Charlie Heckler
A non-interactive decorative prefab used to display a talking NPC with custom speech properties in the world.
A non-interactive decorative prefab used to display a talking NPC with custom speech properties in the world.
A behavior node that periodically triggers speech or chatter from an entity during AI behavior execution.
Defines the Lava Arena Boarlord prefab — a boss entity with custom speech UI and talker component behavior for dialogue display.
Manages the UI widget for the Magic Skin Collector NPC, handling visual appearance, speech bubbles, dialogue animations, and idle speech intervals.
Controls a scripted narrative sequence where Maxwell appears, delivers dialogue, and disappears while Wilson is unconscious, restoring normal gameplay afterward.
Manages a queue of NPC dialogue lines and associated sounds for sequential, non-blocking speech.
Defines playback-ready script data for stage actor performances in DST, mapping character names, dialogue lines, animations, and action functions to structured timelines.
Defines the script data for the "The Vault" stage play, including character costumes, soliloquy variations, and full play sequence with actor lines, animations, and timed actions.
Creates the Quagmire Goatmum character prefab with animation, physics, sound, network, and talker components configured for in-game interaction.
Defines the state graph for the carnival host entity, managing idle, flight, landing, talking, and announcement behaviors.
A leveled, sentient weapon that evolves through epic creature kills, providing life steal, planar damage, and dynamic chat behavior while requiring hunger management and durability tracking.
A UI widget that manages the Skin Collector character's appearance, speech bubbles, animations, and dialogue logic during the skin trading mini-game.
Handles Warly's unique speech dialogue system, managing line selection, emotional context, and interaction triggers.
Provides dialogue strings used by Wathgrithr’s speech system for specific world events and entities.
Contains declarative language data for the Waxwell speech system, used to define dialogue and narrative content.
Provides speech dialogue data and definitions for the Wickerbottom character, used for contextual book-related interactions in DST.
Contains static string data for Willow's dialogue and speech patterns.
Renders a dynamic speech bubble with a face image and text, positioned relative to a target entity's screen coordinates.
Manages narrative storytelling and monologue performance for interactive stage actors in the game world.
Manages scripted narrative sequences for entities, controlling story activation, line delivery, and lifecycle callbacks.
Contains hardcoded narrative dialogue strings for theatrical cutscenes and soliloquies in DST’s seasonal events.
Manages the conversation state for an entity, including tracking the current conversation and dialogue index.
A classified component that manages voice line delivery and network synchronization for the Voidcloth Scythe's dialogue system.
Manages Wagstaff, a recurring NPC that guides players through Moonstorm events by interacting with players, spawning rifts, distributing blueprints, and participating in combat phases.
Manages contextual voice lines and announcements for entities based on game events, states, and interactions.