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141 docs tagged with "player"

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Actions

Defines the Action class constructor, helper range-check functions, global action codes, and populates the ACTIONS table with comprehensive player interaction definitions including combat, crafting, inventory management, boating, fishing, and event-specific actions.

Age

Tracks and manages a player entity's elapsed time since spawn, including pause/resume functionality and age-based notifications.

Aoecharging

Manages the state and visual feedback for a charging area-of-effect attack, synchronizing charge progress and owner tracking across networked clients.

Attunable

Manages persistent links between entities and players, enabling attunement mechanics for items like resurrection effigies.

Attuner

Manages attunement relationships between a player and attunable entities.

Avengingghost

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.

Bandage

A consumable small item that heals a fixed amount of health when used by a player.

Battlesongs

Generates combat buff prefabs and their associated song definitions for the Battlesinger class, integrating with the singing inspiration system and debuff lifecycle.

Bufferedaction

Represents a queued player action with target, position, and callback handling for the action system.

Builder

Manages crafting, recipe unlocking, and prototyping mechanics for player entities.

Componentactions

This file defines the COMPONENT_ACTIONS table mapping component names to action functions, along with helper functions for fishing, rowing, plant research, target validation, and entity action component management in Don't Starve Together.

CrowKidGameScreen

A screen interface for the Crow Kid's Maze minigame that manages gameplay state, grid rendering, movement logic, and reward reporting.

Drownable

Manages drowning and void-falling logic for entities, including damage application, item dropping, and teleportation behavior.

Dsp

Manages dynamic audio filtering (low-pass and high-pass) based on player season, temperature, and runtime DSP stacks.

Encounterspanel

Renders a scrolling list of player encounter records, displaying character icons, names, server info, and playtime with controller- and mouse-friendly interaction.

Equippable

Manages equipment state, slot assignment, and equip/unequip callbacks for wearable items.

Experiencecollector

Periodically awards experience points to eligible characters based on in-game time.

Fireover

Manages the visual and audio overlay effect for fire damage on the player character, including alpha transitions and sound feedback.

Fishingrod

Manages the fishing mechanic for a fishing rod, including casting, nibbling, strain, and reeling interactions with a fishable entity.

Followcamera

Manages third-person camera following for entities with smooth interpolation, zoom, and shake effects.

Fumeover

Manages dynamic visual overlays for fume and debuff effects on the player, based on proximity to spore clouds.

Ghostly Elixirs

Creates consumable ghostly elixir items and their associated debuff components that apply temporary buffs to targets upon use.

Giftreceiver

Manages the receiver side of gift items, tracking gift count and coordinating with gift machines.

Haptics

Defines the HapticEffects configuration table containing all haptic feedback effect definitions for Don't Starve Together, organized by category including DANGER, PLAYER, ENVIRONMENT, BOSS, and UI effects.

Health Replica

Manages network-synchronized health state for player entities, mirroring properties from the master-side Health component for client-side UI and logic.

Hideandseekgame

Manages the Hide and Seek minigame logic, tracking seekers, hiding spots, game state, and rewards.

Hunger

Manages hunger and starvation mechanics, including decay, damage application, and synchronization with the health component.

Inkable

Tracks and manages temporary ink status on players affected by squid attacks.

Inkover

Manages visual ink splatter effects on a player character when they become inked.

Inventory

The Inventory component manages an entity's item slots, equipment slots, and active item, providing core functionality for item acquisition, equipment handling, damage calculation, and inventory queries.

Inventory Classified

Client-side classified prefab that manages inventory state prediction and synchronization between client and server for player inventory operations.

Lavaarena Achievements

Defines win condition and performance-based achievement requirements for the Lava Arena mini-game.

Maprecorder

Stores and manages recorded map data for teaching exploration progress between players.

Miasmaover

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.

MiasmaWatcher

Tracks whether an entity is inside a miasma cloud and applies movement speed penalties accordingly.

Mightiness

Manages Wolfgang's physical transformation system based on his current mightiness level, dynamically adjusting stats, animations, sounds, and gameplay modifiers.

Mighty Gym

Manages the structure and behavior of the Mighty Gym, a gymnasium-style structure that allows players to gain mightiness by loading weights and working out.

Mightydumbbell

Manages workout and attack interactions for strongman characters, dynamically adjusting mightiness gain rates and consumption based on current mightiness state.

Mightygym

Manages weight loading, workout state, and visual/sound feedback for the Mighty Gym structure in the game.

Moisture

Manages a character's moisture level, including precipitation absorption, drying rates, waterproofing modifiers, and state transitions like wet or soaked.

Moisturemeter

Manages the visual HUD widget displaying a player's current moisture level and change rate in Don't Starve Together.

MultiplayerMainScreen

Manages the multiplayer main menu UI, including server browsing, character puppets, and navigation to sub-screens like options and skins.

Networking

Manages network communication, player synchronization, server operations, and system messaging for Don't Starve Together.

Nightvisionfruitover

Manages the visual and audio overlay shown when the Night Vision Fruit effect is active on the player.

Oar

Handles rowing mechanics for boats, applying directional force and managing rowing success/fail behavior.

Panflute

A musical instrument that induces sleep, grogginess, or other effects in nearby entities and can summon Wortox souls when played.

Plantregistryupdater

Manages plant and fertilizer discovery data for a player, syncing learned content across clients in multiplayer.

Player Classified

Networked data container that synchronizes player state between server and client for HUD, camera, and gameplay systems.

Player Common

Defines the core player character prefab factory with all standard components, lifecycle management functions, HUD and camera controls, seamless swapping, and event handlers for combat, environment, and audio systems.

Player Common Extensions

A utility module providing shared helper functions for player entity lifecycle management, including death, resurrection, locomotion configuration, and network synchronization.

Player Hosted

Creates a non-player hostile entity that mimics a player model and behaves as a parasitic shadow thrall with combat, sanity-draining, and retention behavior toward its designated owner.

Playeractionpicker

Manages player input action selection and prioritization for mouse clicks and keyboard interactions.

Playeravatardata

Manages player avatar data including name, skins, age, and equipment, with support for network replication and save/load operations.

Playeravatarpopup

Displays a UI popup window showing player avatar information including character portrait, equipment, and skins for a specified player.

Playeravatarportrait

Renders a player's avatar in the UI, including portrait background, character puppet, badge, rank badge, and player name.

Playerbadge

Renders a player's avatar and background in the UI, supporting various states such as AFK, ghost, host, and mod characters.

Playercontroller

The PlayerController component manages player input handling, action execution, locomotion prediction, targeting systems, and remote synchronization for both controller and mouse/keyboard interfaces in Don't Starve Together.

Playerdeathnotification

Manages the UI notification shown to players upon death, including revival options and world regeneration countdown for server admins.

Playerdeaths

Manages persistent death logs for players, including sorting, saving, and loading historical death records.

Playerfloater

Manages equipping and deployment behavior for player-held floating items, such as the Cloud In A Bottle.

Playerhearing

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

Playerhud

Manages the player's heads-up display including overlays, containers, screens, and input handling.

Playerinfopopupscreen

Displays a player-specific information screen with tabbed content (player avatar and skill tree) in Don't Starve Together.

Playerinspectable

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

Playerlightningtarget

Determines whether and how a player entity is affected when struck by lightning, including chance calculation and strike response logic.

Playerlist

Renders and manages the player list UI for the lobby screen, including player names, character badges, mute controls, and profile actions.

Playerlist

Renders a scrollable list of players in the lobby screen with interactive elements for profile viewing, muting, and performance indicators.

Playermetrics

Tracks player-related gameplay events and forwards them to the metrics system for analytics.

Playerprofile

Manages persistent player profile data including customization, settings, unlocks, and character/skin preferences.

Playerprox

Monitors proximity of players to an entity and triggers callbacks when players enter or leave defined zones.

Playerspawner

Manages player spawning logic, including position selection, spawn protection, and migration handling in the master simulation.

Playerspeedmult

Manages non-stacking speed multipliers for players by overriding the locomotor's runspeed, supporting both server-authoritative and client-predicted multipliers with optional hard caps.

Playerstatusscreen

Renders and manages the in-game player status screen, displaying server information and connected players with moderation controls.

Playertargetindicator

Tracks players who should display target indicators on screen and manages their visibility based on frustum culling and tracking eligibility.

Playervision

Manages visual effects and colour cube overrides for player vision modes including ghost, nightmare, night vision, and various equipment-based vision types.

Playervoter

Manages player vote state and submission for shared world voting systems.

Possessedaxe

Manages the transformation and reversion logic for Lucy, a possessed axe that links to a woodcutter player and reverts to a standard axe under specific conditions.

Pumpkinhatcarvingscreen

UI screen component that allows players to customize pumpkin hat face features by selecting variations via keyboard, gamepad, or mouse inputs.

Rabbitkingmanager

Manages the Rabbit King’s lifecycle, including spawning, leashing to players, state transitions (passive/aggressive/lucky), and interaction tracking via carrot-feeding or naughtiness.

Reader

Enables an entity to read books and track bookworm status and sanity penalties.

Rider Replica

Manages networked state and replicated data for a rider entity, synchronizing mount, saddle, and riding status between server and client.

Sanity Replica

Network-replicated component that synchronizes sanity state, mode, and related properties between server and client for player entities.

Scrapbookscreen

Manages the scrapbook UI screen, displaying unlocked game knowledge with filtering, search, and per-entry details, while handling player input, focus navigation, and state persistence.

Seamlessplayerswapper

Handles seamless in-game player character transitions without exiting to character select, preserving inventory, tags, and clothing while updating prefabs.

Sentientaxe

Manages sentient behavior and speech for the Lucy (Woodie's axe) entity, including owner interaction, transformation alerts, and conversational triggers.

Sgplayer Hosted

Manages player state transitions for hosted multiplayer sessions, including movement, combat, teleportation, death, and mount-specific behaviors.

Sgwilson

Defines the animation state machine for Wilson and shared player character states, handling locomotion, combat, tool use, transformations, death/rebirth, and character-specific abilities across all playable characters.

Sgwilson Client

This stategraph defines client-side animation states, movement prediction, action handlers, and event listeners for the Wilson player character including combat, locomotion, special transformations, and channel casting mechanics.

Sgwilson Gymstates

Defines the state machine for Wolfgang’s gym workout sequences, including lift success, failure, and loop states, while interacting with mightiness and gym components.

Sgwilsonghost

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.

Sgwx78 Possessedbody

Stategraph defining the behavior of WX-78's possessed body, including movement, combat, mining, eating, and special abilities.

Shadowcreaturespawner

Manages the spawning, tracking, and population control of shadow creatures (e.g., Crawling Horrors, Ocean Horrors, Terrorbeaks) for players based on sanity levels and game mode.

Shallow Grave

Represents a buried player remains that decays over time, drops loot when hammered, and preserves player identity data for resurrection or inspection.

Sheltered

Manages shelter detection and status for entities, tracking overhead protection from structures and canopy trees.

Skeleton

Manages the creation, behavior, and decay of skeleton entities, distinguishing between generic environmental skeletons and player skeletons with avatar data and save/load persistence.

Skilltree Walter

Builds and returns skill tree data for Walter's skill tree, including skill positions, dependencies, tags, and activation/deactivation logic.

Skilltreedata

Manages persistent skill selection and experience data for player characters, including encoding/decoding, validation, and synchronization.

Skilltreetoast

Manages the visual toast UI element for skill point notifications in the player HUD, animating appearance/disappearance and handling controller focus and interaction.

Sleepingbaguser

Manages a player's sleeping behavior and associated stat regeneration while using a sleeping bag.

Spectatorcorpse

Manages camera focus behavior for a player entity when spectating from a corpse, smoothly adjusting the camera range toward the nearest living player.

Speech Wathgrithr

Provides dialogue strings used by Wathgrithr’s speech system for specific world events and entities.

Speech Wilson

Provides static speech string data for Wilson character events and states in Don't Starve Together.

Speech Wolfgang

Initializes and manages Wolfgang-specific dialogue strings for player character speech events.

Speech Wortox

Manages speech-related logic for the Wortox character, including speech activation and interaction triggers.

Spellbook

Manages the spell wheel UI and spell execution logic for player entities, including item lists, sound effects, and conditional access rules.

Splitscreenutils Pc

Provides split-screen utility functions specifically for PC builds, returning fixed values that disable split-screen functionality.

Steeringwheeluser

Manages a character's interaction with a steering wheel to control boat movement, including state transitions and rudder direction updates.

Stormwatcher

Tracks active storms on a player entity and synchronizes storm-related properties and speed modifiers.

Strafer

Manages strafing input and facing direction for player entities during movement, integrating with locomotion and player controller systems.

Teammatehealthbadge

Renders a player's health and optional pet health as a UI badge in Lava Arena scenarios.

Temperature

Manages entity body temperature, including heating/cooling logic, insulation, moisture penalties, and health impact from extreme temperatures.

Tuning

Defines and initializes the global TUNING table containing all gameplay constants and configuration values for Don't Starve Together.

Ugc Swap Fx

Creates and manages networked visual swap effects for player-crafted pumpkins and snowmen, synchronizing dynamic visuals across clients.

Upgrademodulesdisplay Inspecting

A UI widget for displaying and managing WX-78's upgrade modules, handling controller input, module animations, and energy level updates.

Usercommandpickerscreen

Displays a scrollable list of user commands (player or server-specific) and handles user selection and execution.

Usercommands

Manages user-executable commands (e.g., chat slash commands), including permissions, voting, validation, and execution flow for built-in and modded commands.

Viewplayersmodalscreen

Displays a modal screen listing connected players with profile interaction capabilities.

Waitingforplayers

Manages the lobby UI grid showing player avatars, readiness states, and local player voting functionality during the waiting-for-players phase before world spawn.

Walter

Defines the Walter player character prefab using MakePlayerCharacter, including mounted command wheel setup, Woby companion management, sprint trail effects, campfire storytelling, and multiple helper prefabs for courier markers and story proxies.

Wanda

Manages Wanda's dynamic aging system, which dynamically adjusts her health, hunger, sanity, combat stats, and appearance based on her current health percentage.

Warly

Defines the Warly player character prefab, including health, hunger, sanity, eating preferences, and food memory configuration for Don't Starve Together.

Wathgrithr

Defines Wathgrithr as a playable character with inspiration-based battle singing mechanics, including spirit spawning on kills and song-based buffs.

Webber

Provides the implementation for the Webber character, a spider-taming player character with unique beard mechanics, spider affinity, and creep-based movement bonuses.

Wendy

Implements Wendy’s unique gameplay mechanics, including Abigail the ghostly friend, sanity aura adjustments during Sisturn events, and bonding progression.

Wereness

Manages the wereness meter and its dynamic behavior, including draining and state persistence for player entities.

Wes

Defines the Wes player character with unique penalties and bonuses for mining, chopping, and hammering, while reducing insulation effectiveness.

Wickerbottom

Implements Wickerbottom's unique gameplay mechanics, including the ability to spawn shadow creatures from reading books while insane, refusal of spoiled food, and bonus book-related interactions.

Willow

Willow is a player character prefab that specializes in fire-based mechanics, with abilities tied to burning entities, ember spawning on death, and resistance to temperature extremes.

Wilson

Defines Wilson’s default player character, including beard mechanics, special actions, reticule behavior, and game-mode-specific tags.

Wilsonbrain

AI brain component that defines Wilson's default behavior tree for combat and movement, prioritizing player-held primary input while enabling fallback automated attacks.

Winona

Defines Winona as a playable character, configuring her skills, recipes, visual assets, and specialization mechanics.

Woby Commands Classified

Manages command dispatch, state synchronization, and behavior control for Woby (Walter's pet) in both server and client contexts, including courier delivery logic, bag locking, and skill-based action toggling.

Wolfgang

Implements Wolfgang’s gameplay mechanics including Mightiness system, sanity modifiers based on proximity to enemies/followers, special work gain, and gym-based bell-minigame for gym-based mightiness gain.

Wonkey

Defines the Wonkey player character by configuring health, hunger, sanity, locomotion, food affinity, and visual/talker assets.

Woodie

Defines the Woodie player character prefab with complete wereform transformation system (beaver, moose, goose), including action pickers, vision effects, drain rate calculations, combat mechanics, skin mode handling, skill integration, and lifecycle callbacks for save/load operations.

Wormhole Limited

Manages a one-time or limited-uses wormhole teleporter that consumes charges on each use and degrades when unattended.

Wortox Souljar

Manages the Wortox character's soul storage jar, handling soul containment, leakage, usage display via finiteuses, and interactions like opening, closing, and hammering.

Writeable

Manages the ability for entities to hold and display custom text written by players.

Wurt

Implements the Wurt character's unique gameplay mechanics including pathfinding support, wetness-based skill interactions, and Merm King upgrades via debuff-based planar buffs for followers.

Wx78

Defines the WX-78 player character prefab using MakePlayerCharacter wrapper, including charge regeneration, moisture tracking, upgrade module management, lightning strike handling, death consequences, and initialization functions.

Yotb Post

Manages the behavior and state of the yotb_post structure, including hammering, hitching, marking, burning, and ribbon animation effects.