Basic Ammo - tModLoader/tModLoader GitHub Wiki


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What is Ammo?

Ammo is a system that links Weapon items, ammo items, and projectiles together. The basic idea is this: Weapon items have Item.useAmmo set to an AmmoID, Ammo items that weapon should use have Item.ammo set to that same AmmoID, and that Ammo item has Item.shoot set to the particular projectile that will be shot by the weapon when the ammo is used.

As an example, let's consider Wooden Bow and Flaming Arrow. The Wooden Bow has Item.useAmmo = AmmoID.Arrow; and Flaming Arrow has Item.shoot = ProjectileID.FireArrow; and Item.ammo = AmmoID.Arrow;. When the player is shooting their Wooden Bow, Terraria looks in the player's inventory and searches for items with Item.ammo matching Wooden Bow's Item.useAmmo. If an ammo item is found, the ammo item's Item.shoot projectile is spawned and the ammo is consumed.

As a convention, AmmoIDs match the ItemID of the first ammo item. For example, AmmoID.Arrow and ItemID.WoodenArrow are both equal to 40. All other arrows have Item.ammo = AmmoID.Arrow;.

How do I use vanilla ammo for my weapon?

To use vanilla ammo, simply set Item.useAmmo to the correct AmmoID. For example, Example Gun in ExampleMod has Item.useAmmo = AmmoID.Bullet;.

How do I make a vanilla ammo?

To make an ammo that belongs to a vanilla ammo class, simply set Item.ammo to the correct AmmoID. For example, Example Bullet has Item.ammo = AmmoID.Bullet; set in it's SetDefaults method. In addition, the ammo item must also define the projectile that the ammo shoots. Example Bullet shows this example: Item.shoot = ModContent.ProjectileType<Projectiles.ExampleBullet>();

How do I make a new ammo class?

A new ammo class can be made by designating one of your ammo items as the AmmoID. For example, Example Mod shows us a new "ExampleCustomAmmo" ammo class. The ExampleCustomAmmo item has Item.ammo = Item.type; to designate it as a the defining ammo of the ammo class. ExampleCustomAmmoGun has Item.useAmmo = ModContent.ItemType<ExampleCustomAmmo>(); to match the pattern we have established with vanilla ammo items. Any further ammo would have Item.ammo = ModContent.ItemType<ExampleCustomAmmo>() and any other weapons using that ammo would have Item.useAmmo = ModContent.ItemType<ExampleCustomAmmo>().

How can I make a new ammo class out of vanilla items?

Use a GlobalItem class to set Item.ammo and Item.shoot to a new projectile that you've made.

public class AmmoModificationsGlobalItem : GlobalItem
{
	public override void SetDefaults(Item item)
	{
		// We type "item" here instead of "Item" because this item is a parameter named "item".
		if (item.type == ItemID.Rope)
		{
			item.ammo = ItemID.Rope;
			item.shoot = ModContent.ProjectileType<RopeShot>();
		}
		if (item.type == ItemID.VineRope)
		{
			item.ammo = ItemID.Rope;
			item.shoot = ModContent.ProjectileType<VineRopeShot>();
		}
		// and so on, for SilkRope and WebRope
	}
}

Note that using vanilla items to make new items runs the risk of conflict with other mods, so use it sparingly to maintain compatibility and to prevent your players from getting confused.

Weapons using Multiple Ammo Types or Ignoring Specific Ammo Items

The ModItem.CanChooseAmmo hook allows weapons to supplant the normal ammo choosing logic. A common usage is to allow a weapon to use multiple ammo types. See ExampleSpecificAmmoGun.cs for an example of this as well as additional notes.

Manually Consuming Ammo

Ammo is typically consumed by weapons via the game logic, but there are situations where the modder might need to manually choose and consume ammo. The most typical example of this is held projectile weapons. These include Vortex Beater, Phantasm, Celebration Mk2, and Phantom Phoenix.

TODO

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