)
 Allows you to modify the way an item moves towards the player. Return false to allow the vanilla grab style to take place. Returns false by default.
 
virtual void HoldItem (Item item, Player player)
 Allows you to make things happen when the player is holding an item (for example, torches make light and water candles increase spawn rate).
 
virtual void HoldItemFrame (Item item, Player player)
 Allows you to modify the player's animation when the player is holding an item.
 
virtual ? Vector2 HoldoutOffset (int type)
 Allows you to determine the offset of an item's sprite when used by the player. This is only used for items with a useStyle of 5 that aren't staves. Return null to use the item's default holdout offset; returns null by default. More...
 
virtual ? Vector2 HoldoutOrigin (int type)
 Allows you to determine the point on an item's sprite that the player holds onto when using the item. The origin is from the bottom left corner of the sprite. This is only used for staves with a useStyle of 5. Return null to use the item's default holdout origin; returns null by default. More...
 
virtual void HoldStyle (Item item, Player player, Rectangle heldItemFrame)
 Allows you to modify the location and rotation of the item the player is currently holding. More...
 
virtual void HorizontalWingSpeeds (Item item, Player player, ref float speed, ref float acceleration)
 Allows you to modify the horizontal flight speed and acceleration of wings.
 
virtual bool IsAnglerQuestAvailable (int type)
 Whether or not specific conditions have been satisfied for the Angler to be able to request the given item. (For example, Hardmode.) Returns true by default. More...
 
virtual string IsArmorSet (Item head, Item body, Item legs)
 Allows you to determine whether the player is wearing an armor set, and return a name for this set. If there is no armor set, return the empty string. Returns the empty string by default. More...
 
virtual string IsVanitySet (int head, int body, int legs)
 Returns whether or not the head armor, body armor, and leg armor textures make up a set. This hook is used for the PreUpdateVanitySet, UpdateVanitySet, and ArmorSetShadows hooks, and will use items in the social slots if they exist. By default this will return the same value as the IsArmorSet hook, so you will not have to use this hook unless you want vanity effects to be entirely separate from armor sets. More...
 
virtual bool ItemSpace (Item item, Player player)
 Return true to specify that the item can be picked up despite not having enough room in inventory. Useful for something like hearts or experience items. Use in conjunction with OnPickup to actually consume the item and handle it.
 
virtual void LoadData (Item item, TagCompound tag)
 Allows you to load custom data that you have saved for this item.
Try to write defensive loading code that won't crash if something's missing. More...
 
virtual void MeleeEffects (Item item, Player player, Rectangle hitbox)
 Allows you to give melee weapons special effects, such as creating light or dust.
 
virtual void ModifyHitNPC (Item item, Player player, NPC target, ref NPC.HitModifiers modifiers)
 Allows you to modify the damage, knockback, etc., that a melee weapon does to an NPC.
This method is only called on the on the client of the player holding the weapon.

 
virtual void ModifyHitPvp (Item item, Player player, Player target, ref Player.HurtModifiers modifiers)
 Allows you to modify the damage, etc., that a melee weapon does to a player.
 
virtual void ModifyItemLoot (Item item, ItemLoot itemLoot)
 Allows you to add and modify the loot items that spawn from bag items when opened.
The Basic NPC Drops and Loot 1.4 Guideexplains how to use the ModNPC.ModifyNPCLoot(NPCLoot) hook to modify NPC loot as well as this hook. A common usage is to use this hook and ModNPC.ModifyNPCLoot(NPCLoot) to edit non-expert exclusive drops for bosses.
This hook only runs once per item type during mod loading, any dynamic behavior must be contained in the rules themselves.
This hook is not instanced. More...
 
virtual void ModifyItemScale (Item item, Player player, ref float scale)
 Allows you to dynamically modify the given item's size for the given player, similarly to the effect of the Titan Glove.

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

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

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

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

Do not modify Item.knockBack, modify the knockback parameter. More...
 
virtual bool NeedsAmmo (Item item, Player player)
 Whether or not having no ammo prevents an item that uses ammo from shooting. Return false to allow shooting with no ammo in the inventory, in which case the item will act as if the default ammo for it is being used. Returns true by default.
 
virtual void NetReceive (Item item, BinaryReader reader)
 
virtual void NetSend (Item item, BinaryWriter writer)
 
virtual void OnCatchNPC (Item item, NPC npc, Player player, bool failed)
 Allows you to make things happen when the given item attempts to catch the given NPC. More...
 
virtual void OnConsumeAmmo (Item weapon, Item ammo, Player player)
 Allows you to make things happen when the given ammo is consumed by the given weapon. Called by the weapon.
Called before the ammo stack is reduced, and is never called if the ammo isn't consumed in the first place. More...
 
virtual void OnConsumedAsAmmo (Item ammo, Item weapon, Player player)
 Allows you to make things happen when the given ammo is consumed by the given weapon. Called by the ammo.
Called before the ammo stack is reduced, and is never called if the ammo isn't consumed in the first place. More...
 
virtual void OnConsumeItem (Item item, Player player)
 Allows you to make things happen when this item is consumed. Called before the item stack is reduced.
 
virtual void OnConsumeMana (Item item, Player player, int manaConsumed)
 Allows you to make stuff happen when a player consumes mana on use of an item. More...
 
virtual void OnCreated (Item item, ItemCreationContext context)
 Called when the item is created. The context parameter indicates the context of the item creation and can be used in logic for the desired effect. Known ItemCreationContext include: InitializationItemCreationContext, BuyItemCreationContext, JourneyDuplicationItemCreationContext, and RecipeItemCreationContext. Some of these provide additional context such as how RecipeItemCreationContext includes the items consumed to craft the item .
 
virtual void OnHitNPC (Item item, Player player, NPC target, NPC.HitInfo hit, int damageDone)
 Allows you to create special effects when a melee weapon hits an NPC (for example how the Pumpkin Sword creates pumpkin heads).
 
virtual void OnHitPvp (Item item, Player player, Player target, Player.HurtInfo hurtInfo)
 Allows you to create special effects when a melee weapon hits a player.
Called on local, server and remote clients.

 
virtual void OnMissingMana (Item item, Player player, int neededMana)
 Allows you to make stuff happen when a player doesn't have enough mana for an item they are trying to use. If the player has high enough mana after this hook runs, mana consumption will happen normally. Only runs once per item use. More...
 
virtual bool OnPickup (Item item, Player player)
 Allows you to make special things happen when the player picks up an item. Return false to stop the item from being added to the player's inventory; returns true by default.
 
virtual void OnResearched (Item item, bool fullyResearched)
 Allows you to create custom behavior when an item is accepted by the Research function More...
 
virtual void OnSpawn (Item item, IEntitySource source)
 Gets called when any item spawns in world
 
virtual void OnStack (Item destination, Item source, int numToTransfer)
 Allows you to make things happen when items stack together.
This hook is called before the items are transferred from source to destination More...
 
virtual void PickAmmo (Item weapon, Item ammo, Player player, ref int type, ref float speed, ref StatModifier damage, ref float knockback)
 Allows you to modify various properties of the projectile created by a weapon based on the ammo it is using. More...
 
virtual void PostDrawInInventory (Item item, SpriteBatch spriteBatch, Vector2 position, Rectangle frame, Color drawColor, Color itemColor, Vector2 origin, float scale)
 
virtual void PostDrawInWorld (Item item, SpriteBatch spriteBatch, Color lightColor, Color alphaColor, float rotation, float scale, int whoAmI)
 
virtual void PostDrawTooltip (Item item, ReadOnlyCollection< DrawableTooltipLine > lines)
 Allows you to do things after this item's tooltip is drawn. The lines contain draw information as this is ran after drawing the tooltip. More...
 
virtual void PostDrawTooltipLine (Item item, DrawableTooltipLine line)
 Allows you to do things after a tooltip line of this item is drawn. The line contains draw info. More...
 
virtual void PostReforge (Item item)
 This hook gets called immediately after an item gets reforged by the Goblin Tinkerer. Useful for modifying modded data based on the reforge result.
 
virtual void PostUpdate (Item item)
 Allows you to make things happen when an item is lying in the world. This will always be called, even when the item is being grabbed by a player. This hook should be used for adding light, or for increasing the age of less valuable items.
 
virtual bool PreDrawInInventory (Item item, SpriteBatch spriteBatch, Vector2 position, Rectangle frame, Color drawColor, Color itemColor, Vector2 origin, float scale)
 
virtual bool PreDrawInWorld (Item item, SpriteBatch spriteBatch, Color lightColor, Color alphaColor, ref float rotation, ref float scale, int whoAmI)
 
virtual bool PreDrawTooltip (Item item, ReadOnlyCollection< TooltipLine > lines, ref int x, ref int y)
 Allows you to do things before this item's tooltip is drawn. More...
 
virtual bool PreDrawTooltipLine (Item item, DrawableTooltipLine line, ref int yOffset)
 Allows you to do things before a tooltip line of this item is drawn. The line contains draw info. More...
 
virtual ? bool PrefixChance (Item item, int pre, UnifiedRandom rand)
 To prevent putting the item in the tinkerer slot, return false when pre is -3. To prevent rolling of a prefix on spawn, return false when pre is -1. To force rolling of a prefix on spawn, return true when pre is -1. More...
 
virtual void PreReforge (Item item)
 This hook gets called immediately before an item gets reforged by the Goblin Tinkerer.
 
virtual void PreUpdateVanitySet (Player player, string set)
 Allows you to create special effects (such as the necro armor's hurt noise) when the player wears the vanity set with the given name returned by IsVanitySet. This hook is called regardless of whether the player is frozen in any way. More...
 
virtual bool ReforgePrice (Item item, ref int reforgePrice, ref bool canApplyDiscount)
 Returns if the normal reforge pricing is applied. If true or false is returned and the price is altered, the price will equal the altered price. The passed reforge price equals the item.value. Vanilla pricing will apply 20% discount if applicable and then price the reforge at a third of that value.
 
virtual void RightClick (Item item, Player player)
 Allows you to make things happen when an item is right-clicked in the inventory. Useful for goodie bags.
 
virtual void SaveData (Item item, TagCompound tag)
 Allows you to save custom data for this item.

NOTE: The provided tag is always empty by default, and is provided as an argument only for the sake of convenience and optimization.
NOTE: Try to only save data that isn't default values. More...
 
virtual void SetMatch (int armorSlot, int type, bool male, ref int equipSlot, ref bool robes)
 Allows you to modify the equipment that the player appears to be wearing. More...
 
sealed override void SetupContent ()
 
virtual bool Shoot (Item item, Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
 Allows you to modify an item's shooting mechanism. Return false to prevent vanilla's shooting code from running. Returns true by default.
This method is called after the ModifyShootStats hook has had a chance to adjust the spawn parameters. More...
 
virtual void SplitStack (Item destination, Item source, int numToTransfer)
 Allows you to make things happen when an item stack is split. This hook is called before the stack values are modified. More...
 
virtual void Update (Item item, ref float gravity, ref float maxFallSpeed)
 Allows you to customize an item's movement when lying in the world. Note that this will not be called if the item is currently being grabbed by a player.
 
virtual void UpdateAccessory (Item item, Player player, bool hideVisual)
 Allows you to give effects to accessories. The hideVisual parameter is whether the player has marked the accessory slot to be hidden from being drawn on the player.
 
virtual void UpdateArmorSet (Player player, string set)
 Allows you to give set bonuses to your armor set with the given name. The set name will be the same as returned by IsArmorSet. More...
 
virtual void UpdateEquip (Item item, Player player)
 Allows you to give effects to armors and accessories, such as increased damage.
 
virtual void UpdateInfoAccessory (Item item, Player player)
 Allows you to set information accessory fields with the passed in player argument. This hook should only be used for information accessory fields such as the Radar, Lifeform Analyzer, and others. Using it for other fields will likely cause weird side-effects.
 
virtual void UpdateInventory (Item item, Player player)
 Allows you to make things happen when an item is in the player's inventory. This should NOT be used for information accessories; use

See also
UpdateInfoAccessory

for those instead.

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

Returning null is permitted but not recommended over AppliesToEntity for performance reasons.
Only return null when the global is disabled based on some runtime property (eg world seed). More...
 
virtual void SetDefaults (TEntity entity)
 Allows you to set the properties of any and every instance that gets created.
 

Properties

override bool InstancePerEntity [get]
 
string ModPrefixMod = null [get, set]
 
string ModPrefixName = null [get, set]
 
- Properties inherited from GlobalType< Item, GlobalItem >
virtual bool CloneNewInstances [get]
 Whether to create new instances of this mod type via Clone or via the default constructor Defaults to false (default constructor).
 
abstract bool ConditionallyAppliesToEntities [get]
 Whether this global applies to some entities but not others
 
sealed override bool ConditionallyAppliesToEntities [get]
 Whether this global applies to some entities but not others.
True if the type overrides AppliesToEntity(TEntity, bool)
 
virtual bool InstancePerEntity [get]
 Whether to create a new instance of this Global for every entity that exists. Useful for storing information on an entity. Defaults to false. Return true if you need to store information (have non-static fields).
 
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]
 
short PerEntityIndex [get, set]
 Index of this global in a IEntityWithGlobals<TGlobal>.EntityGlobals array
-1 if this global does not have a SlotPerEntity
 
virtual bool SlotPerEntity [get]
 If true, the global will be assigned a PerEntityIndex at load time, which can be used to access the instance in the IEntityWithGlobals<TGlobal>.EntityGlobals array.
If false, the global will be a singleton applying to all entities
 
short StaticIndex [get, set]
 Index of this global in the list of all globals of the same type, in registration order
 

Additional Inherited Members

- Static Public Member Functions inherited from GlobalType< Item, GlobalItem >
static TResult GetGlobal< TResult > (int entityType, ReadOnlySpan< TGlobal > entityGlobals)
 
static TResult GetGlobal< TResult > (int entityType, ReadOnlySpan< TGlobal > entityGlobals, TResult baseInstance)
 
static bool TryGetGlobal< TResult > (int entityType, ReadOnlySpan< TGlobal > entityGlobals, out TResult result)
 
static bool TryGetGlobal< TResult > (int entityType, ReadOnlySpan< TGlobal > entityGlobals, TResult baseInstance, out TResult result)
 
- Protected Member Functions inherited from GlobalItem
sealed override void Register ()
 
override void ValidateType ()
 
- Protected Member Functions inherited from GlobalType< Item, GlobalItem >
override void Register ()
 If you make a new ModType, seal this override.
 
override void ValidateType ()
 Check for the correct overrides of different hook methods and fields and properties
 

Member Function Documentation

◆ LoadData()

override void UnloadedGlobalItem.LoadData ( Item  item,
TagCompound  tag 
)
virtual

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

Parameters
itemThe item.
tagThe TagCompound to load data from.

Reimplemented from GlobalItem.

◆ SaveData()

override void UnloadedGlobalItem.SaveData ( Item  item,
TagCompound  tag 
)
virtual

Allows you to save custom data for this item.

NOTE: The provided tag is always empty by default, and is provided as an argument only for the sake of convenience and optimization.
NOTE: Try to only save data that isn't default values.

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

Reimplemented from GlobalItem.