Acidbatwavemanager
Manages spawning and tracking of acid bat waves in response to players accumulating nitre during acid rain.
Manages spawning and tracking of acid bat waves in response to players accumulating nitre during acid rain.
A boss-like shadow entity that engages in combat by attacking nearby targets, tracking them within range, and periodically reevaluating its target.
Manages the state, behavior, and trading mechanics of the Carnival Crowkid NPC, including item acceptance logic, scarf appearance, and snack timer handling.
Controls the AI behavior of the carnival crow kid, managing movement, minigame spectating, decor interaction, campfire watching, and vocalizations based on game state and environment.
Controls the behavior, interaction, and state of the Carnival Host NPC, including shop management, summoning to plazas, and chatter synchronization.
Manages the feedchicks carnival minigame station, including nest activation, food item spawning, and scoring logic.
Manages the herding minigame station, including chick spawning, game state transitions, reward generation, and static floor decoration setup.
A non-player character prefab representing a Ghost Racer carrat that participates in the Year of the Crow (YOTC) race, with stat-based performance modifiers and dynamic behavior during races.
Represents the non-player character Charlie during the nightmare phase, handling spawning, casting animation, and despawning behavior.
Manages the state and behavior of the Chester Eyebone item, including morphing, respawning Chester, and synchronizing with its master.
A playable character with trader, combat, and minigame participation behaviors, primarily used for the YOTR Pillow Fight event.
Implements the full gameplay logic, UI, and state management for the Crow Game minigame featured in the Trade Inn screen, including tile matching, power-up usage, animations, and score/reporting flow.
Manages the domestication and obedience mechanics for tameable entities, tracking changes via periodic decay tasks and broadcasting relevant events.
Manages friendship progression and reward distribution for friendly NPC entities based on completed tasks.
This prefab defines the Hermit Crab (Pearl) NPC with friendship progression, trading mechanics, island decoration complaints, reward distribution, fishing activities, seasonal behaviors, and tea shop interactions.
Manages the AI behavior tree for the Hermit Crab, including trading, fishing, hotspring soaking, pet feeding, tea shop navigation, and environmental adaptation (weather, day/night).
Controls the AI behavior of a revealed item mimic entity, making it flee from players while scanning for nearby mimicable entities to imitate.
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 the active-phase behavior of the mandrake plant, including movement toward the nearest player, day-cycle destruction, sleep-inducing area effect upon being cooked or respawned, and state transitions between planted and inactive forms.
Manages core gameplay behaviors for Merm characters, including combat AI, loyalty mechanics, transformation states (shadow/lunar), and royal upgrades.
Implements a reusable, tool-based weapon for Merm NPCs with damage modified by combat state and finite durability for chopping, mining, digging, and tilling actions.
Defines the AI decision tree and behavior logic for merms, including combat, tool management, throne seeking, garden assistance, and social interactions.
Implements the decision-making logic for a merm guard entity, handling combat, following, trading, armor acquisition, healing requests, and interaction with offering pots.
The Merm King is a sentient, trading NPC that coordinates merm guards, manages hunger and combat, and exchanges items based on player and skill-based conditions.
Manages spontaneous and event-triggered loot spewing from a monkey island portal, including trading logic, looting behavior, and event sequencing.
Manages the Monkey Queen entity, a boss NPC in Monkey Island that interacts with players and monkeys via trading, state transitions (sleep/wake), and scripted events.
Controls the circling behavior of a mutated buzzard around a target entity, managing movement, migration, and interactions like flare detonations and corpse landings.
Manages a queue of NPC dialogue lines and associated sounds for sequential, non-blocking speech.
Manages a structure that collects kelp to summon and hire merms, including support for upgraded variants and merm-calling mechanics.
Controls the behavior tree for the Perd character, managing movement, foraging, shrine interaction, and threat response.
Creates a configurable elite pig fighter NPC with combat, following, and timed despawn behavior.
Controls the AI behavior of pig guard NPCs, managing combat, navigation, and environmental interactions via a behavior tree.
Manages the Pig King's trading and wrestling minigame mechanics, including gold/nugget exchange, elite pig participation, area safety validation, and reward distribution.
Manages the behavior, state transitions, and interactions of pig-based characters (normal pig, pig guard, and moonpig), including loyalty mechanics, combat, transformation, and trading.
AI brain controlling Polly Rogers and Salt Dogs, handling leader following, ocean-based wandering, salt management, and panic responses.
A monkey-like NPC that can command boats, fight with melee weapons, and coordinate with other monkeys in combat.
Implements AI behavior for the Primemate character, managing actions like boat rowing, leak repair, fleeing, wandering, chasing, and abandoning a boat when it sinks.
Defines the Quagmire Goatkid character prefab, a shopkeeper NPC that provides trading functionality in the Quagmire biome.
Creates the Quagmire Goatmum character prefab with animation, physics, sound, network, and talker components configured for in-game interaction.
Defines the base prefab entity for the Quagmire Swamp pig character, including its visual, physical, and networked properties.
Defines the prefabricated entity for the Quagmire Elder Swamp Pig, including its visual representation, collision physics, minimap icon, talker configuration, and shop tab assignment.
Defines two distinct NPC trader prefabs (Merm Trader 1 and 2) for the Quagmire biome with shared behavior and inventory mappings.
Manages sentient behavior and speech for the Lucy (Woodie's axe) entity, including owner interaction, transformation alerts, and conversational triggers.
Manages state machine behaviors for the Carnival Crowkid entity, including idle animations, snack eating, campfire sitting, minigame reactions, and reward giving during carnival events.
Manages state transitions for the Feedchicks Carnival Game nest station, handling idle, active, hungry, and fed animations and logic.
State graph defining the behavior, animations, and event handling for the Deer creature, including idle, alert, grazing, combat, magic casting, unshackling, and transformation states.
Manages the state machine behavior for frog characters, including locomotion, idle animation, aggression, attacks, and death responses.
Manages the state machine and behavioral transitions for the Monkey Queen NPC, including item acceptance, curse removal, and mood responses.
Manages the lifecycle and state transitions for a moose egg, including hatching into mosslings and spawning a guardian upon full hatching.
Defines the state machine for ocean-dwelling fish entities, handling behaviors such as breaching, biting fishing hooks, and exiting water.
Stategraph defining the animation, movement, and behavioral logic for the Polly Rogers NPC entity, including ground idle states, flight transitions, death, and electrocute responses.
Manages the state machine for the Stagehand entity, controlling its behavior including hiding, idle, working, extinguishing fires, and giving up when overwhelmed.
Manages the state machine for Wagstaff NPC behavior, including idle animations, talking, experiments, arena interactions, and deprecation/erode-out logic.
A UI widget that manages the Skin Collector character's appearance, speech bubbles, animations, and dialogue logic during the skin trading mini-game.
Manages a migratory herd of squid entities, handling member aggregation, navigation between predefined waypoints, and cleanup when all members are inactive or off-ocean.
Manages narrative storytelling and monologue performance for interactive stage actors in the game world.
Implements AI behavior for the Stagehand entity, prioritizing panic responses at night while seeking nearby light sources.
Manages the conversation state for an entity, including tracking the current conversation and dialogue index.
Controls the AI behavior of the Tallbird, implementing tasks such as nest defense, egg laying, homing, and threat response using a behavior tree.
A companion entity that tracks and retrieves hidden Kitcoons for a player leader, with combat and quest management capabilities.
Manages the construction progression and finalization of the Wagboss robot structure, including animation state transitions and completion logic.
Manages Wagstaff, a recurring NPC that guides players through Moonstorm events by interacting with players, spawning rifts, distributing blueprints, and participating in combat phases.
Controls the behavior tree and state machine of the Wagstaff NPC, managing quest progression, clue-following, arena interactions, and dialogue triggers across different game contexts.
Defines the asset and initialization logic for Webber's spider minion prefabs in DST, including physics, animation, sound, and network properties.
Manages the lifecycle, behavior, and visual state of the Carrat pet summoned by Wormwood during lunar alignment, including its transformation into a carrot upon timer expiry or interaction with an owner.
Renders a visual effect animation sequence associated with Wormwood's plant transformation, triggering growth or un-growth based on player proximity and state.
Manages the lifecycle, offering acceptance, and heckler behavior of the Yoth Knightshrine structure in Don't Starve Together.