API Reference
Complete reference for tModLoader's C# API with examples and best practices
Quick Access
Core Classes
ModItem
The base class for creating custom items. Inherit from ModItem to create weapons, tools, accessories, and consumables.
Key Methods:
SetDefaults()
Set item properties like damage, size, rarity, and use style
AddRecipes()
Define crafting recipes for your item
UseItem(Player player)
Custom behavior when item is used
Example Implementation:
public class MagicSword : ModItem
{
public override void SetDefaults()
{
Item.damage = 80;
Item.DamageType = DamageClass.Magic;
Item.mana = 10;
Item.width = 44;
Item.height = 44;
Item.useTime = 25;
Item.useAnimation = 25;
Item.useStyle = ItemUseStyleID.Shoot;
Item.knockBack = 5;
Item.value = Item.buyPrice(gold: 5);
Item.rare = ItemRarityID.Pink;
Item.UseSound = SoundID.Item20;
Item.autoReuse = true;
Item.shoot = ProjectileID.MagicMissile;
Item.shootSpeed = 16f;
}
}
ModNPC
Create custom NPCs including enemies, town NPCs, and bosses with custom AI and behavior.
Essential Methods:
SetDefaults()
Set NPC stats and properties
AI()
Custom AI behavior logic
ModifyNPCLoot()
Define drop tables and loot
OnKill()
Actions when NPC is killed
public class ExampleEnemy : ModNPC
{
public override void SetDefaults()
{
NPC.width = 40;
NPC.height = 56;
NPC.damage = 15;
NPC.defense = 6;
NPC.lifeMax = 100;
NPC.HitSound = SoundID.NPCHit1;
NPC.DeathSound = SoundID.NPCDeath2;
NPC.value = 60f;
NPC.knockBackResist = 0.5f;
NPC.aiStyle = NPCAIStyleID.Fighter;
AIType = NPCID.Zombie;
}
}
Common Development Patterns
Creating Recipes
public override void AddRecipes()
{
Recipe recipe = CreateRecipe();
recipe.AddIngredient(ItemID.IronBar, 5);
recipe.AddIngredient(ItemID.Wood, 10);
recipe.AddIngredient(ModContent.ItemType<CustomItem>(), 1);
recipe.AddTile(TileID.WorkBenches);
recipe.AddCondition(Recipe.Condition.InGraveyard);
recipe.Register();
}
Recipes are automatically synced in multiplayer and appear in recipe browsers.
Custom Projectiles
public class MagicBolt : ModProjectile
{
public override void SetDefaults()
{
Projectile.width = 16;
Projectile.height = 16;
Projectile.friendly = true;
Projectile.penetrate = 3;
Projectile.timeLeft = 600;
Projectile.light = 0.5f;
Projectile.DamageType = DamageClass.Magic;
}
public override void AI()
{
// Custom movement and visual effects
Projectile.rotation += 0.4f;
if (Main.rand.NextBool(3))
{
Dust.NewDust(Projectile.position, Projectile.width,
Projectile.height, DustID.Electric);
}
}
}
Global Modifications
Modify existing game content using Global classes:
public class GlobalItemChanges : GlobalItem
{
public override void SetStaticDefaults()
{
// Modify all items of a specific type
}
public override void ModifyTooltips(Item item, List<TooltipLine> tooltips)
{
if (item.type == ItemID.TerraBlade)
{
tooltips.Add(new TooltipLine(Mod, "CustomTooltip",
"Enhanced by YourMod!"));
}
}
}
Best Practices
Do's
- Use ModContent.ItemType<T>() for referencing custom items
- Implement proper null checking
- Use meaningful variable and class names
- Test in multiplayer environment
- Follow C# naming conventions
- Document your code with comments
Don'ts
- Don't hardcode item IDs - use constants
- Don't access Main.player directly in multiplayer
- Don't forget to handle edge cases
- Don't use heavy operations in AI() methods
- Don't modify vanilla content unnecessarily
- Don't ignore compiler warnings
Useful Utilities & Helpers
Common Helper Methods
// Get item type from mod item class
int itemType = ModContent.ItemType<MyCustomItem>();
// Check if mod is loaded
bool calamityLoaded = ModLoader.HasMod("CalamityMod");
// Create dust effects
Dust.NewDust(position, width, height, DustID.Electric);
// Spawn projectiles
Projectile.NewProjectile(source, position, velocity, type, damage, knockback);
// Play sounds
SoundEngine.PlaySound(SoundID.Item1, position);
Networking Helpers
// Send data to server
ModPacket packet = Mod.GetPacket();
packet.Write((byte)MessageType.ExampleMessage);
packet.Write(someData);
packet.Send();
// Handle received packets
public override void HandlePacket(BinaryReader reader, int whoAmI)
{
MessageType msgType = (MessageType)reader.ReadByte();
switch (msgType)
{
case MessageType.ExampleMessage:
// Handle message
break;
}
}