Chest Terrarium Fire
Based on game build 714014 | Last updated: 2026-03-08
Overview
This scenario script defines behavior for a variant of the terrarium chest that acts as a trap: when opened, it ignites nearby flower_evil entities within a 6-unit radius. It leverages chestfunctions.InitializeChestTrap to integrate into the chest trap system and reuses components from chest_terrarium and chestfunctions for setup and cleanup. The ignition is performed via the burnable component's Ignite method.
Usage example
This script is automatically invoked by the game when the terrarium chest with fire trap logic is loaded; it does not require manual instantiation.
Dependencies & tags
Components used: burnable (via ent.components.burnable:Ignite(true)), transform, health (implicitly checked via burnable), fueled (implicitly used by Ignite), propagator (implicitly used by Ignite)
Tags: Checks for flower and fireimmune; uses INLIMBO entity filter tag.
Properties
No public properties.
Main functions
triggertrap(inst, scenariorunner, data)
- Description: Finds all
flower_evilentities within 6 units of the chest and ignites them if they have aburnablecomponent. Called when the chest is opened. - Parameters:
inst(entity) — the chest entity.
scenariorunner(entity) — the scenario runner entity (unused in this implementation).
data(table) — event payload data (unused in this implementation). - Returns: Nothing.
- Error states: No-op if no matching entities are found; ignores entities missing
burnableorfireimmune.
OnLoad(inst, scenariorunner)
- Description: Initializes the chest as a trap using
chestfunctions.InitializeChestTrap, passingtriggertrapas the activation callback and a 1.0-second delay before the trap triggers on chest opening. - Parameters:
inst(entity) — the chest entity being loaded.
scenariorunner(entity) — the scenario runner entity. - Returns: Nothing.
Events & listeners
- Listens to: None (no
inst:ListenForEventcalls). - Pushes: None (no
inst:PushEventcalls).