Abigail Attack Fx
Spawns visual and audio effects for Abigail's attack animations, handling both normal and ground-specific variants.
Spawns visual and audio effects for Abigail's attack animations, handling both normal and ground-specific variants.
Manages the ghostly bond-based summoned flower item that provides spell commands to ghostly friends and updates visual state based on bond level and proximity.
Creates and manages non-networked smoke particle effects for acid rain impacts in the game world.
A visual effect entity that plays looping idle animations for acid smoke, cycling between animation levels with randomized delays.
Renders and manages the visual representation of the Alterguardian's equipped hat, including flame and snow effects, with animation state and skinning support.
A temporary damage-dealing projectile used by the Alterguardian boss that creates visual FX, scorches the ground, and triggers knockback, freezing thawing, and sanity effects on hit targets.
Manages lunar fissure prefabs for the Alterguardian boss phase, handling area-of-effect damage, animation state, fading, tracking of the boss entity, and grid-based placement during load.
Spawns periodic laser trail FX along a circular ring around its position for use during Alterguardian Phase 3.
Creates a visual and lighting effect sequence for the Alterguardian summoning animation, including pre-loop-post phases and a synchronized back effect.
A lighting entity that dynamically controls light intensity, flame FX, and sound based on power state and player proximity in the Archive or Vault zones.
Renders visual and lighting effects for the activated Atrium Gate, managing animation states, network replication, and cleanup.
Creates local, non-networked sound-effect entities for Atrium gate events, playing positional audio for players inside the Nightmare zone or everywhere outside vaults.
Manages the visual and lighting behavior of the Atrium Light prefab, which activates when powered and toggles between ON and OFF states.
A party-themed decorative balloon that grants nearby players periodic sanity recovery when active in the world, with associated confetti effects and a debuff buff that scales with party size.
Marks an entity as a bath bomb item by adding the 'bathbomb' tag.
Manages visual and audio effects for bat-themed overlay animations triggered by the batspooked event, synchronized to screen resolution.
Spawns a non-persistent visual/audio effect entity to simulate a bat flutter and explosion near a viewer, typically used during spook events in the forest.
Defines visual effect prefabs for Bearger attack animations with self-cleanup logic.
Handles the behavior, combat, and visual effects for the Bishop chesspiece enemy in DST, including both normal and nightmare variants.
Implements the projectile and area-of-effect explosion logic for the Bishop chesspiece's attack, handling both outdated and current attack variants in DST's clockwork arenas.
Handles teleportation logic and visual/audio effects for the Blink Staff item in DST.
Manages bloom effect stacking and propagation for entities and their children, supporting priority-based bloom layering and automatic cleanup on source removal.
A lava arena-specific blowdart weapon prefab that uses reticule-based targeting and spawns distinct projectile types with visual tail effects.
Creates a non-persistent visual effect for boat wake trails beneath the water surface.
Acts as a visual marker that rotates to point toward the nearest race checkpoint during a boat race, and triggers music playback for nearby players.
Generates visual water wake effects behind a boat entity as it moves.
Generates reusable prefab prefabs for book-related visual effect entities used in spellcasting animations.
A temporary light source prefab that fades out after a set duration, used for visual effects in cave transitions or events.
Creates visual effect entities that deal contact damage to nearby enemies within a growing radius, typically used for thorn-based armor or trap damage.
Handles visual effects and physics for the Brilliance Projectile weapon projectile, including bouncing logic and hit/miss animations.
Spawns a one-time visual effect (anim-only entity) to indicate a broken tool interaction.
Manages the creation and behavior of bundle and gift prefabs, which can hold items for storage or gifting, with support for wrapping/unwrapping logic, moisture inheritance, and dynamic loot tables.
Manages the animated, fading visual effect of burnt ground patches, including network synchronization and persistence across saves.
Calculates camera offset vectors for vibration effects over time.
Creates and configures campfire and portable campfire entities with fire effects, heating, and dynamic animation levels.
Generates and manages localized visual shadow trail effects for the Cane Ancient character’s special abilities.
Creates a temporary particle effect simulating sugar-cane candy sparks or glitter, typically used to visually represent candy-based magical effects.
Creates and manages a local-only confetti particle effect used for visual feedback, typically during harlequin cane-related animations.
Creates a visual particle effect simulating falling rose petals, used as a temporary aesthetic FX entity in the game world.
Creates a visual effect particle system used for the cane sharp weapon's glowing trail.
A particle effect prefab that emits sparkling visual particles along the movement path of an entity, such as a walking or flying character.
Creates non-interactive visual effect entities for cannon area-of-effect and reticule indicators.
Spawns and manages reusable light ray prefabs in a radial area around the owner entity for visual canopy effects.
Utility module for spawning and managing leaf canopy shadows in the world.
Creates a non-persistent visual effect entity used to display sparkle particles for carnival-themed bushes.
A visualFX entity that fades in and out over time, typically attached to a player or object to indicate a temporary status effect.
Spawns and manages a single ground-level visual effect for cave vent systems, used to create layered particle effects around the main vent.
Manages the spawning and rendering of acid rain particles in the game world, including interaction with rain domes and entity pooling.
Generates and manages particle-based rain effects for cave environments, including pooling of raindrop prefabs and integration with rain dome boundaries.
Creates an animated visual effect used during channeling absorption events, playing different sub-animations depending on the fire state.
A prefab component that creates a fire entity with variable heat output and animation levels for use on characters in DST.
A classified client-side visual effect entity that tracks a target and renders Charlie's residue, decaying when activated or vision conditions change.
A one-time consumable flower item that shatters on drop and disappears after a short time unless picked up and placed in inventory.
Provides callback functions that apply random player-affecting effects when a chest is opened in a scenario.
Manages the animated light source for Chester's Eye, dynamically adjusting radius and animation state when turned on or off.
Positions and animates an entity in a circular orbit around a target entity, modulating speed and scale using sine-based interpolation.
Renders and manages the lifecycle of a circling buzzard shadow FX entity with fade-in/fade-out transitions tied to time-of-day and season.
Creates a visual and thermal cold-fire effect entity that generates cooling heat rather than warming heat.
Manages dynamic colour grading via colour cubes (LUTs) to reflect in-game conditions such as time of day, season, sanity, and environment (caves or overworld).
Animates an entity's colour over time using linear interpolation.
Generates a particle-based visual effect using shaped confetti particles and sparkles, typically used for celebratory events.
Creates and configures a Crabs vs. King-exclusive ice spike obstacle entity that acts as a hostile, non-healable wall with dynamic visual variation and health-based state transitions.
Spawns temporary, light-sensitive visual FX entities that appear in darkness and disappear when a player comes near or lights up.
Creates a temporary lighting FX entity that fades in/out and flickers to simulate a lunar moth's glow effect.
A cursed trinket that attaches to players, slowly erodes over time unless picked up, and changes appearance based on stack size.
Renders a damage popup number for the local player when damage is applied, synchronized across the network.
Renders a visual trail effect with animated segments that auto-fade out after a duration.
Manages the behavior, visual chains, structural degradation, and prisoner interaction logic for a Daywalker Pillar entity in the game world.
Creates a visual particle effect for the Daywalker2 boss's swipe attack animation.
Creates FX prefabs that simulate breaking and releasing loot for the Daywalker2 boss fight, including physics motion and conditional armor modification.
Manages a deck of playing cards with visual stack states, shuffling via punching, and reveal mechanics.
Generates visual and audio effect prefabs for the Deer creature's ice and fire circle abilities, including particle effects, lighting, and interaction logic with nearby entities.
Manages a reusable visual effect entity for Deerclops' ice spike projectiles.
Acts as a temporary combat projectile entity that deals damage,摧毁s workables, and interacts with freeze and temperature states upon impact.
Creates and manages client-side visual and audio effects for Deerclops' mutated ice abilities (ping, impact, aura, and spikefire).
Represents a temporary dirt pile landmark that can be investigated to reveal a small puff FX and notify the hunter system.
Spawns a non-persistent visual effects entity (flies swarm) attached to a parent entity, playing a looping animation and sound.
Generates a transient visual and lighting effect that simulates an electric discharge, optionally binding to a target entity to produce a flashing tint effect.
Manages visual and audio effects for electrocution events, including flash/flicker lighting, forked lightning propagation to nearby targets, and synchronization with target entity behavior.
Manages particle emission for an entity by scheduling and dispatching particles over time using a custom update loop.
Manages particle and effect emitters with support for awake/sleep states, lifetime handling, and spatial distribution helpers.
Creates a non-persistent visual and audio effect for small explosions and related actions.
Spawns a local-only visual and audio effect for small explosions, used exclusively on the client.
A short-lived projectile prefab used by eyeball turrets to deal damage, which spawns a hit FX entity upon collision.
A visual effects prefab that creates a flickering fire-like particle effect using two layered particle emitters with custom shaders, textures, and envelopes.
A temporary visual and lighting effect prefab that appears when the Eye of Terror arrives, animating a portal-like FX with dynamic lighting and sound.
A client-side FX prefab that visually represents a spinning fan wheel attached to an item, synchronized with networked spinning state and cleaned up via stategraph transitions.
Implements wearable fans (featherfan and perdfan) that extinguish fires and cool nearby entities, with the perdfan additionally summoning tornadoes when channeling.
Manages the visual, physical, and collision detection system for electric fence beams in DST, handling entity collision effects and network-synced beam parameters.
Rotates a target entity's orientation and spawns a visual effect upon completion.
A prefabricated entity component that manages visual and thermal properties of campfire and wildfire effects in the game world.
Creates and configures projectile prefabs and their impact effects for Lava Arena gameplay, including visual tails and hit fx.
A ranged weapon prefab that casts fireball projectiles with area-of-effect targeting and custom reticule logic.
Manages visual and audio effects for fire-based entities, including dynamic lighting, sound, and animation transitions across multiple intensity levels.
Creates a lightweight, non-persistent visual light effect for use as a transient fire-related FX entity.
Spawns a local visual effect entity that plays a randomized animation synchronized to a proxy entity's position and orientation.
Manages the visual and audio overlay effect for fire damage on the player character, including alpha transitions and sound feedback.
Spawns a non-networked, temporary visual effect (puff animation) on a firepit when a Firebird interacts with it.
Creates a visual ring-shaped particle effect for the dragonfly boss, played locally on non-dedicated clients.
Manages the casting of a fishing net by spawning and configuring a visualizer prefab to handle the animation and trajectory.
A visual proxy entity that displays a boat net animation and shadow, used to visually represent fishing nets placed by players or entities.
Renders a one-shot visual effect for fishing net interactions, such as splash or hit animations, without persisting or affecting gameplay state.
Spawns and manages flame-effect entities for the flamethrower weapon's area-of-effect damage in Warg's mutated attack.
Renders a full-screen overlay effect (e.g., for blinding light or screen flash) that fades out over time.
Creates simple floating visual effect entities used for foreground or background rendering in the game world.
Creates a networked fire FX entity for the floating lantern with animated lighting and camera-aware alpha rendering.
Renders a visual and lighting effect for a forcefield, animating its opening/closing and managing dynamic light intensity.
Handles the lifecycle and behavior of a fossil spike projectile, including launch, impact, area damage, and particle effects upon detonation.
Creates and manages transient visual effect prefabs used during fossilization and fossil break animations in the game world.
Manages dynamic visual and audio effects for fire-based entities, including flickering light, radius scaling, intensity control, and sound effects across multiple flame levels.
A client-side particle effect prefab that emits a rotating, fading white breath-like visual.
Manages visual frost breath effects based on environmental temperature and entity state.
Manages dynamic visual overlays for fume and debuff effects on the player, based on proximity to spore clouds.
A runtime script that defines and configures visual and audio effect entities in Don't Starve Together using AnimState, SoundEmitter, and periodic update tasks.
Generates and returns a list of Prefab instances for client-side visual and audio effects, supporting dynamic assets, animation, tinting, sound, and custom behaviors.
Manages the visual attachment effect and debuff application when a gel blob connects to a player or creature.
Creates a non-networked, follower-based visual FX entity for the Gestalt and Gestalt Guard characters, playing different idle animations based on the provided anim bank.
Renders a visual overlay effect (light and animation) used during player ghost transformation sequences.
A reusable inventory item prefab that spawns ambient ghostly FX when active and grows into its full form on the ground.
Defines the gold nugget and lucky gold nugget prefabs, providing them with basic physics, visual, and gameplay behaviors such as edibility, tradability, stacking, and ambient shine effects.
Spawns particle-style splash FX entities used for visual effects in lava arena encounters.
Creates a small, non-networked decorative pool entity with visual effects, light emission, and interaction with the grotto waterfall system.
Creates a non-networked, non-persistent entity that acts as a classified FX-only sound emitter.
Spawns a short-lived local FX entity that plays a stone-breaking animation and sound at a specified location.
Creates a non-networked visual effect entity that plays an animation at the position of a proxy entity, typically used for ground pound冲击 effects in Don't Starve Together.
Manages a ground shadow effect that dynamically scales and positions beneath an entity based on its vertical height.
Provides utility functions for spawning and attaching Halloween-themed particle effects (firepuffs) to targets.
A debuff component that attaches to campfires and generates visual/sound effects based on the fire's fuel level.
Represents a Halloween-themed moon potion item that spawns moon puff effects on use and interacts with fire sources.
Manages the spawning and tracking of hallucination entities based on player sanity, time of day, and environment lighting.
Defines the Hammer Mjolnir weapon prefab and associated FX prefabs for the Lava Arena event, including reticule targeting and area-of-effect capabilities.
Defines static configuration tables for haptic and audio feedback effects used by the game's input and visual systems.
A temporary entity that periodically restores health to a target using jellybean-style regen logic, stopping automatically if the target dies or becomes a ghost.
Renders a screen-space visual overlay that intensifies as the owner's temperature rises, accompanied by progressive audio feedback.
A decorative inventory item that can be placed on the Hermithouse and emits sound and animation effects when interacted with.
Manages dynamic highlight color effects (including flashing and persistent highlights) on entity renderables.
Creates visual spark particle effects at impact points with dynamic colour flashing via the colouradder component, used for combat hit feedback in lava arena and similar scenarios.
Applies temporary ground speed penalty to nearby entities stepping on honey trails via the LocoMotor component.
Manages local visual effects and spell functionality for Wurt's shadow-based item in DST.
Generates a temporary visual warning effect entity that plays a distant hound sound at a specific radius before removing itself.
Renders a background visual effect of a cracked ice tile grid using an animated prefab.
A non-persistent background visual effect that renders a static ice puddle animation at a specific transform position.
A one-time visual effect prefab that plays an ice-themed animation and then removes itself.
Spawns a non-persistent local visual FX entity (bat) with randomized animation variation and sound when triggered in non-dedicated servers.
A non-persistent visual effect entity that plays a looping animation for an icebox crystal interaction.
Plays a one-shot visual effect animation sequence (pre, loop, pst) for the icebox kitchen event in DST.
Renders a short-lived visual effect for porcelain-related interactions, playing an initial pre-animation followed by a looping animation until explicitly destroyed.
Renders a short-lived visual FX animation for the Victorian icebox event in DST.
Spawns a short-lived, non-persisted visual effect entity to display impact animations at a specified world position.
Manages visual ink splatter effects on a player character when they become inked.
Displays a screen-space ink splat animation overlay during specific in-game events.
Manages the revealed form of an item mimic, handling state transitions, player interaction, and shadow VFX synchronization during combat.
Manages the launch and fall phases of a junk projectile used in the game's combat and environmental mechanics, handling physics, visuals, sound, and damage application.
Creates transient visual effect entities representing lantern crystals in ground or held configurations.
Creates and manages visual particle effects for the lantern flower item when held or placed on the ground in Don't Starve Together.
Creates and manages visual particle effects (glowing embers) for the Gothic Lantern item when held or placed on the ground.
Creates and manages visual petal FX particles emitted from a held lantern or resting on the ground in DST.
Generates lightweight visual FX entities for the Tesla Lantern when held or placed on the ground.
Creates and manages visual snowflake particle effects associated with the lantern in winter.
Sets up the Lava Arena world environment, including tile physics, lighting, ambient sound, and visual effects for the seasonal battle arena mode.
Creates and manages visual and gameplay effects for Lava Arena battle standards, including applying debuffs to nearby mobs via a world-wide tracker.
Manages client-side visual effects and camera focus for the Lava Arena Beetletaur boss entity, including buff-indicator pulses, break FX, and flower-spawning logic.
Defines and registers the prefabs for Lava Arena healing flower visual effects, including bloom variations, a heal buff entity, and a sleep debuff entity used during the Lava Arena event.
Creates visual and audio effects for lava arena creature spawning, including teleport smoke and spark particles, with instance-limited audio volume scaling and server/client separation.
Provides client-side visual decoration for the Lava Arena spectator stands, including banners, fences, and audience members.
Generates and manages network-synchronized debris entities used for visual effects during the Lava Arena event's fossilizing effect.
Factory function for creating ground lift effect prefabs used in the Lava Arena boss encounter.
A visual FX-only entity used to signal loot beacon activation in the Lava Arena event.
A visual FX prefab for the meteor impact effect in the Lava Arena event, responsible for rendering and initializing the primary meteor projectile and its associated splash sub-effects.
Defines the prefabs for the Lava Arena portal structure, including its static mesh, keyhole, and activation effect.
A visual effect prefab used in the Lava Arena event to provide a decorative rhinoceros-themed buff animation.
Spawns a non-networked particle effect entity when a rhino-like entity collides, used only on the client for visual feedback.
Creates a non-networked decorative entity with animated scratch marks and spawner teeth used for visual context in the Lava Arena biome.
Creates visual trail entities for lava arena mobs, with support for variation models and automatic mob tracking.
Spawns visual trail effects for moving entities (e.g., lavae, hutch) by playing animation sequences at scaled positions.
A temporary ambient light source that emits heat and automatically extinguishes after a fixed duration.
Manages dynamic lighting and ray visibility for the canopy light rays entity based on world phase (day/dusk/night) and moon state.
Manages the Willow lighter item's behavior, including ignition, fuel consumption, lightning attacks, and skill-based enhancements.
Generates and manages visual particle effects for a lighter-style fire, using custom colour and scale envelopes for dynamic appearance.
Provides a reusable factory function to create fire-based lighting prefabs with networked light range control and sound emission.
Creates a glass-effect visual fire particle system with distinct ember emissions that scale with movement speed.
Creates and manages a haunted-doll-specific particle fire effect with dynamic smoke emission based on movement.
Creates and manages visual particle effects (smoke and embers) for the lighter fire heart item in DST.
Creates a visual particle effect simulating a flickering lighter flame using VFX effects and envelope-controlled colour/scale animation.
Creates a ragged-style fire visual effect using custom particle envelopes and emitters, deployed via the `MakeLighterFire` framework.
Creates a decorative rose-shaped fire particle effect with two distinct particle types (smoke and petals) using envelope-based color and scale animations.
Spawns a temporary visual and audio effect for lightning strikes, including screen flash and camera shake for nearby players.
Generates haunted trinket prefabs that fade in and out based on player proximity using colour tweening and player proximity detection.
Renders a short-lived smoke particle effect used for lunar goop cloud interactions.
Manages visual trail particle effects for lunar-related gameplay elements, playing an animated sequence with fade-out and optional callback support.
Renders and manages the visual and audio effects for the lunar burn debuff on the owner entity, including layered intensity levels and supernova events.
Applies periodic lunar burn damage to an entity and its mount while the entity stands over a fissure, managing visual FX and health state updates.
Manages the visual particle system and splash effects for lunar hail precipitation in the game world.
A one-shot visual effect prefab that plays a falling lunar hail animation sequence and recycles or destroys itself upon completion.
Creates a short-lived visual effect (smoke particles) for the lunar rift crystal spawn event.
A non-damaging visual FX entity that triggers a single-area explosion affecting nearby entities in the Lunarrift biome.
Applies and manages damage and visual effects for the Alter Guardian's lunar supernova ability during Phase 4.
Manages the mad science lab structure's experimental crafting workflow, including stage progression, sound, and particle effects during recipe processing.
A lightweight, stackable item used as a cat toy and fuel source that floats on water and animates when dropped or falling.
Creates client-side visual effects for the Marionette stage actor's appearance and disappearance animations with fading and sound playback.
A deployable item prefab that detonates after ignition, creating visual and auditory effects, notifying nearby players, and spawning minimap indicators.
Creates visual effects for merm lunar thorns that deal damage to nearby enemies within an expanding radius, with owner-aware targeting logic.
Renders a fading shadow FX entity that warns players of an incoming meteor impact during meteor showers.
Manages client-side visual particle effects (smoke and embers) for miasma clouds, including dynamic attachment/detachment based on camera distance and orientation.
A UI widget that displays a looping miasma cloud animation centered over an entity, typically used for visual feedback of miasma-based environmental effects.
Manages the visual overlay representing miasma fog effects and goggle-based vision adaptation for the player, including animated background layers and dynamic brightness/scale adjustments.
A portable throwable flare item that ignites, emits light, triggers visual/audio effects, and notifies nearby players upon detonation.
Creates a non-networked visual effect entity that emits a static mist particle system using configured texture, shader, and envelope settings.
A visual particle effect prefab that spawns random ground-loot animations (e.g., grass, shell) during portal events in Monkey Island scenarios.
A reusable prefab for monkey-throwable projectile objects that deal minor sanity damage on impact or splash upon missing.
Generates and spawns client-side warning sound effects for major monsters (e.g., Deerclops, Bearger, Krampus) at varying distances based on their attack proximity.
Creates a one-time visual effect prefab for the breaking animation of moon altar components.
Manages the moon pulse post-processing effect and associated visual/audio feedback in the Grotto biome, including wave propagation simulation, screen flashes, and wisp spawning.
Creates a visual and audio effect for a lightning strike during a moonstorm, with a chance to spawn a secondary follow-up effect nearby.
Instantiates a transient visual and audio effect for a lightning strike, triggers screen flash and camera shake for nearby players, and spawns charged moon glass near any existing moonstorm_glass entities.
Creates a screen-space visual overlay using the 'moonstorm_over' animation bank to depict dust effects during a moonstorm event.
Manages periodic ground lightning spawns during moonstorms based on player proximity and network node data.
Displays animated lightning effects during Moonstorms, triggered periodically based on a countdown timer.
Creates non-persistent, client-side particle and sound effects for moose nest interactions (idle and hit states), using a proxy transform for positioning and synchronized animation.
Creates a visual and audio effect for the mossling's spin attack animation, playing a looping animation and periodic electric sound.
Manages the lifecycle, growth, and explosive behavior of Toadstool Mushroombombs in DST, including progressive animations, lighting fade, and area-of-effect damage on detonation.
A visual and audio effect entity that simulates a nightlight flame with configurable lighting levels and sound intensity.
Creates networked visual FX prefabs for nightmare-themed environmental lights and fissures.
A simple visual FX prefab that renders a small, warm-toned light for use in the game world.
Creates and manages visual particle effects (smoke and ember trails) triggered by the Nightsword player character during attack animations.
Generates visual particle effects (smoke, sparks, embers) synchronized with the Nightsword weapon's attack animation.
Creates and manages particle effects for the Nightsword Lightsbane weapon attack animation on the client.
Spawns particle effects synchronized with weapon attack animations for the Nightsword, emitting smoke, sparks, and embers during combat.
Generates visual FX (smoke and spark particles) synchronized with the Nightsword character's attack animation when not mounted.
A non-interactive visual effect entity representing a cluster of nitre crystals, used for environmental decoration and light emission in cave ponds.
Applies a temporary non-slip buff to entities while consuming fuel over time, optionally spawning ice pools when boosted.
Controls the big ocean whirlpool portal that transports entities to the Caves, manages visual layers, sound, wave blocking, and looting behavior.
Manages the visual fading and slippery terrain properties of penguin-generated ice patches based on local snow levels.
Spawns a non-persistent FX entity that plays a petrification sound at the position of a target proxy, adjusted for distance from the focal point.
Creates and manages non-persistent visual and audio effects for petrified tree and trunk destruction.
A visual and audio FX entity representing a pigtorch flame, using layered animation levels and integrated fire effects.
Generates prefabs for body and hand pillows, including associated attack FX, with equipment and weapon behavior tailored for combat and minigames.
Manages the pinned state and visual wear-off effect for entities that can be stuck by goo-based attacks.
Creates a one-frame local sound effect for pirate-related warnings, positioned near the player and anchored to their current platform when applicable.
Creates visual effect prefabs for player immersion during water-related animations, such as hopping out of water or floating in hot springs.
Spawns a particle effect for the pocketwatch weapon’s attack animation, emitting rotating sparkles with animated UVs and dynamic emission rates based on the owner’s state and movement.
Generates and manages a particle-based visual effect simulating floating pollen clouds, typically used in warm or wildfire-affected environments.
Spawns a short-lived, non-persistent visual effect (particle-style animation) that mimics a fecal cloud, typically used for comedic or contextual feedback.
Renders a floating numeric value above an entity or world position with animation and fading effects.
Generates and manages visual and audio effects for the positron beam animation sequence used in the Moon Base event, including beam layering, intensity control, and state transitions.
Manages visual post-processing shader effects such as bloom, distortion, lunacy, and moon pulse, configuring and enabling them via the engine's post-processing pipeline.
Manages animated transparency and shader parameters for projected visual effects on entities, such as fading in or out using an erosion shader.
Manages carving, visual rendering, and state persistence of pumpkins in the game, including cut shapes, lighting effects, and synchronization between client and server.
Defines prefabs for quagmire coin items and their associated FX entities used in the Quagmire event.
Manages the visual FX entity for Quagmire cooking animations, shown when food is being prepared in that biome.
Manages visual and networked state for Quagmire grills, including smoke effects, burnt indicators, and ember visuals.
Manages visual and networked effects for the Quagmire Oven structure, including steam and chimney fire animations synced to gameplay events.
A decorative and functional lighting fixture that mounts on firepits and triggers visual steam effects when activated.
Creates a non-persistent visual effect entity for rabbit house Yule-themed lighting.
Manages in-game rainfall particle effects and raindrop spawning logic using a VFX emitter system.
A one-shot visual effect prefab that plays a short animation and then recycles or destroys itself.
A visualfx entity that displays a ground-oriented animation, used as an in-world cursor or indicator.
Factory function that creates prefabs for area-of-effect visual indicators (reticules, pings, and targets) used in placement and targeting interfaces.
Creates visual FX entities (reticule arcs) used for targeting orping indicators, with optional animated scaling and color fading.
Creates a client-side visual effect entity used to indicate charging status during target acquisition, typically for ranged or charge-based attacks.
Factory function that creates visual FX prefabs for reticle line indicators used in UI and world feedback.
Creates visual reticle FX entities for targeting and pinging, supporting static display or animated scaling/color pulsing effects.
Spawns visual effect prefabs (reticules) around multiple entities targeted by a willow ember attack, updating their positions and animations in real time.
An inventory item that emits a rhythmic heartbeat sound and visual FX while held in inventory, and resumes pulsing when dropped.
Creates a heart-themed particle effect synced to an animation for the Reviver character’s Cupid skin.
Spawns a non-persistent, non-networked sound effect entity when a rock is broken.
Manages the visual and functional representation of rope bridges in the world, including placement, animation states, and interaction with the rope bridge placement system.
Creates a short-lived visual effect of falling rose petals, typically used for ambiance or cinematic moments.
Manages a set of four animated shadow footprints with fading opacity and randomized appearance for visual effects.
Renders a looping dust animation overlay on the screen, typically used to indicate environmental conditions like sandstorms or dusty areas.
Manages visual and auditory effects for sandstorm conditions and goggle vision on the player, including animated overlays and dynamic scaling adjustments.
Creates a background decorative ground effect with randomized animation and rotation for environmental immersion.
Manages the complete behavioral stategraph for the Bearger entity, including movement, combat, attacks, staggering, yawn-based crowd control, and state transitions during special actions.
Manages the visual states and animation lifecycle of boat bumper entities during placement, impact, and degradation.
Manages the animated behavior and transformation sequence of a poisoned canary in DST, including idle loops, hit reactions, explosion, and recovery into a normal canary.
Defines the state graph for the cat toy mouse entity, handling idle movement and running animation/audio states.
Manages state transitions, attack logic, FX, and behavior for the Deerclops entity via a custom stategraph.
Defines the state machine for the dust moth entity, handling idle, interaction (e.g., dusting, repair), and environmental response states.
Defines the state graph for the fused shadeling bomb entity, controlling its movement (walking), idle, spawn, and bounce behaviors.
Controls the animation and state transitions for a moonspore entity, including idle flight, takeoff, pre-pop delay, and final pop/explosion behaviors.
Manages the animation, sound, and state transitions for the Shadow Trap entity during spawning, idling, activation, and dispelling phases.
Manages the state machine and behavior of the sharkboi entity, including movement, combat, digging, AOE attacks, and defeat sequences.
Manages water-based locomotion states for a shark-like entity, handling swimming, walking, and running animations with sound and wake effects.
Manages the flight, hovering, movement, and animation state transitions for the Wagnificent Drone entity during active combat.
Manages the state machine and lifecycle of a Wortox soul decoy, including idle behavior, death transitions, explosion, and fizzle effects.
Manages dynamic leaf canopy shading effects using the ShadeRenderer system, including texture, position, rotation, and strength based on ambient light.
Renders a shadow trail effect with optional ripple animation triggered by player movement.
Manages the lifecycle, visual FX, and timer-based behavior of shadow pillar entities that immobilize and deal damage to targets over time.
Manages the lifecycle, stage progression, and environmental effects of the Shadow Rift portal entity, including miasma generation, spawner configuration, and visual/sound transitions between stages.
Creates a non-persistent visual effect entity that appears near players and fades out after a random delay when the player moves away.
Controls behavior and properties of Shadow Thrall Hands minions, including combat logic, movement, loot drops, and visual effects synchronization.
Spawns a flying hostile monster entity that grants parasite-related abilities upon death, including mask-equipped revival and health restoration for the host.
A visual and damage-dealing effect prefab that travels as a projectile, deals area-of-effect damage on impact, and leaves behind a scorch mark.
A flying monster entity that serves the Shadow God, equipped with combat, flying locomotion, planar damage, and dynamic visual FX synced via colour change handlers.
Creates a non-persistent visual effect entity that disappears when exposed to light or after a random delay, used for atmospheric shadow creature effects.
Provides prefabricated spawn logic and component setup for Maxwell's shadow minions and related FX in DST.
Generates visual effects for Sharkboi's ice-based attacks and swipe actions.
Creates a one-shot local visual effect when a frozen object shatters, syncing shatter level via network and handling client-side animation playback.
Manages animated shatter effects for an entity by cycling through pre-defined animation sequences based on a numeric level.
A throwable item that explodes upon impact to release a sleep-inducing cloud and visual burst effect.
A world FX entity that spawns floating spore clouds which induce sleepiness or knockback resistance in nearby entities over time.
Defines the behavior and properties of slingshot ammunition types, including projectile logic, hit effects, stacking behavior, and interaction with components like combat, locomotion, and projectile systems.
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.
Creates and manages visual effects for slingshot attacks, including target rings, color-coded AOE indicators, and power-up animations.
Renders a non-persistent visual FX entity with lighting and sound, used to simulate a smoldering smoke plant effect in the game world.
Generates a particle-based snow FX effect that adapts its appearance based on the active season event (e.g., Winter's Feast).
Renders a temporary visual debug icon at a specific world location for sound-related testing.
Generates particle-like light and sound effects (sparks) at a specified position, optionally with a flashing screen effect upon targeting.
Manages visibility fading for newly spawned entities to reduce abrupt appearance.
A temporary visual FX entity that emits a pulsating light in multiplayer, synchronized across clients with server-authoritative timing and automatic cleanup after fading out.
A specialized ranged weapon prefabs with reticule-based targeting, designed for the Lava Arena event, featuring lunge-based attacks and visual effects integration.
Creates and manages FX visual prefabs for the Spell Mastery mechanic in the Lava Arena event, including anchor, orb, and orb container entities.
A projectile entity that deal damage on impact or after a short delay when acid-infused.
Creates a short-lived, non-persistent ground creep effect under a spider's spit projectile impact.
Creates a non-networked, one-frame visual effect (particle/animation) for spiderweb splash impacts, used exclusively on the client.
Manages seasonal spook level accumulation and triggers spook events (e.g., tree-specific FX) when spook level exceeds a threshold.
Creates short-lived, client-side visual and audio effect prefabs for the Spooked event's spider and worm spawn animations.
Applies a debuff that follows a target, fades out over time, and spawns a spore cloud upon detachment or timer expiration.
A transient visual and gameplay effect that emits periodic aura damage and spoil effects over a radius, commonly used by the Toadstool creature.
Manages animated light effects for staff casting abilities, fading the light over time before automatically removing itself.
A ranged magical weapon component that channels planar energy and supports broken/repaired states with visual FX integration.
Creates animated projectile prefabs for ice and fire magical attacks, handling hit behavior with specialized effects and cleanup.
Creates temporary visual FX entities for spellcasting animations using staff, coin toss, and pocketwatch animations.
Creates a visual effect entity that repels nearby creatures and deals damage to them upon activation.
Creates non-persistent visual and audio effects for structure collapse events.
A visual effect prefab that represents a sunder armor debuff in the Lava Arena event, displayed as a non-interactive decorative FX entity.
Spawns a visual and sound effect at a specified location to simulate the landing of a superjump, and optionally spawns associated debris.
A reusable prefab that provides a lunar plant-based weapon with set-bonus activation logic, floating fx management, and broken state handling.
Spawns a non-networked sound emitter entity that plays a thunder sound at a randomized position and triggers a screen flash effect.
Spawns a non-persistent local FX entity that plays a distant thunder sound.
Creates and manages a non-persistent particle effect (smoke and hand animation) for a Thurible item when active, including ambient looping sound playback.
Generates and manages visual particle effects for the Top Hat wearable item, including floating hat FX, swirl animations, and particle emissions during use.
Creates and manages the visual particle effects for a torch fire, including smoke and flame emissions on the client.
Provides a specialized visual effect component for a Barber Fire prefab, rendering distinct smoke, fire, and ember particles with custom envelopes and emitter configurations.
Creates a particle-based fire effect for a torch-like entity in DST, using custom color and scale envelopes for smoke and flame rendering.
Provides utilities for creating and managing torchlight entities with animated fire effects, networked light range controls, and parented light synchronization.
A particle effect component that generates nautical-themed visual effects (smoke, fire, embers) for torch-like entities using VFX particle emitters.
Defines a persistent fire effect for torchfire pillars using custom particle emitters and visual envelopes.
A fire effect component that generates visual particle effects (smoke, fire, and embers) for a pronged torch variant, built using the shared torchfire system.
Creates and manages a rag-doll-style torch fire effect with smoke, flame, and ember particle systems.
Generates particle visual effects for a torchfire entity, including fire, smoke, and hand animations using custom envelopes and emitters.
Spooky variant of the torch fire effect, producing distinct smoke visuals and particle behavior using custom color and scale envelopes.
Creates a tesla-themed torch fire entity with custom animations, skins, and sound overrides using the shared torchfire system.
A specialized torch fire effect used for the Yotrpillowfight event, producing smoke and fire particles with custom visual envelopes and emission logic.
Creates and manages networked visual swap effects for player-crafted pumpkins and snowmen, synchronizing dynamic visuals across clients.
Renders a background-level visual FX tile used for vault floor patterns, with configurable orientation and animation variation.
Renders a procedurally generated decorative FX bridge composed of multiple animated sub-entities with randomized behavior and sound.
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.
A multiplayer-ready weapon that synergizes with the Voidcloth Set, providing increased damage and planar damage when equipped alongside a Voidcloth Hat, while also enabling shadow-empowered area attacks and harvest automation.
Handles the visual and gameplay effects of the Wagboss beam attack, including targeting, AoE damage, and ring animation synchronization.
A non-networked projectile component that handles missile flight physics, targeting, visual effects, and area-of-effect detonation logic for the Wagboss boss encounter.
Manages the visual beam segments and electric shock attack logic for the Wagdrone laserwire entity.
Manages the behavior and impact effects of a wagdrone's electric projectile during its descent and impact phases in DST.
Creates non-solid physics collision boundaries for the Wagpunk arena with client-side particle effects and entity ejection logic for intruders.
Defines prefabs for two wearable decorative items used by Wagstaff: a glove and a clipboard.
Creates a small visual water-squid wake effect particle with randomized animation.
Manages animated fire and ember effects used by the mutated warg’s flamethrower attack, handling collision, temperature damage, visual fading, and particle reuse.
A visual effect prefab used to indicate warning zones, displaying a looping shadow animation.
Manages the visual and gameplay effects of waterplant pollen clouds, including spawning fish attractants (chum pieces) over time and fading out after dispersal.
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.
A visual effect prefab that appears during Wathgrithr's bloodlust mechanic in the Lava Arena event, providing distinct visual feedback for self and other targets.
Simulates an ocean wave entity that moves, interacts with boats and items, and triggers splash effects upon collision or contact with land.
Creates visual shimmer wave effects in ocean water using pre-defined animation assets.
Creates a background visual effect entity representing shore wave animations that dynamically adapt based on terrain adjacency and orientation.
Manages procedural spawning of ocean wave visual effects (shimmers and shore waves) near the player based on terrain type and distance from the camera.
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.
Spawns client-side visual effects (front and back animations) for the Weremoose's slam attack.
Creates and manages visual and gameplay effects for Willow's shadow flame projectiles, flamethrower projectiles, and frenzy visual effects.
A client-side visual effect prefab that displays randomized spark animations for battery-related interactions, synced to world time and never persisted.
Creates transient visual effects for Woby's dash ability, including a moving追随 trail and a static silhouette, managed via network-aware prefabs.
Utility module for Woby (Walter's companion creature) that manages command wheel setup, skill-aware UI rendering, container restrictions, alignment transformation effects, and courier delivery logic.
Calculates and broadcasts the current world temperature based on season, phase, noise, and global modifiers, while managing summer bloom visual effects.
Generates low-priority visual and audio warning entities that appear at increasing distances to indicate approaching worm hounds.
Renders a visual effect animation sequence associated with Wormwood's plant transformation, triggering growth or un-growth based on player proximity and state.
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.
A transient visual effect prefab that plays an eating animation when Wortox consumes a soul.
Creates particle FX entities for Wortox's portal jump-in and jump-out animations.
A visual effect prefab that applies a temporary tint to a target entity during Wortox's soul heal animation.
A client-side FX entity that applies and animates a glowing tint effect on the target entity when Wortox's soul enters it.
Handles the behavior and lifecycle of Wortox's thrown soul projectile, including homing, tail spawning, soul stealing, and soul spear effects.
Generates visual and audio effect prefabs for Wurt's planar casting abilities, supporting both ground and mounted variants.
Applies temporary swamp terrain changes to the world and automatically reverts them after a set duration.
A non-persistent visual decoration entity used as a warning indicator for Wurt's tentacle attacks.
Creates a temporary visual and lighting effect (spark) that can align to a target entity and trigger screen flash visuals.
Manages the behavior and state of the yotb_post structure, including hammering, hitching, marking, burning, and ribbon animation effects.
Spawns a one-frame local audio effect at a calculated position relative to the player when a Yoth Knight warning is triggered within camera range.