Mod Calls (Aequus)

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Mod Calls are special functions provided by tModLoader that mod creators can use to interact with Aequus in certain ways. They are accessible through Mod.Call and a given call name; for more details, see the tModLoader wiki. This page lists the mod call functions Aequus currently adds.

This page expects you to have an understanding of Terraria mod coding, and how to utilize Mod.Call.

If you would like to view the code for handling mod calls, you can find it here

Important Information

All Calls are required to have 2 parameters. A string, which is the name of the call, and a Mod instance, which is the mod that is trying to call. (Usually YOUR mod.)

Examples

The simplest way to get an instance of Aequus:

if (ModLoader.TryGetMod("Aequus", out Mod aequus))
{
    // A call goes here
}


Example of some mod calls.

aequus.Call("downedCrabson", Mod); // Returns whether Crabson has been defeated.
aequus.Call("downedCrabson", Mod, true); // Sets Crabson to defeated.

Bestiary Boss Enemy.png Simple Get/Set functions (downed[X])

  • Usage: Can be called anytime ingame.

Parameters

  • Optional:boolean - Sets the value of the downed flag

Result

  • A boolean which shows the current state of the flag. Never returns null.

Specific Calls

Call Result
downedCrabson Gets value of AequusWorld.downedCrabson.
downedOmegaStarite Gets value of AequusWorld.downedOmegaStarite.
downedDustDevil Gets value of AequusWorld.downedDustDevil.
downedHyperStarite Gets value of AequusWorld.downedHyperStarite.
downedUltraStarite Gets value of AequusWorld.downedUltraStarite.
downedRedSprite Gets value of AequusWorld.downedRedSprite.
downedSpaceSquid Gets value of AequusWorld.downedSpaceSquid.
downedEventDemon Gets value of AequusWorld.downedEventDemon.
downedEventCosmic Gets value of AequusWorld.downedEventCosmic.
downedEventAtmosphere Gets value of AequusWorld.downedEventAtmosphere.
chestCobaltTier Gets value of AequusWorld.chestCobaltTier.
chestMythrilTier Gets value of AequusWorld.chestMythrilTier.
chestAdamantiteTier Gets value of AequusWorld.chestAdamantiteTier.
hardmodeChests Gets value of AequusWorld.hardmodeChests.
shadowOrbsBrokenTotal Gets value of AequusWorld.shadowOrbsBrokenTotal.
tinkererRerolls Gets value of AequusWorld.tinkererRerolls.
usedWhiteFlag Gets value of AequusWorld.usedWhiteFlag.
xmasHats Gets value of AequusWorld.xmasHats.
xmasWorld Gets value of AequusWorld.xmasWorld.


Insurgency (Aequus).png NecromancyDatabase

  • Usage: Call after Load, and before AddRecipes.
  • Used to set necromancy data for an NPC.

Parameters Notice: To ignore an optional parameter, use null instead of providing a value to keep it as default.

  • short - NPC ID.
  • float - tier.
  • Optional:float - View Range for Targetting enemies.
  • Optional:int - Despawn Priority.
  • Optional:boolean - Set to true to disable any sort of velocity modifications when converted into a ghost minion.
  • Optional:int - How many slots this should use. NOTICE: Having slots which are not 0 or 1 may be unstable.
  • Optional:float - Lifetime multiplier, allows you to make an NPC live longer or shorter than usual as a Ghost Minion.

Result

  • Either the string "Success" or "Failure", depending on if an Exception was thrown. Never returns null.


Osiris (Aequus).png NecromancyNoAutogeneration

  • Usage: Call after Load, and before AddRecipes.
  • Disables this mod to have Necromancy data auto-generated.

Parameters

  • None.

Result

  • The string "Success"


Deltoid (Aequus).png DemonSiegeSacrifice

  • Usage: Call after Load, and before AddRecipes.
  • Adds a Demon Siege recipe

Parameters

  • int - Item ID.
  • int - Upgraded item's Item ID.
  • int - Progression, currently unused. Please always set to 0.

Result

  • Either the string "Success" or "Failure", depending on if you didn't provide the proper arguments, or an Exception was thrown. Never returns null.


Hell's Boon (Aequus).png DemonSiegeSacrificeHide

  • Usage: Call after Load, and before AddRecipes, usually after registering an item yourself.
  • Adds a Demon Siege recipe

Parameters

  • int - Item ID (The pre-upgraded item, example: Light's Bane.)
  • boolean - Whether or not this sacrifice should be hidden.

Result

  • Either the string "Success" or "Failure", depending on if you didn't provide the proper arguments, or an Exception was thrown. Never returns null.


Victor's Reward (Aequus).png Flawless

  • Usage: Can be called anytime ingame.
  • Provides whether a player has completed Flawless conditions for the target NPC.

Parameters

  • NPC / int - NPC / NPC.whoAmI
  • Player / int - Player / Player.whoAmI

Result

  • The boolean value from FlawlessGlobalNPC.damagePlayers[player.whoAmI].


Origin (Aequus).png FlawlessStat

  • Usage: Can be called anytime ingame.
  • Grants you access to the FlawlessGlobalNPC.damagedPlayers field

Parameters

  • NPC / int - NPC / NPC.whoAmI

Result

  • The boolean[] value from FlawlessGlobalNPC.damagedPlayers.


Mothman Mask (Aequus).png FlawlessCheck

  • Usage: Can be called anytime ingame.
  • Allows you to check or set FlawlessGlobalNPC.preventNoHitCheck

Parameters

  • NPC / int - NPC / NPC.whoAmI
  • Optional:boolean - New value for preventNoHitCheck

Result

  • The boolean value from FlawlessGlobalNPC.preventNoHitCheck.


Wooden Arrow.png PushableProjectile

  • Set Usage: Call after Load, and before AddRecipes.
  • Get Usage: Can be called anytime ingame.
  • Allows you to check or set a certain projectile's status in the PushableEntities.ProjectileIDs database.

Parameters

  • int - Projectile ID
  • Optional:boolean - New value for Pushable state

Result

  • boolean value from checking if the target Projectile ID is inside the Pushable database.


Demon Eye.png PushableNPC

  • Set Usage: Call after Load, and before AddRecipes.
  • Get Usage: Can be called anytime ingame.
  • Allows you to check or set a certain npc's status in the PushableEntities.NPCIDs database.

Parameters

  • int - NPC ID
  • Optional:boolean - New value for Pushable state

Result

  • boolean value from checking if the target NPC ID is inside the Pushable database.


Sentry 6502 (Aequus).png SentryAccessory

  • Usage: Call after Load, and before AddRecipes.
  • Allows you to add a custom action for an accessory when it's "Equipped" by a Sentry using the Sentry 6502 and its upgrades.

Parameters

  • int - Item ID
  • Function:
    • Action<Projectile, Item, Player> - "Simple", has a smaller amount of Parameters
    • Action<Projectile, GlobalProjectile, Item, Player> - "Complex", has an added GlobalProjectile instance which is the SentryAccessoriesManager from the Projectile instance.

Result

  • Either the string "Success" or "Failure", depending on if you successfully added an action for the Item ID. Never returns null.


Bone Glove.png SentryAccessoryOnShoot

  • Usage: Call after Load, and before AddRecipes.
  • Allows you to add a custom action for an accessory when it's "Equipped" by a Sentry using the Sentry 6502 and its upgrades. This version is only called when a sentry spawns a projectile, useful for effects which are activated "On Attack" or "On Shoot", like the Bone Glove or Shatter Crystal.

Parameters

  • int - Item ID
  • Function:
    • Action<Projectile(0), Item, Player> - "Projectile Fired", has a smaller amount of Parameters
      Projectile(0) = Projectile which was Shot from Sentry


    • Action<Projectile(0), Projectile(1), Item, Player> - "Projectile Fired and Sentry", has the instance of the Fired projectile
      Projectile(0) = Projectile which was Shot from Sentry
      Projectile(1) = Sentry (Parent)


    • Action<IEntitySource, Projectile(0), Item, Player> - "Projectile Fired with Source", has an IEntitySource for extra context.
      Projectile(0) = Projectile which was Shot from Sentry


    • Action<IEntitySource, Projectile(0), Projectile(1), Item, Player> - "Projectile Fired with Sentry and Source", has an IEntitySource for extra context.
      Projectile(0) = Projectile which was Shot from Sentry
      Projectile(1) = Sentry (Parent)

Result

  • Either the string "Success" or "Failure", depending on if you successfully added an action for the Item ID. Never returns null.


Noon (buff) (Aequus).png PotionBuffColor

  • Set Usage: Call after Load, and before AddRecipes.
  • Get Usage: Can be called anytime ingame.
  • Allows you to check or set a color related to a BuffID.

Parameters

  • int - Buff ID
  • Optional:Color - New value for the target Buff

Result

  • Color related to the specified Buff ID. By default returns Color.Transparent (R=0, G=0, B=0, A=0).


Noon Potion (Aequus).png PotionItemColor

  • Set Usage: Call after Load, and before AddRecipes.
  • Get Usage: Can be called anytime ingame.
  • Allows you to check or set a color related to a ItemID.

Parameters

  • int - Item ID
  • Optional:Color - New value for the target Item

Result

  • Color related to the specified Item ID. By default returns Color.Transparent (R=0, G=0, B=0, A=0).


Universal Pylon.png PylonColor

  • Usage: Call after Load, and before AddRecipes.
  • Used to set a color for Pylon Drones who live at a specific Pylon.

Parameters

  • int - The Tile ID for the Pylon.
  • Optional:int - The Tile Style for the Pylon.
  • Optional:Color OR Func<Color> - Sets the value of the Pylon's "color"

Result

  • A Func<Color> which retrieves the color for Pylon Drones at this Pylon type. Never returns null.