Abigail
Defines the Abigail prefab and related entities including retaliation attack, vex debuffs, and murder buff prefabs, with complete initialization logic, event handlers, and ghost command functions.
Defines the Abigail prefab and related entities including retaliation attack, vex debuffs, and murder buff prefabs, with complete initialization logic, event handlers, and ghost command functions.
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.
Defines the behavior tree AI for Abigail, Wendy's ghost sister companion.
Manages the avenging ghost state for Wendy, increasing damage over time while in ghost form if a nearby player has the 'wendy_avenging_ghost' skill activated.
A scenario script that modifies chest behavior to spawn ghosts and drain sanity when opened.
Manages the spawning, tracking, and despawning of grave guard ghosts for Wendy's skill-related grave mechanics.
Manages the spawning of ghosts on nearby graves when an eyebone item is picked up during a scenario.
Prefab file that registers two ghost entity types: the standard player ghost and Wendy's grave guard ghost variant, each with combat, aura, and trader components.
Manages the tracking and lifecycle of ghosts being watched over by an entity, handling state tags and persistence.
Defines the structure and logic for Wendy’s ghost command spells, including unsummon, behaviour commands, and skill-enabled abilities.
Manages activation flags and mutation logic for ghost entities in the world.
Creates consumable ghostly elixir items and their associated debuff components that apply temporary buffs to targets upon use.
Manages a spectral companion (ghost) tied to a player, handling summoning, recall, bonding progression, and state synchronization.
Marks an entity as a ghostly elixir item by adding the `ghostlyelixirable` tag for use in gameplay logic.
Controls the AI behavior of a ghost entity in DST, including following living targets, playful interaction with other ghosts, and periodic despawning.
Manages the lifecycle, haunting mechanics, and ghost spawning behavior of a grave in the world, including seasonal flower decoration and upgrade stages.
Manages grave-related gameplay logic for spawning ghosts when graves are dug up, typically triggered during the Graveyard scenario.
Manages ghost haunting mechanics and visual effects for entities that can be haunted by player ghosts.
A prefabricated entity instance for a ghostly variant of Abigail used exclusively in the Lava Arena event.
Manages the state transitions and behavioral logic for the Ghost character entity, including idle, attack, knockback, death, and play states.
Defines the state graph for the SmallGhost entity, governing its behavior, animations, and interactions such as idle states, quest progression, and toy-related actions.
Manages the state machine for Wilson's ghost form, handling transitions between idle, moving, talking, dying, and teleporting states in the Don't Starve Together game.
Manages client-side state transitions and movement prediction for Wilson's ghost form, synchronizing animation, locomotion, and action previewing with server confirmation.
Manages the quest logic, behavior, and environmental feedback for the small ghost character in DST, including toy collection, player linking, and hot/cold hunt cues.
AI brain controlling small ghost behavior, including following leader, locating lost toys, hinting with jump-in actions, and avoiding combat.
Implements Wendy’s unique gameplay mechanics, including Abigail the ghostly friend, sanity aura adjustments during Sisturn events, and bonding progression.