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.