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TModLoader v1.4.4.9
TModLoader source code documentation
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Classes | |
| class | AchievementHelperID |
| class | AmmoID |
| AmmoID entries represent ammo types. Ammo items that share the same AmmoID value assigned to F:Terraria.Item.ammo can all be used as ammo for weapons using that same value for F:Terraria.Item.useAmmo. AmmoID values are actually equivalent to the T:Terraria.ID.ItemID value of the iconic ammo item. The Basic Ammo Guideteaches more about ammo. More... | |
| class | AnimationID |
| class | ArmorIDs |
| class | BiomeConversionID |
| class | BuffID |
| class | ChainID |
| class | CloudID |
| class | Colors |
| class | ContentSamples |
| This class stores instances of various content types in a number of dictionaries. These instances serve as references that can be queried for information. For example, a modder could check ItemsByType[ItemID.Gel].value to check the value of the Gel item rather than creating a new Item instance and then checking. Care must be taken by modders to not use these instances for anything other than as a reference. Modders should not edit the instances in any way. ContentSamples should only be accessed in code that runs during M:Terraria.ModLoader.Mod.PostSetupContent or later, as the entries are not filled in until then. More... | |
| class | CursorOverrideID |
| class | CustomCurrencyID |
| class | DustID |
| class | ExtrasID |
| class | GameEventClearedID |
| class | GameModeID |
| class | GlowMaskID |
| class | GoreID |
| class | HairID |
| class | HousingCategoryID |
| class | ImmunityCooldownID |
| class | InvasionID |
| class | ItemAlternativeFunctionID |
| class | ItemHoldStyleID |
| Assign F:Terraria.Item.holdStyle to one of these to give your item an animation while not in use, but being held. The Use Style IDs wiki pagehas examples and animations of each of these hold styles, make sure to scroll down to the "Hold styles" section. If none of these hold animations match what you want, consider using the M:Terraria.ModLoader.ModItem.HoldStyle(Terraria.Player,Microsoft.Xna.Framework.Rectangle) hook to implement a custom animation. More... | |
| class | ItemID |
| class | ItemRarityID |
| Enumerates the values used with Item.rare. More... | |
| class | ItemSourceID |
| class | ItemUseStyleID |
| Assign F:Terraria.Item.useStyle to one of these to give your item an animation while in use. The Use Style IDs wiki pagehas examples and animations of each of these use styles. If none of these animations match what you want, consider making the animation a behavior of a held projectile or use the M:Terraria.ModLoader.ModItem.UseStyle(Terraria.Player,Microsoft.Xna.Framework.Rectangle) hook to implement a custom animation. More... | |
| class | LangID |
| class | LegacySoundIDs |
| class | LiquidID |
| class | MenuID |
| class | MessageID |
| class | MountID |
| class | MusicID |
| class | NetmodeID |
| Correspond to F:Terraria.Main.netMode values. More... | |
| class | NPCAIStyleID |
| class | NPCHeadID |
| class | NPCID |
| class | PaintCoatingID |
| class | PaintID |
| class | PlayerDifficultyID |
| class | PlayerItemSlotID |
| class | PlayerTextureID |
| class | PlayerVariantID |
| class | PrefixID |
| class | ProjAIStyleID |
| class | ProjectileID |
| class | ProjectileSourceID |
| class | RecipeGroupID |
| Contains recipe group ids suitable for use in M:Terraria.Recipe.AddRecipeGroup(System.Int32,System.Int32). Note that FishForDinner and GoldenCritter are actually unused and won't work. Also note that the ID values shown are incorrect. More... | |
| class | SetFactory |
| class | SoundID |
| class | StatusID |
| class | SurfaceBackgroundID |
| class | TeleportationStyleID |
| class | TileEntityID |
| class | TileID |
| class | TorchID |
| class | TreeTopID |
| class | WallID |
| class | WaterStyleID |
Enumerations | |
| enum | BlockType { Solid , HalfBlock , SlopeDownLeft , SlopeDownRight , SlopeUpLeft , SlopeUpRight } |
| enum | SlopeType { Solid , SlopeDownLeft , SlopeDownRight , SlopeUpLeft , SlopeUpRight } |
| enum | TeleportationSide { Entry , Exit } |
| enum | TileChangeType : byte { None , LavaWater , HoneyWater , HoneyLava , ShimmerWater , ShimmerLava , ShimmerHoney } |