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33 docs tagged with "scenario"

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Abandonedboat

Defines the static layout and object placement for the Abandoned Boat map room, including tile data, object zones, and scenario-linked entities.

Camera Maxwellthrone

Controls camera movement and positioning during the Maxwell throne cutscene to smoothly transition between fixed and player-controllable modes.

Chest Crafting

Initializes a chest with a predefined set of craftable items during scenario creation.

Chest Food

Provides initial food items for a food chest in the Forest World scenario.

Chest Foodspoil

Implements a chest trap that spoils food items in the player's inventory and equipped gear when opened.

Chest Ghosts

A scenario script that modifies chest behavior to spawn ghosts and drain sanity when opened.

Chest Openfunctions

Provides callback functions that apply random player-affecting effects when a chest is opened in a scenario.

Chest Winter

Defines the behavior and loot distribution for a winter-themed chest that triggers seasonal changes when opened.

Chestloot Checkmate Refined

Defines a loot table and initializer function for spawning randomized chest contents in specific scenarios, utilizing shared chest utilities.

Container Giveloot

Provides a predefined set of loot items to a chest entity upon its creation in a scenario.

Eyebone Ghost

Manages the spawning of ghosts on nearby graves when an eyebone item is picked up during a scenario.

Gift Surprise

Triggers surprise effects when unwrapped or picked up, spawning entities and re-targeting combatants based on gift contents.

Graveyard Ghosts

Manages grave-related gameplay logic for spawning ghosts when graves are dug up, typically triggered during the Graveyard scenario.

Lightonfire

Triggers fire ignition on an entity upon creation by calling `Burnable:Ignite()` if the burnable component is present.

Magic Pumpkin

A scenario-triggered trap that triggers when a pumpkin carver is picked up, growing the pumpkin into an oversized state and spawning crows and a shadow effect.

Monkeyisland Portal Debris

A destructible environmental prop from the Monkey Island scenario that yields randomized salvage loot when hammered and spawns particle effects upon destruction.

Nightmare

Defines a static map layout for the Nightmare scenario, specifying terrain tiles, objects, and entity spawn points.

Packloot Nightmare

Assigns loot items to a chest entity when it is created, selecting from a fixed base set and one of two randomized chance-based sets.

Packloot Winter Start Medium

Defines the loot pool and chest initialization logic for medium-difficulty winter-start scenarios by selecting a randomized chance-based loot set.

Presummer Start

A static map layout used for the Presummer scenario start zone, defining terrain tiles, background elements, and interactive world objects such as trees, grass, campfires, and treasure chests.

Random Damage

Applies a random reduction to an entity's health, uses, condition, armor, or fuel based on available components.

Scenariorunner

Manages loading, executing, and cleaning up scenario scripts associated with an entity.

Sleepingspider Spiderambush

Triggers a spider queen ambush when the scenario entity is attacked, spawning spider warriors around it and ending the scenario.

Staff Hounds

Manages a scenario-based trap that springs when an item is placed in an inventory, instantly hibernating nearby hounds and releasing them upon pickup.

Tacklecontainer Fishing

Populates a fishing tackle container with randomized fishing bobbers and lures upon creation.

Terrarium Forest Fire

Static map layout definition for the terrarium forest fire scenario, specifying tile configuration and object placement for a predefined environment.

Thismeanswar Start

Defines the static map layout for the "This Means War" scenario starting area, including tile data and object placement for scenario initialization.

Total Darkness Start

Defines a static map layout for the starting area of the Total Darkness scenario, containing fixed-position objects and tile data.

Treasurechest

Implements a modular chest prefab factory with variant-specific behavior for treasure storage, looting, upgrading, and special interactions.