Called on items in world, useful for making soul-like items.
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public override void OnUpdate(ref float gravity, ref float maxVelocity) { }
Type
Name
Info
ref float
gravity
needDesc ref float
maxVelocity
needDesc
needDesc
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public override bool PreWorldDraw(SpriteBatch sb) { }
Type
Name
Info
SpriteBatch
sb
needDesc
needDesc
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public override void PostWorldDraw() { }
Called when an item comes in range of being picked up
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public override bool CanPickup(Player player, bool vacuum) { }
Type
Name
Info
Player
player
needDesc bool
vacuum
When true, the item is being vaccumed towards the player and not actually being picked up.
Returns: bool
needDesc - Return false to not pick up
needDesc - Called when an item is picked up by the player
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public override bool OnPickup(Player player) { }
Type
Name
Info
Player
player
needDesc
Returns: bool
needDesc - Return false to cause the item to dissapear (like hearts and mana stars)
Called when an item is used by the player
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public override void UseItem(Player player) { }
Type
Name
Info
Player
player
needDesc
needDesc
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public override void UseItemEffects(Player player, Rectangle rect) { }
Type
Name
Info
Player
player
needDesc Rectangle
rect
needDesc
needDesc
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public override bool CanUse(Player player) { }
Type
Name
Info
Player
player
needDesc
needDesc
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public override bool ConsumeItem(Player player) { }
Type
Name
Info
Player
player
needDesc
needDesc
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public override bool ConsumeAmmo(Player player) { }
Type
Name
Info
Player
player
needDesc
needDesc
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public override bool ConsumeBait(Player player) { }
Type
Name
Info
Player
player
needDesc
needDesc
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public override void UseStyle(Player player) { }
Type
Name
Info
Player
player
needDesc
needDesc
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public override void HoldStyle(Player player) { }
Type
Name
Info
Player
player
needDesc
needDesc
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public override void SetUseFrame(Player player) { }
Type
Name
Info
Player
player
needDesc
needDesc
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public override void SetHoldFrame(Player player) { }
Type
Name
Info
Player
player
needDesc
Returns:
needDesc - return true to override the frame and false to allow normal behavior (ie hook frames).
needDesc
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public override void SetUseHitbox(Player player, Rectangle rect) { }
Type
Name
Info
Player
player
needDesc Rectangle
rect
needDesc
needDesc - Called before item check executes
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public override void PreItemCheck(Player player) { }
Type
Name
Info
Player
player
needDesc
needDesc - Called after item check executes
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public override void PostItemCheck(Player player) { }
Type
Name
Info
Player
player
needDesc
needDesc
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public override void OnBuy(Chest shop, int slot, Item item) { }
Type
Name
Info
Chest
shop
needDesc int
slot
needDesc Item
item
needDesc
needDesc
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public override void OnCraft(Recipe recipe) { }
Type
Name
Info
Recipe
recipe
needDesc
needDesc
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public override void OnAffixName(string currentName, string oldName) { }
Type
Name
Info
string
currentName
needDesc string
oldName
needDesc
needDesc
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public override bool PreReforge() { }
needDesc
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public override void PostReforge() { }
needDesc
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public override bool PreShoot(Player player, Vector2 position, Vector2 velocity, int projType, int damage, float knockback) { }
Type
Name
Info
Player
player
needDesc Vector2
position
needDesc Vector2
velocity
needDesc int
projType
needDesc int
damage
needDesc float
knockback
needDesc
needDesc
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public override bool CanEquip(Player player, int slot) { }
Type
Name
Info
Player
player
needDesc int
slot
needDesc
needDesc
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public override void OnEquip(Player player, int slot) { }
Type
Name
Info
Player
player
needDesc int
slot
needDesc
needDesc
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public override void OnUnEquip(Player player, int slot) { }
Type
Name
Info
Player
player
needDesc int
slot
needDesc
needDesc
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public override void Effects(Player player) { }
Type
Name
Info
Player
player
needDesc
needDesc
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public override void VanityEffects(Player player) { }
Type
Name
Info
Player
player
needDesc
Called when a full armor set is worn
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public override void ArmorSetBonus(Player player) { }
Type
Name
Info
Player
player
needDesc
Called when a full armor set is visually worn
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public override void VanitySetBonus(Player player) { }
Type
Name
Info
Player
player
needDesc
needDesc
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public override bool IsArmorSet(Player player, bool vanity) { }
Type
Name
Info
Player
player
needDesc bool
vanity
needDesc
needDesc
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public override Color DyeHair(Player player, Color dyeColor, ref bool glows) { }
Type
Name
Info
Player
player
needDesc Color
dyeColor
needDesc ref bool
glows
needDesc
needDesc
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public override void DamagePlayer(NPC attacker, Player target, int hitDir, ref int damage, ref bool crit, ref float critMult) { }
Type
Name
Info
NPC
attacker
needDesc Player
target
needDesc int
hitDir
needDesc ref int
damage
needDesc ref bool
crit
needDesc ref float
critMult
needDesc
needDesc
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public override void DealtPlayer(NPC attacker, Player target, int hitDir, int dmgDealt, bool crit) { }
Type
Name
Info
NPC
attacker
needDesc Player
target
needDesc int
hitDir
needDesc int
dmgDealt
needDesc bool
crit
needDesc
needDesc
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public override void DamagePVP(Player owner, Player victim, int hitDir, ref int damage, ref bool crit, ref float critMult) { }
Type
Name
Info
Player
owner
needDesc Player
victim
needDesc int
hitDir
needDesc ref int
damage
needDesc ref bool
crit
needDesc ref float
critMult
needDesc
needDesc
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public override void DealtPVP(Player owner, Player victim, int hitDir, int dmgDealt, bool crit) { }
Type
Name
Info
Player
owner
needDesc Player
victim
needDesc int
hitDir
needDesc int
dmgDealt
needDesc bool
crit
needDesc
needDesc
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public override void DamageNPC(Player owner, NPC victim, int hitDir, ref int damage, ref float knockback, ref bool crit, ref float critMult) { }
Type
Name
Info
Player
owner
needDesc NPC
victim
needDesc int
hitDir
needDesc ref int
damage
needDesc ref float
knockback
needDesc ref bool
crit
needDesc ref float
critMult
needDesc
needDesc
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public override void DealtNPC(Player owner, NPC victim, int hitDir, int dmgDealt, float knockback, bool crit) { }
Type
Name
Info
Player
owner
needDesc NPC
victim
needDesc int
hitDir
needDesc int
dmgDealt
needDesc float
knockback
needDesc bool
crit
needDesc
needDesc
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public override bool? CanHitPlayer(NPC attacker, Player target) { }
Type
Name
Info
NPC
attacker
needDesc Player
target
needDesc
needDesc
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public override bool? CanHitPVP(Player owner, Player victim) { }
Type
Name
Info
Player
owner
needDesc Player
victim
needDesc
needDesc
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public override bool? CanHitNPC(Player owner, NPC victim) { }
Type
Name
Info
Player
owner
needDesc NPC
victim
needDesc
needDesc
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public override void OnHitPVP(Player owner, Player victim) { }
Type
Name
Info
Player
owner
needDesc Player
victim
needDesc
needDesc
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public override void OnHitNPC(Player owner, NPC victim, Vector2 hitLocation) { }
Type
Name
Info
Player
owner
needDesc NPC
victim
needDesc Vector2
hitLocation
needDesc
needDesc
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public override void GetFishingLevel(Player player, Item bait, ref int fishingLevel) { }
Type
Name
Info
Player
player
needDesc Item
bait
needDesc ref int
fishingLevel
needDesc
needDesc
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public override void OnFishSelected(Player player, Item fishingRod, Item bait, int liquidType, int poolCount, int worldLayer, int questFish, ref int caughtType) { }
Type
Name
Info
Player
player
needDesc Item
fishingRod
needDesc Item
bait
needDesc int
liquidType
needDesc - liquidType: 0-2, water, lava, honey int
poolCount
needDesc - poolCount = the amount of water tiles in the pool int
worldLayer
needDesc - worldLayer: 0-4, sky, surface, dirtlayer, rocklayer, hell int
questFish
needDesc ref int
caughtType
needDesc - if caughtType is -1, it will bobber but not spawn any item when brought back, allowing for unconventional catches
needDesc
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public override void ModifyDrawLayerList(Player player, List<PlayerLayer> list, List<PlayerLayer> list) { }
Type
Name
Info
Player
player
needDesc List<PlayerLayer>
list
needDesc List<PlayerLayer>
list
needDesc
needDesc
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public override void ModifyDrawLayerHeadList(Player player, List<PlayerLayer> list, List<PlayerLayer> list) { }
Type
Name
Info
Player
player
needDesc List<PlayerLayer>
list
needDesc List<PlayerLayer>
list
needDesc
see zetaPrime for explanation
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public override Color ModifyDrawColor(Player owner, Color color) { }
Type
Name
Info
Player
owner
see zetaPrime for explanation Color
color
see zetaPrime for explanation
see zetaPrime for explanation
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public override void ModifyToolTip(Player owner, List<string> list) { }
Type
Name
Info
Player
owner
see zetaPrime for explanation List<string>
list
see zetaPrime for explanation