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77 docs tagged with "equipment"

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Amulet

Manages amulet-specific behaviors when equipped or unequipped, including healing, freezing, sanity effects, building discounts, pickup ability, and light emission, depending on the amulet color variant.

Armor

Manages durability, damage absorption, and weakness modifiers for armor entities in combat.

Armor Bramble

A wearable armor item that triggers thorn-based retaliation effects when the wearer is blocked or attacks, conditional on skill tree activation.

Armor Carrotlure

An equippable armor item that periodically attracts and extends loyalty of rabbit followers within range of its owner, who must be a leader.

Armor Dragonfly

Provides fire-resistant body armor with a chance to ignite attackers on successful block or parry.

Armor Grass

A wearable grass armor item that provides basic damage absorption and integrates with skin-swapping, fuel, and flammability systems.

Armor Lunarplant

Provides armor protection, planar defense, damage reflection, and set-bonus resistances for equippable gear, with conditional behaviors for plantkin characters.

Armor Marble

A piece of heavy armor that provides high damage absorption at the cost of movement speed, with special marble-sound effects when blocking attacks.

Armor Ruins

A wearable piece of high-defense armor that provides substantial damage absorption and integrates with DST’s skinning and shadow level systems.

Armor Sanity

Provides protective armor and applies a sanity penalty to the wearer when damage is blocked.

Armor Skeleton

Grants the wearer temporary resistance to multiple damage types by consuming nightmare fuel and spawning visual shield effects when damaged.

Armor Slurper

A wearable inventory item that reduces the owner's hunger burn rate while consuming its own fuel over time.

Armor Snurtleshell

A wearable body armor that grants increased damage absorption when the wearer enters the shell state, and disables absorption upon exiting it.

Armor Voidcloth

A wearable item that grants shadow-aligned resistance, planar defense, and sets a negative sanity aura when equipped.

Armor Wood

Provides wooden armor with damage absorption, fuel properties, and visual skin-swapping logic for equipping.

Armor Yoth Knight

A wearable piece of heavy metal armor that provides protection and triggers set-bonus effects when equipped as part of the Yoth Knight equipment set.

Backpack

Manages equippable storage behavior with skin-specific visual FX and inventory interaction.

Beard Sack

A wearable container prefab for Beardlings that opens on equip and closes on unequip, functioning as a special inventory slot in the Beard.

Beargervest

Defines the Bearger Vest prefab, an equipable body slot item that provides insulation and slows hunger drain while consuming durability.

Bomb Lunarplant

A ranged explosive weapon that launches a spinning projectile to detonate on impact, dealing planar damage in an area.

Candybag

A wearable container item that functions as a backpack with fire-sensitive locking behavior and Ashdrop mechanics.

Cane

A wearable weapon tool that modifies the owner's movement speed and deals damage when used.

Chum

A throwable fishing bait item that spawns chum or a green splash effect depending on terrain, and creates an AOE when thrown into ocean tiles.

Costumes

Factory function for creating costume prefabs with equippable body armor and visual skin overrides.

Diviningrod

Tracks proximity to teleportato components and updates description, sound, and visual feedback when equipped by a player.

Dumbbells

Implements a set of multipurpose workout equipment prefabs with weighted, elemental, and temperature-based variants, enabling melee combat, AOE attacks, and environmental thermoregulation.

Equippable

Manages item equipping behavior, including slot assignment, unequip prevention, movement speed modifiers, dapperness, moisture, and equip/unequip callbacks for entities in DST.

Equippable Replica

Manages network-replicated equipment slot and restriction logic for equippable items in DST's client-server architecture.

Equipslot

Manages interactive equipment slots on the UI, handling item equipping, unequipping, and highlighting based on active items.

Fishingnet

Adds fishing net functionality and finite durability to the fishing net item, including visual equip animations and burn prevention.

Fishingrod

A multi-use tool item that allows characters to fish, deals damage in combat, and handles visual and functional behavior when equipped or used.

Flotationcushion

A prefab item that provides buoyancy support when equipped by a player, enabling underwater movement.

Glass Spike

Creates deployable glass obstacles that can be hammered into blocks and used as defensive equipment with unique visual and behavioral states.

Hammer

A durable tool and weapon used for destroying structures and enemies; has finite durability and triggers skin overrides when equipped.

Horseshoe

A wearable lucky item that grants luck bonuses to the player when equipped, with animated shine effects.

Inventory

Manages the storage, equipping, and inventory interactions for player entities, including slot-based item management, equipment handling, and container integration.

Krampus Sack

A wearable container item that opens when equipped and closes when unequipped, providing inventory storage with water resistance.

Luckitem

Manages luck contribution from an item to its owner, adjusting based on equipped state and stack size.

Lunarplant Tentacle Weapon

Spawns lunar tentacles as secondary attacks when equipped and used in combat, conditional on skill tree activation.

Magician

Manages the state and lifecycle of a magician tool currently being used by an entity, including equipping, holding, and dropping behavior.

Magiciantool

Manages the usage lifecycle of magical tools by tracking user context and invoking custom callbacks when tools are started or stopped being used.

Mininglantern

Manages the behavior, lighting, fuel consumption, and equip/unequip interactions for the Mining Lantern item.

Oar

Provides the logic and configuration for oar items used in boat rowing, including durability tracking, waterproofing, and attachment to entities.

Oceanfishingrod

Implements the ocean fishing rod item, managing tackle slots, reticule targeting, and fishing state transitions in Don't Starve Together.

Oceanfishingrod Replica

Manages networked state for the ocean fishing rod, including hook target, line tension level, and maximum cast distance.

Oceanfishingtackle

Manages casting data and lure configuration for ocean fishing mechanics.

Pillow equipment

Generates prefabs for body and hand pillows, including associated attack FX, with equipment and weapon behavior tailored for combat and minigames.

Playerhearing

Manages dynamic audio DSP filters applied to the player based on equipped items, such as muffling hats.

Playerinspectable

Syncs player equipment and skill selections to the network for client-side rendering of character appearance.

Pocketwatch Weapon

A weaponized pocketwatch that toggles between shadow and depleted states based on fuel level, altering damage and emitting visual effects.

Ruins Bat

A consumable equippable weapon that allows the player to summon shadow tentacles on attack, with a limited number of uses and shadow level scaling.

Saddle

Provides mount-related stats and behaviors for saddle items, including damage/speed bonuses, finite durability, and optional special effects like planar resistance or visual overlays.

Setbonus

Manages equipment set bonus logic for entities, enabling or disabling set-based effects when matching gear is equipped.

Sewing Mannequin

Acts as a wearable equipment storage and equipment-swap target for players using the Stageplay Set crafting recipe.

Shadowdominance

Manages the "shadowdominance" tag on an entity based on equip state and presence of other shadow-dominant items.

Shell Cluster

A breakable environmental object that drops singing shells when mined and can be equipped as body armor.

Shovel

Implements the shovel and golden shovel prefabs with dig capability, limited durability, weapon damage, and equip/unequip animation handling.

Shovel Lunarplant

A lunar plant–themed shovel that grants bonus damage and planar damage when equipped alongside a Lunar Plant Hat, with dynamic behavior based on breakage state.

Skinner Beefalo

Manages wearable equipment slots (body, feet, head, horn, tail) and skin application for beefalo entities.

Skinsandequipmentpuppet

A UI widget that renders a character skin and equipment preview puppet, handling character selection fallback, skin overrides, and animation updates.

Slingshot

Manages the core functionality, visual layers, equipment, and projectile launching behavior for the slingshot weapon and its variants in DST.

Slingshotpart Defs

Defines modding configurations and installation/uninstallation logic for slingshot parts (bands, frames, handles) in DST.

Slingshotparts

Defines prefabs for slingshot parts (bands, frames, handles) and registers them with appropriate components and tags for installation in slingshot mod containers.

Spear

A consumable spear weapon with limited durability that deals fixed damage and supports skin overrides on equip/unequip.

Spear Wathgrithr

Implements Wathgrithr's spear variants, including basic, lightning, and fully charged lightning spear with dynamic equipment effects, skill-based ability scaling, and lunge-based lightning attacks.

Spicepack

A wearable backpack item that provides inventory storage, functions as a food preserver, and responds to fire ignition and extinguishing by locking/unlocking its contents.

Sweatervest

Provides insulation and temporary heat protection when equipped, depleting fuel over time while worn.

Trunkvest

A seasonal armor prefab that provides insulation and waterproofer properties, consuming fuel while equipped to prevent hypothermia or overheating.

Umbrella

An equippable item that provides rain protection, insulation, and temporary coverage, consuming fuel or perishing over time depending on variant.

UseableItem

Manages the "in use" state of an equippable item and provides callbacks for when it starts or stops being used.

Veggies

Generates prefabs and logic for vegetables, their cooked/dried variants, oversized variants with weight-based physics and equippable functionality, and seed deployment mechanics.

Voidcloth Boomerang

Manages the voidcloth boomerang weapon, including its equippable behavior, projectile generation, set-bonus activation when paired with a voidcloth hat, and dynamic damage scaling during return flight.

Voidcloth Umbrella

A magical rain-protection item that deploys a dome to block rain and acid rain while consuming magic fuel, with unique behavior when damaged.

Wateringcan

A tool prefab that holds water for plant care, providing wetness, cooling, and protection effects when used.

Waterprojectiles

Defines prefabs and behaviors for water-based projectiles (snowballs, water balloons, ink splats, bile splats, and water streaks), each implementing custom collision handling, projectile physics, and fire suppression or status effects via the wateryprotection and complexprojectile components.

Winona Remote

Manages spell selection, deployment targeting, and battery-powered operations for Winona's engineer remote gadget, including circuit connections, charging logic, and elemental ability validation.

Wortox Nabbag

Manages Wortox's soul-collecting bug net, dynamically adjusting weapon damage, visual size, and effects based on inventory soul count and slot usage.