Alterguardian Phase4 Lunarrift
Manages the behavior, state transitions, combat mechanics, and environment interactions of the Phase 4 Lunar Rift boss in DST's Wagstaff finale.
Manages the behavior, state transitions, combat mechanics, and environment interactions of the Phase 4 Lunar Rift boss in DST's Wagstaff finale.
A high-defense body armor piece that regenerates condition during Insanity Mode and synergizes with the Dreadstone set.
Provides protective armor and applies a sanity penalty to the wearer when damage is blocked.
A wearable item that grants shadow-aligned resistance, planar defense, and sets a negative sanity aura when equipped.
A static environmental prop that displays incremental lore lines when examined by players wearing ancient_reader gear, while granting a large sanity aura penalty and saving/loading story progression state.
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.
A consumable item that restores health and sanity when used, requiring the "walter_camp_firstaid" skill to trigger the sanity bonus.
A consumable weapon item that deals damage on attack and drains health/sanity from valid targets on critical hits.
Renders the beaver meter UI widget with dynamic arrow animation based on the current sanity level and full moon state.
Provides utility functions for evaluating Willow's sanity state and enemy proximity for Bernie AI behavior.
Manages the AI behavior of Bernie the Big Bernie, including detecting when to transform, finding a leader to follow, taunting nearby sanity monsters, and switching between wandering and following states.
Manages interactive reading and perusing behavior for books, including sanity effects, use consumption, and optional visual FX.
Tracks players in Lunacy Mode and periodically spawns Brightmare Gestalt entities based on player sanity levels and population rules.
A sentient pig-like creature that can follow players, wear hats, and enter a powerful "beard lord" nightmare state under certain conditions.
A scenario script that modifies chest behavior to spawn ghosts and drain sanity when opened.
Handles the logic for spawning sanity-based trap rocks when an "insanity chest" is opened, using the chest trap framework.
Provides periodic support effects (sanity and fight buffs) to nearby players and followers when the host entity is tagged as "coaching".
A consumable food item that restores health and hunger but reduces sanity, and spoils over time.
A decorative container component that holds and displays flowers, providing light, sanity effects, and inventory interactions when properly equipped.
A consumable boss loot item dropped by Deerclops that restores health, hunger, and sanity when eaten.
Defines data for dried plant items, including healing/sanity values and spawn configurations for eating effects.
Triggers periodic announcements and spawns a prefab when an entity's fire timer expires, optionally subject to sanity thresholds.
Represents a customizable plant entity that can transform into a rose under certain conditions and interacts with sanity, combat, and world state systems.
A harvestable, sanity-affecting decorative flower that drops petals upon picking and can ignite wildfires.
A consumable vegetarian item that provides minimal sanity restoration, spoils quickly, and can be dried; also serves as a cat toy and vase decoration.
Creates and manages buff entities that apply periodic health/sanity restoration or bravery effects when attached via the halloween potion items.
Manages the spawning and tracking of hallucination entities based on player sanity, time of day, and environment lighting.
Defines tea ingredients and their associated buffs for the Hermit Crab Teapot prefab.
Manages a priority-based sanity bonus for characters based on specific items carried in inventory.
A consumable meat item that restores health, hunger, and reduces sanity when eaten.
A consumable inventory item that restores health, hunger, and sanity when eaten, but spoils quickly.
A deployable structure that provides shadow-light illumination and sanity benefits while consuming nightmare fuel.
A spawner-like entity that triggers the growth of a nightmare growth prefab, which emits strong negative sanity aura and can destroy nearby structures.
A reactive environmental obstacle that physically rises or lowers based on nearby player sanity status, used in the sanity rock mechanics.
A highly specialized entity component for the Ocean Horror (Shadow Creature) that manages boat attachment, sanity-based targeting, teleportation logic, and network-aware transparency and ripple effects.
A perishable, dryable, and consumable item that grants sanity loss; used as a crafting component or food source with negative effects.
A usable weapon item that grants sanity restoration against manrabbit targets and degrades after repeated use.
Enables an entity to read books and track bookworm status and sanity penalties.
A consumable food item that restores health, hunger, and sanity; has a moderate perish time and can be stacked.
Manages sanity value, mode (Insanity/Lunacy), and related mechanics for an entity, including dynamic rate calculation from environmental and aura sources.
Network-replicated component that synchronizes sanity state, mode, and related properties between server and client for player entities.
Defines a static 16x16 tilemap layout containing sanity rocks and a central wormhole object for use in world generation.
Computes and provides sanity-affecting aura values for an entity within a defined radius.
Manages periodic adjustment of sanity aura effects by running a custom callback function on a timer.
Renders the sanity/lunacy indicator UI widget, including animations for sanity changes, rate direction, and ghost drain state.
A hostile shadow creature prefab that spawns in response to the Daywalker, tracks it via EntityTracker, and applies a sanity aura based on observer perception.
A non-tangible boss-phase entity that spawns shadow minions and manages their behavior through a commander system, with dynamic sanity aura and transparency.
Spawns shadow creatures that attack sane players and drain sanity when targets are nearby.
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.
An inventory item that emits periodic sound and animation cues when dropped, and halts these behaviors when held by a player.
A consumable item that provides a temporary sanity boost and emits a moderate sanity aura while held or carried.
Modifies the rate of sanity change when used as a staff-like item to cast abilities.
Manages the spawning and tracking of enemy waves triggered by a statue during the Maxwell Threat event, and restores player sanity upon wave completion.
Adjusts an entity's transparency and sound volume based on the player's sanity and combat state, with optional custom logic.
A collectible decorative item that can be placed on furniture, decorated with flowers, and repaired; it provides ambient light and sanity benefits when freshly decorated.
Controls the behavior of Wavey Jones' hand entity by selecting and performing repair-related actions on boat components based on current conditions and player sanity.
Defines the Waxwell character prefab, a magician-specialized player with shadow-minion management, sanity penalties, and shadow-level equipment announcements.
Implements Wendy’s unique gameplay mechanics, including Abigail the ghostly friend, sanity aura adjustments during Sisturn events, and bonding progression.
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.
Applies a timed damage-healing buff that restores health, hunger, and sanity over time while reducing hunger burn rate, and supports bonus duration extension based on feast statistics.
Manages the bloom-based progression system for the Wormwood character, including sanity regulation from nearby plants, pet leadership, and photosynthesis-based health regeneration.
Manages Wortox's soul-based gameplay systems, including soul collection, storage, overloading, portal hopping, and skill-triggered buffs and effects.