Ancienttree Fruits
Provides game logic for ancient tree fruits, including gem fruit temperature-based hatching, night vision fruit effects, and the night vision debuff component.
Provides game logic for ancient tree fruits, including gem fruit temperature-based hatching, night vision fruit effects, and the night vision debuff component.
A reusable item that applies slow fertilizer effect and provides minor health regeneration when equipped as a debuff on living targets.
Manages application, removal, and state tracking of curses on an entity, primarily by interacting with cursed items and inventory.
A consumable vegetable item that applies a temporary temperature-based debuff to non-plantkin eaters, which can be dried to produce a longer-lasting fuel source.
Manages the visual attachment effect and debuff application when a gel blob connects to a player or creature.
Creates consumable ghostly elixir items and their associated debuff components that apply temporary buffs to targets upon use.
Provides healing functionality and implements a debuff-based acid immunity buff system for player or entity use.
Tracks and manages temporary ink status on players affected by squid attacks.
A consumable item that applies a debuff causing periodic poison damage and poop spawning over time.
Provides prefab factory functions to generate temporary debuff components for Merm King gear upgrades (Trident, Crown, Pauldron) that modify combat stats of attached targets.
A non-networked server-side debuff that periodically damages targets lacking Miasma immunity, stopping when the target dies or becomes immune.
Tracks whether an entity is inside a miasma cloud and applies movement speed penalties accordingly.
A classified entity component that tracks and manages mind control progression and duration for a target entity, primarily used by the Stalker's mind control mechanic.
A consumable item that casts a wurt lunar spell, applying debuffs and triggering cheer events on nearby lunar minion followers.
Applies health and sanity penalties to a target entity when attached and detached, and spawns a visual effect during its duration.
A trap prefab that detects nearby panic-capable targets, triggers a shockwave effect, and applies a movement speed penalty and panic state.
Defines slingshot ammo-specific debuff prefabs and their logic, including planar damage application, visual effects, and flash animation handling for debuffs like Pure Brilliance, Horror Fuel, and Slow.
Applies a debuff that follows a target, fades out over time, and spawns a spore cloud upon detachment or timer expiration.
A consumable healing item that applies a debuff-based regenerative effect to living targets over time.
Applies a rooted debuff effect to a target entity, dealing periodic damage and attaching a visual FX entity that follows a specific symbol on the target.