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27 docs tagged with "arena"

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Balatro

Static map layout file defining the layout and static entities for the Balatro arena stage in Don't Starve Together.

Blowdart Lava2

A lava arena-specific blowdart weapon prefab that uses reticule-based targeting and spawns distinct projectile types with visual tail effects.

Charlie 2

A Tiled map layout defining static terrain tiles and object placement for the Charlie_2 boss arena.

Chess Blocker C

A static layout file for a chess-themed map used in Don't Starve Together, defining tile layers and object placements for a chessboard-like arena environment.

Crabking

Manages the Crab King boss entity, including spellcasting, gem socketing, arena generation, and combat behavior.

Default Pigking

Static map layout definition for the Pig King arena in Don't Starve Together, specifying background tiles and object placements including Pig King and sanity/insanity rocks.

Dragonfly Arena

A static map layout file defining the environment for the Dragonfly Arena boss encounter, including terrain, lava ponds, scorched ground, and spawn points.

Insane Eyebone

A static layout file defining the visual structure and object placement for the Insane Eyebone stage in DST's boss arenas.

Insane Rabbit King

A static layout map definition used for the Insane Rabbit King arena, containing background tile data and foreground object placements for the boss encounter.

Insanity Wormhole 1

Defines a static map layout for an Insanity-themed wormhole arena using Tiled JSON-style data, including tile layers for background visuals and an object group for placing scenery and wormhole entry points.

Lavaarena Battlestandard

Creates and manages visual and gameplay effects for Lava Arena battle standards, including applying debuffs to nearby mobs via a world-wide tracker.

Lavaarena Crowdstand

Provides client-side visual decoration for the Lava Arena spectator stands, including banners, fences, and audience members.

Lavaarena Turtillus

A monster prefab for the Lava Arena event that tracks itself with the world’s mob tracker upon spawn.

Lavaarenamobtracker

Tracks entities designated as mobs in the Lava Arena minigame, supporting querying by radius and tags.

Maxwell 2

Static layout definition for the Maxwell arena map in Don't Starve Together, containing tile layer data and object placements.

Sharkboimanager

Manages the Sharkboi arena lifecycle including creation, shrinking, boss spawning, and fishing interactions during ocean winter events.

Sharkboimanagerhelper

Helper component for managing and querying the Sharkboi arena’s spatial boundaries in the game world.

Spider Blocker B

A static map layout configuration defining terrain tiles and dynamic spider den placements for a specific arena zone.

Spiral

Defines a static map layout for the spiral arena using Tiled map format, including background tiles and object placements for the ruins and relics.

Townportalregistry

Manages the registration, activation, and linking of town portals in the game world, particularly in relation to the Wag Punk Arena barrier.

Vault Floor Helper

Tracks the active position and state of a vault arena floor region, enabling point-in-room checks for client-side collision and rendering.

Wagboss Util

Utility module for managing lunar arena mechanics including fissures, lunar burn damage, and supernova line-of-sight blocking.

Wagpunk Arena Collision

Creates non-solid physics collision boundaries for the Wagpunk arena with client-side particle effects and entity ejection logic for intruders.

Wagpunk Arena Manager

Manages the progression, entity spawning, and state transitions for the Wagpunk Arena minigame sequence.

Wagpunk Floor Helper

Manages the active arena and barrier state for Wagpunk boss encounters, including spatial containment logic and networked synchronization.

Wagpunk Lever

A switchablelever component that extends when activated, enabling proximity-based interaction with the Wagpunk arena manager.

Weaponsparks

Generates and manages non-networked visual effect entities for weapon impact sparks in the Lava Arena, using predefined animation assets and positional/orientation logic based on the weapon's state.