

Create an instance of an overriding class then call Mod.AddGlobalNPC to use this. This class allows you to modify and use hooks for all NPCs, including vanilla mobs. Create an instance of an overriding class then call Mod.AddGlobalItem to use this.

This class allows you to modify and use hooks for all items, including vanilla items. This class allows you to modify the behavior of any buff in the game. This class serves to collect functions that operate on any kind of background style, without being specific to one single background style. It also lets you write logs to text files. Use Logging instead (see ExampleMod for example) This class consists of functions that write error messages to text files for you to read. Note that this class is purely for visual effects. This is useful for equipment slots that do not have any item associated with them (for example, the Werewolf buff). This serves as a place for you to program behaviors of equipment textures. You will use this to obtain the IDs for your equipment textures.

This serves as a central place to store equipment slots and their corresponding textures. This class represents a layer of the drawing of an object, using a certain type of InfoType to help with its drawing.

You will create and manipulate objects of this class if you use the draw hooks for tooltips in ModItem and GlobalItem. This class serves as a way to store information about a line that will be drawn of tooltip for an item. This serves as the central class from which ModCommand functions are supported and carried out. This serves as the central class from which buff-related functions are supported and carried out. This is the class that keeps track of all modded background textures and their slots/IDs.
