Birds Mutant
Creates and configures mutant bird prefabs (runner and spitter variants) with combat, projectile, and behavioral components for DST's lunar moonstorm event.
Creates and configures mutant bird prefabs (runner and spitter variants) with combat, projectile, and behavioral components for DST's lunar moonstorm event.
Implements the projectile and area-of-effect explosion logic for the Bishop chesspiece's attack, handling both outdated and current attack variants in DST's clockwork arenas.
A throwable weapon prefabricated as a family of darts with distinct effects (sleep, fire, electric, or damage), designed for use by the player or walrus creatures in combat.
A lava arena-specific blowdart weapon prefab that uses reticule-based targeting and spawns distinct projectile types with visual tail effects.
Manages loading, aiming, and firing operations for a boat-mounted cannon, including ammo state tracking and projectile launch with recoil physics.
A ranged explosive weapon that launches a spinning projectile to detonate on impact, dealing planar damage in an area.
A reusable ranged weapon that returns to the thrower after hitting a target or missing, with finite durability and equippable state.
Handles visual effects and physics for the Brilliance Projectile weapon projectile, including bouncing logic and hit/miss animations.
Handles the physics-based flight, target detection, and splash damage of cannonball projectiles in DST, including interaction with terrain, entities, and destructible objects.
Manages the ability to catch thrown projectiles based on proximity and state.
Manages physics-based projectile trajectories with configurable launch conditions, gravity, and hit/miss callbacks for ranged attacks.
A temporary projectiled plant-based AoE weapon used by the deciduous monster in the DST campaign, with area damage, directional movement, and animation-based combat logic.
A short-lived projectile prefab used by eyeball turrets to deal damage, which spawns a hit FX entity upon collision.
Acts as a flying mini-eye projectile that lands and transforms into a grounded egg-like entity, which later hatches into an active mini-eye mob. It functions as a boss-spawned projectile with soldier-command integration.
Creates and configures projectile prefabs and their impact effects for Lava Arena gameplay, including visual tails and hit fx.
Spawns and manages flame-effect entities for the flamethrower weapon's area-of-effect damage in Warg's mutated attack.
Handles the lifecycle and behavior of a fossil spike projectile, including launch, impact, area damage, and particle effects upon detonation.
Creates a fast-flying, combat-capable projectile entity used by Gestalt-related bosses to chase and attack nearby targets.
Manages the behavior, combat, and lifecycle of the evolved Gestalt Guardian boss enemy, including ranged attacks, teleportation, sanity-based transparency, and loot generation.
A ranged weapon that fires houndstooth darts; manages ammo loading/unloading, equipping animations, and projectile behavior including visual tail effects and impact spawning.
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.
Manages message bottle prefabs and their behavior, including throwing mechanics, map revealing, treasure generation, and conversion into gel blob bottles or empty bottles upon interaction.
A reusable prefab for monkey-throwable projectile objects that deal minor sanity damage on impact or splash upon missing.
A floating, ephemeral lightning-based entity that periodically emits electric shocks to nearby targets and can be recharged by moonsparkchargeable components; it ages over time and disappears when depleted.
A throwable projectile component that deals damage, triggers splash effects, and interacts with terrain and entities during flight and impact.
Manages the lifecycle, growth, and explosive behavior of Toadstool Mushroombombs in DST, including progressive animations, lighting fade, and area-of-effect damage on detonation.
Defines prefabs for ocean fishing bobbers used in the Turn of the Tides fishing system, including projectile, floater, and inventory item variants.
Manages the attachment and configuration of the complexprojectile component for entities intended to be thrown into ocean water.
Handles the behavior and physics of a fast-moving, AoE-damaging projectile created by the Ruins Nightmare boss attack, including collision detection, speed interpolation, and damage application.
Manages the animation, state transitions, attack logic, and projectile spawning for the Shadow Thrall wings entity in Don't Starve Together.
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.
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.
A projectile entity that deal damage on impact or after a short delay when acid-infused.
Creates animated projectile prefabs for ice and fire magical attacks, handling hit behavior with specialized effects and cleanup.
A small throwable item prefab that can be stacked and launched as a projectile.
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 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 behavior and impact effects of a wagdrone's electric projectile during its descent and impact phases in DST.
A projectile component that applies slime-like sticky damage to targets, pinning them or dealing direct damage on impact.
A functional entity that channels water in a circular area, launching water projectiles when used; breaks upon being hammered and extinguishes flames.
Manages weapon properties, attack behavior, and ranged projectile launch logic for combat entities.
Creates and manages visual and gameplay effects for Willow's shadow flame projectiles, flamethrower projectiles, and frenzy visual effects.
Handles the physics, targeting, and area-of-effect effects of a Winona catapult projectile upon impact, including elemental damage, terrain destruction, trap spawning, and object tossing.
Handles the behavior and lifecycle of Wortox's thrown soul projectile, including homing, tail spawning, soul stealing, and soul spear effects.