📄️ Archive Cookpot
Configures the loot table for the archive cookpot chest by defining and adding default items upon chest creation.
📄️ Camera Maxwellthrone
Controls camera movement and positioning during the Maxwell throne cutscene to smoothly transition between fixed and player-controllable modes.
📄️ Chest Abandonedboat
Sets up loot and trap logic for an abandoned boat chest, including randomized item generation and a 90% chance to trigger a pirate or ghost attack on opening.
📄️ Chest Bees
Manages the initialization and behavior of a beehive trap chest that spawns bees when opened and regulates bee spawning based on time of day and season.
📄️ Chest Cave
Provides initial inventory items for cave-entry chests in DST's cave biome.
📄️ Chest Cavefood
Populates a chest with randomized cave-appropriate food items, each with a random initial perishability percentage.
📄️ Chest Cavesupplies
Supplies chest handler for cave scenarios, populating a chest with randomized cave-appropriate items and applying condition or uses initialization to specific equipment.
📄️ Chest Crafting
Initializes a chest with a predefined set of craftable items during scenario creation.
📄️ Chest Explosion
Sets up a chest prefab to explode upon interaction, dropping a predefined set of loot items and registering a trap trigger function.
📄️ Chest Food
Provides initial food items for a food chest in the Forest World scenario.
📄️ Chest Foodspoil
Implements a chest trap that spoils food items in the player's inventory and equipped gear when opened.
📄️ Chest Ghosts
A scenario script that modifies chest behavior to spawn ghosts and drain sanity when opened.
📄️ Chest Insanity
Handles the logic for spawning sanity-based trap rocks when an "insanity chest" is opened, using the chest trap framework.
📄️ Chest Labyrinth
Defines lifecycle callbacks for labyrinth-themed chests that generate randomized loot and associate random trap behaviors upon opening.
📄️ Chest Labyrinth Mimic
Configures random item rewards for labyrinth chests and conditionally adds a chance for mimic entities to appear on items.
📄️ Chest Minotaur
Initializes loot content for the Minotaur Chest by populating it with condition-managed armor, finite-uses weapons, and random resource stacks based on weighted probabilities.
📄️ Chest Openfunctions
Provides callback functions that apply random player-affecting effects when a chest is opened in a scenario.
📄️ Chest Presummer
Configures predefined loot items for a summer-themed chest during the Presummer event.
📄️ Chest Random Good
Generates a randomized selection of high-value loot items for a chest, applying special initialization to certain items with finite uses or fuel.
📄️ Chest Summer
Provides loot rewards and triggers seasonal changes when a summer-themed chest is opened in the game.
📄️ Chest Terrarium
Generates loot for a terrarium chest and initializes its trap system during chest creation and loading.
📄️ Chest Terrarium Fire
Triggers ignition of nearby evil flowers when the terrarium chest is opened.
📄️ Chest Terrarium Pigs
Triggers a trap when a specific chest is opened, transforming nearby pigs into werepigs and setting them to attack the triggering player.
📄️ Chest Tools
Provides a setup function to populate a chest with a predefined set of tools and blueprints when the chest is created.
📄️ Chest Totaldarkness Start
Initializes a chest with a predefined set of starter items for the Total Darkness scenario.
📄️ Chest Winter
Defines the behavior and loot distribution for a winter-themed chest that triggers seasonal changes when opened.
📄️ Chestfunctions
Provides utility functions for spawning loot in containers and managing chest trap behaviors with randomization and event handling.
📄️ Chestloot Checkmate Light
Applies a predefined light loot table to a chest entity upon creation.
📄️ Chestloot Checkmate Magic
Generates randomized loot for a magic-themed treasure chest in the Checkmate scenario.
📄️ Chestloot Checkmate Refined
Defines a loot table and initializer function for spawning randomized chest contents in specific scenarios, utilizing shared chest utilities.
📄️ Chestloot Checkmate Rot
Applies a predefined rot-loot configuration to a chest entity upon creation.
📄️ Container Giveloot
Provides a predefined set of loot items to a chest entity upon its creation in a scenario.
📄️ Damagewalls
Applies mass damage to all wall entities within range of an entity upon scenario creation.
📄️ Eyebone Ghost
Manages the spawning of ghosts on nearby graves when an eyebone item is picked up during a scenario.
📄️ Gift Surprise
Triggers surprise effects when unwrapped or picked up, spawning entities and re-targeting combatants based on gift contents.
📄️ Graveyard Ghosts
Manages grave-related gameplay logic for spawning ghosts when graves are dug up, typically triggered during the Graveyard scenario.
📄️ Icebox Summer
Handles seasonal trap logic and loot setup for a special ice-themed chest that triggers summer season upon opening.
📄️ Item Degrade
Reduces the initial fuel level of fueled entities to a random percentage (40%–60%) of their maximum fuel upon creation.
📄️ Lightonfire
Triggers fire ignition on an entity upon creation by calling `Burnable:Ignite()` if the burnable component is present.
📄️ Magic Pumpkin
A scenario-triggered trap that triggers when a pumpkin carver is picked up, growing the pumpkin into an oversized state and spawning crows and a shadow effect.
📄️ Newgameplus
Applies special world initialization logic for New Game+ mode by randomizing spider den stages.
📄️ Packloot Nightmare
Assigns loot items to a chest entity when it is created, selecting from a fixed base set and one of two randomized chance-based sets.
📄️ Packloot Winter Start Medium
Defines the loot pool and chest initialization logic for medium-difficulty winter-start scenarios by selecting a randomized chance-based loot set.
📄️ Random Damage
Applies a random reduction to an entity's health, uses, condition, armor, or fuel based on available components.
📄️ Sleepingspider Spiderambush
Triggers a spider queen ambush when the scenario entity is attacked, spawning spider warriors around it and ending the scenario.
📄️ Staff Hounds
Manages a scenario-based trap that springs when an item is placed in an inventory, instantly hibernating nearby hounds and releasing them upon pickup.
📄️ Statue Enemywave
Manages the spawning and tracking of enemy waves triggered by a statue during the Maxwell Threat event, and restores player sanity upon wave completion.
📄️ Sunkenchest Oceanmonument
Defines loot configuration and initialization logic for ocean monument sunken chests in DST.
📄️ Tacklecontainer Fishing
Populates a fishing tackle container with randomized fishing bobbers and lures upon creation.
📄️ Wes Enemywave
Manages enemy wave spawning logic for the Maxwell boss encounter, triggered when the player approaches after statues are destroyed.