Aura
Manages periodic area-of-effect damage or effects around an entity.
Manages periodic area-of-effect damage or effects around an entity.
Creates visual effect entities that deal contact damage to nearby enemies within a growing radius, typically used for thorn-based armor or trap damage.
Manages combat logic including targeting, attack readiness, damage calculation, attack execution, and aggro behavior for entities.
Manages the drilling progression for a cookie-cutter boat leak repair mechanism, handling animation state and damage application upon completion.
Provides a callback-based mechanism for reflecting damage back to attackers, typically used by the combat component.
Calculates multiplicative damage bonuses based on target tags by aggregating source-specific modifiers per tag.
Manages resistances to damage based on the tag(s) of the attacker or weapon applying the damage.
Manages drowning and void-falling logic for entities, including damage application, item dropping, and teleportation behavior.
Manages resistance to explosive damage over time, including accumulation and gradual decay.
Prevents drowning damage and optionally executes custom logic when drowning is prevented.
Manages the darkness-based threat system that damages entities when they remain in darkness for extended periods.
Manages entity health state, including damage, healing, regeneration, penalties, and fire damage handling.
Manages hull integrity and leak damage for boats, handling collision impacts, degradation over time, and dynamic leak indicators.
Manages hunger and starvation mechanics, including decay, damage application, and synchronization with the health component.
A consumable item that applies a debuff causing periodic poison damage and poop spawning over time.
Manages spawning, physics, and impact behavior of falling debris during lunar hail storms, including damage application, shelter detection, and interaction with the world topology.
A harvestable, thorny plant prefab that yields twigs upon picking and triggers damage to non-resilient pickers.
Calculates and manages planar damage by combining a base value with additive bonuses and multiplicative multipliers.
Determines whether and how a player entity is affected when struck by lightning, including chance calculation and strike response logic.
Manages heat propagation and thermal effects (e.g., fire melting, freezing relief, damage) between nearby entities.
A deployable, hammerable structure that absorbs and displays hit damage via rotating numeric digits; accepts equipped items via trader logic and drops loot when destroyed.
Grants and manages immunity to rain damage for an entity by tracking external sources of immunity.
Applies a random reduction to an entity's health, uses, condition, armor, or fuel based on available components.
Manages damage resistance by tracking tags that grant immunity or mitigation against specific damage sources.
Manages the state machine for a tornado entity, controlling movement, animation, and damage/destruction logic for nearby targets.
A singleton utility for managing and calculating special damage types and their interaction with special defenses across entities.