Creating Items

Learn how to create custom items, weapons, and accessories using the ModItem API. Make sure you've completed the development setup first.

Basic Item Example

Here's a simple example of creating a custom sword:

using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace YourModName.Items
{
    public class ExampleSword : ModItem
    {
        public override void SetDefaults()
        {
            Item.damage = 50;
            Item.DamageType = DamageClass.Melee;
            Item.width = 40;
            Item.height = 40;
            Item.useTime = 20;
            Item.useAnimation = 20;
            Item.useStyle = ItemUseStyleID.Swing;
            Item.knockBack = 6;
            Item.value = 10000;
            Item.rare = ItemRarityID.Blue;
        }

        public override void AddRecipes()
        {
            Recipe recipe = CreateRecipe();
            recipe.AddIngredient(ItemID.DirtBlock, 10);
            recipe.AddTile(TileID.WorkBenches);
            recipe.Register();
        }
    }
}

Item Properties Explained

Complete reference for all common item properties:

damage

Base damage value before modifiers

Item.damage = 50;

DamageType

Melee, Ranged, Magic, Summon, Throwing

Item.DamageType = DamageClass.Melee;

useTime

Frames between uses (lower = faster)

Item.useTime = 20;

useAnimation

Animation duration (usually = useTime)

Item.useAnimation = 20;

rare

Rarity tier (-1 to 11, affects color)

Item.rare = ItemRarityID.Blue;

knockBack

Knockback strength (0-20 typical)

Item.knockBack = 6;

width / height

Hitbox size in pixels

Item.width = 40; Item.height = 40;

value

Sell value in copper (100 = 1 silver)

Item.value = Item.sellPrice(gold: 1);

More Item Examples

Creating a Ranged Weapon

public class ExampleGun : ModItem
{
    public override void SetDefaults()
    {
        Item.damage = 25;
        Item.DamageType = DamageClass.Ranged;
        Item.width = 44;
        Item.height = 24;
        Item.useTime = 10;
        Item.useAnimation = 10;
        Item.useStyle = ItemUseStyleID.Shoot;
        Item.noMelee = true; // Important for guns
        Item.knockBack = 2;
        Item.value = Item.sellPrice(silver: 50);
        Item.rare = ItemRarityID.Green;
        Item.UseSound = SoundID.Item11;
        Item.autoReuse = true;
        Item.shoot = ProjectileID.Bullet;
        Item.shootSpeed = 16f;
        Item.useAmmo = AmmoID.Bullet;
    }
}

Creating an Accessory

public class ExampleAccessory : ModItem
{
    public override void SetDefaults()
    {
        Item.width = 24;
        Item.height = 24;
        Item.value = Item.sellPrice(gold: 1);
        Item.rare = ItemRarityID.Orange;
        Item.accessory = true; // Makes it an accessory
    }

    public override void UpdateAccessory(Player player, bool hideVisual)
    {
        player.moveSpeed += 0.1f; // +10% movement speed
        player.maxRunSpeed += 1f;
        player.GetDamage(DamageClass.Generic) += 0.05f; // +5% all damage
    }
}

Next Steps