Terraria.ModLoader.ModProjectile

This class serves as a place for you to place all your properties and hooks for each projectile. Create instances of ModProjectile (preferably overriding this class) to pass as parameters to Mod.AddProjectile.

Methods

Autoload(System.String@)()
Allows you to automatically load a projectile instead of using Mod.AddProjectile. Return true to allow autoloading; by default returns the mod's autoload property. Name is initialized to the overriding class name. Use this method to either force or stop an autoload, or to change the default internal name.
Clone()
Returns a clone of this ModProjectile. Allows you to decide which fields of your ModProjectile class are copied over when a new Projectile is created. By default this will return a memberwise clone; you will want to override this if your GlobalProjectile contains object references. Only called if CloneNewInstances is set to true.
NewInstance(Terraria.Projectile)()
Create a new instance of this GlobalProjectile for a Projectile instance. Called at the end of Projectile.SetDefaults. If CloneNewInstances is true, just calls Clone() Otherwise calls the default constructor and copies fields
SetDefaults()
Allows you to set all your projectile's properties, such as width, damage, aiStyle, penetrate, etc.
SetStaticDefaults()
Allows you to set all your projectile's static properties, such as names/translations and the arrays in ProjectileID.Sets.
AutoStaticDefaults()
Automatically sets certain static defaults. Override this if you do not want the properties to be set for you.
PreAI()
Allows you to determine how this projectile behaves. Return false to stop the vanilla AI and the AI hook from being run. Returns true by default.
AI()
Allows you to determine how this projectile behaves. This will only be called if PreAI returns true.
PostAI()
Allows you to determine how this projectile behaves. This will be called regardless of what PreAI returns.
SendExtraAI(System.IO.BinaryWriter)()
If you are storing AI information outside of the projectile.ai array, use this to send that AI information between clients and servers.
ReceiveExtraAI(System.IO.BinaryReader)()
Use this to receive information that was sent in SendExtraAI.
ShouldUpdatePosition()
Whether or not this projectile should update its position based on factors such as its velocity, whether it is in liquid, etc. Return false to make its velocity have no effect on its position. Returns true by default.
TileCollideStyle(System.Int32@,System.Int32@,System.Boolean@)()
Allows you to determine how this projectile interacts with tiles. Width and height determine the projectile's hitbox for tile collision, and default to -1. Leave them as -1 to use the projectile's real size. Fallthrough determines whether the projectile can fall through platforms, etc., and defaults to true.
OnTileCollide(Microsoft.Xna.Framework.Vector2)()
Allows you to determine what happens when this projectile collides with a tile. OldVelocity is the velocity before tile collision. The velocity that takes tile collision into account can be found with projectile.velocity. Return true to allow the vanilla tile collision code to take place (which normally kills the projectile). Returns true by default.
CanCutTiles()
Return true or false to specify if the projectile can cut tiles, like vines. Return null for vanilla decision.
CutTiles()
Code ran when the projectile cuts tiles. Only runs if CanCutTiles() returns true. Useful when programming lasers and such.
PreKill(System.Int32)()
Allows you to determine whether the vanilla code for Kill and the Kill hook will be called. Return false to stop them from being called. Returns true by default. Note that this does not stop the projectile from dying.
Kill(System.Int32)()
Allows you to control what happens when this projectile is killed (for example, creating dust or making sounds). Also useful for creating retrievable ammo.
CanDamage()
Whether or not this projectile is capable of killing tiles (such as grass) and damaging NPCs/players. Return false to prevent it from doing any sort of damage. Returns true by default.
MinionContactDamage()
Whether or not this minion can damage NPCs by touching them. Returns false by default. Note that this will only be used if this projectile is considered a pet.
ModifyDamageHitbox(Microsoft.Xna.Framework.Rectangle@)()
Allows you to change the hitbox used by this projectile for damaging players and NPCs.
CanHitNPC(Terraria.NPC)()
Allows you to determine whether this projectile can hit the given NPC. Return true to allow hitting the target, return false to block this projectile from hitting the target, and return null to use the vanilla code for whether the target can be hit. Returns null by default.
ModifyHitNPC(Terraria.NPC,System.Int32@,System.Single@,System.Boolean@,System.Int32@)()
Allows you to modify the damage, knockback, etc., that this projectile does to an NPC.
OnHitNPC(Terraria.NPC,System.Int32,System.Single,System.Boolean)()
Allows you to create special effects when this projectile hits an NPC (for example, inflicting debuffs).
CanHitPvp(Terraria.Player)()
Allows you to determine whether this projectile can hit the given opponent player. Return false to block this projectile from hitting the target. Returns true by default.
ModifyHitPvp(Terraria.Player,System.Int32@,System.Boolean@)()
Allows you to modify the damage, etc., that this projectile does to an opponent player.
OnHitPvp(Terraria.Player,System.Int32,System.Boolean)()
Allows you to create special effects when this projectile hits an opponent player.
CanHitPlayer(Terraria.Player)()
Allows you to determine whether this hostile projectile can hit the given player. Return false to block this projectile from hitting the target. Returns true by default.
ModifyHitPlayer(Terraria.Player,System.Int32@,System.Boolean@)()
Allows you to modify the damage, etc., that this hostile projectile does to a player.
OnHitPlayer(Terraria.Player,System.Int32,System.Boolean)()
Allows you to create special effects when this hostile projectile hits a player.
Colliding(Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Rectangle)()
Allows you to use custom collision detection between this projectile and a player or NPC that this projectile can damage. Useful for things like diagonal lasers, projectiles that leave a trail behind them, etc.
GetAlpha(Microsoft.Xna.Framework.Color)()
Allows you to determine the color and transparency in which this projectile is drawn. Return null to use the default color (normally light and buff color). Returns null by default.
PreDrawExtras(Microsoft.Xna.Framework.Graphics.SpriteBatch)()
Allows you to draw things behind this projectile. Returns false to stop the game from drawing extras textures related to the projectile (for example, the chains for grappling hooks), useful if you're manually drawing the extras. Returns true by default.
PreDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Color)()
Allows you to draw things behind this projectile, or to modify the way this projectile is drawn. Return false to stop the game from drawing the projectile (useful if you're manually drawing the projectile). Returns true by default.
PostDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Color)()
Allows you to draw things in front of a projectile. This method is called even if PreDraw returns false.
CanUseGrapple(Terraria.Player)()
This code is called whenever the player uses a grappling hook that shoots this type of projectile. Use it to change what kind of hook is fired (for example, the Dual Hook does this), to kill old hook projectiles, etc.
SingleGrappleHook(Terraria.Player)()
Whether or not a grappling hook can only have one hook per player in the world at a time. Return null to use the vanilla code. Returns null by default.
UseGrapple(Terraria.Player,System.Int32@)()
This code is called whenever the player uses a grappling hook that shoots this type of projectile. Use it to change what kind of hook is fired (for example, the Dual Hook does this), to kill old hook projectiles, etc.
GrappleRange()
How far away this grappling hook can travel away from its player before it retracts.
NumGrappleHooks(Terraria.Player,System.Int32@)()
How many of this type of grappling hook the given player can latch onto blocks before the hooks start disappearing. Change the numHooks parameter to determine this; by default it will be 3.
GrappleRetreatSpeed(Terraria.Player,System.Single@)()
The speed at which the grapple retreats back to the player after not hitting anything. Defaults to 11, but vanilla hooks go up to 24.
GrapplePullSpeed(Terraria.Player,System.Single@)()
The speed at which the grapple pulls the player after hitting something. Defaults to 11, but the Bat Hook uses 16.
DrawBehind(System.Int32,System.Collections.Generic.List{System.Int32},System.Collections.Generic.List{System.Int32},System.Collections.Generic.List{System.Int32},System.Collections.Generic.List{System.Int32})()
When used in conjunction with "projectile.hide = true", allows you to specify that this projectile should be drawn behind certain elements. Add the index to one and only one of the lists. For example, the Nebula Arcanum projectile draws behind NPCs and tiles.