Abandonedboat
Defines the static layout and object placement for the Abandoned Boat map room, including tile data, object zones, and scenario-linked entities.
Defines the static layout and object placement for the Abandoned Boat map room, including tile data, object zones, and scenario-linked entities.
Controls camera movement and positioning during the Maxwell throne cutscene to smoothly transition between fixed and player-controllable modes.
Initializes a chest with a predefined set of craftable items during scenario creation.
Provides initial food items for a food chest in the Forest World scenario.
Implements a chest trap that spoils food items in the player's inventory and equipped gear when opened.
A scenario script that modifies chest behavior to spawn ghosts and drain sanity when opened.
Provides callback functions that apply random player-affecting effects when a chest is opened in a scenario.
Initializes a chest with a predefined set of starter items for the Total Darkness scenario.
Defines the behavior and loot distribution for a winter-themed chest that triggers seasonal changes when opened.
Applies a predefined light loot table to a chest entity upon creation.
Generates randomized loot for a magic-themed treasure chest in the Checkmate scenario.
Defines a loot table and initializer function for spawning randomized chest contents in specific scenarios, utilizing shared chest utilities.
Applies a predefined rot-loot configuration to a chest entity upon creation.
Provides a predefined set of loot items to a chest entity upon its creation in a scenario.
Manages the spawning of ghosts on nearby graves when an eyebone item is picked up during a scenario.
Triggers surprise effects when unwrapped or picked up, spawning entities and re-targeting combatants based on gift contents.
Manages grave-related gameplay logic for spawning ghosts when graves are dug up, typically triggered during the Graveyard scenario.
Triggers fire ignition on an entity upon creation by calling `Burnable:Ignite()` if the burnable component is present.
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.
A destructible environmental prop from the Monkey Island scenario that yields randomized salvage loot when hammered and spawns particle effects upon destruction.
Defines a static map layout for the Nightmare scenario, specifying terrain tiles, objects, and entity spawn points.
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.
Defines the loot pool and chest initialization logic for medium-difficulty winter-start scenarios by selecting a randomized chance-based loot set.
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.
Applies a random reduction to an entity's health, uses, condition, armor, or fuel based on available components.
Manages loading, executing, and cleaning up scenario scripts associated with an entity.
Triggers a spider queen ambush when the scenario entity is attacked, spawning spider warriors around it and ending the scenario.
Manages a scenario-based trap that springs when an item is placed in an inventory, instantly hibernating nearby hounds and releasing them upon pickup.
Populates a fishing tackle container with randomized fishing bobbers and lures upon creation.
Static map layout definition for the terrarium forest fire scenario, specifying tile configuration and object placement for a predefined environment.
Defines the static map layout for the "This Means War" scenario starting area, including tile data and object placement for scenario initialization.
Defines a static map layout for the starting area of the Total Darkness scenario, containing fixed-position objects and tile data.
Implements a modular chest prefab factory with variant-specific behavior for treasure storage, looting, upgrading, and special interactions.