Carnival Crowkid
Manages the state, behavior, and trading mechanics of the Carnival Crowkid NPC, including item acceptance logic, scarf appearance, and snack timer handling.
Manages the state, behavior, and trading mechanics of the Carnival Crowkid NPC, including item acceptance logic, scarf appearance, and snack timer handling.
Provides shared functionality for carnival minigame stations, including activation/deactivation lifecycle, scoring, rewards, and camera/focus management.
A playable character with trader, combat, and minigame participation behaviors, primarily used for the YOTR Pillow Fight event.
Manages the behavior, combat stats, trading interactions, and inventory logic for the Dustmoth creature entity in DST.
Serves as an interactive structure that spawns a Stalker when fully repaired and traded with a Shadow Heart under specific conditions.
AI brain controller for the Gnarwail creature that manages navigation, combat, trading, tossing, and feeding behaviors in a water-centric world.
Implements the decision-making logic for a merm guard entity, handling combat, following, trading, armor acquisition, healing requests, and interaction with offering pots.
The Merm King is a sentient, trading NPC that coordinates merm guards, manages hunger and combat, and exchanges items based on player and skill-based conditions.
Manages the growth, harvesting, and state progression of a mushroom farm structure, including interactions with snow cover, spore conversion, and repair mechanics.
Defines the Quagmire Goatkid character prefab, a shopkeeper NPC that provides trading functionality in the Quagmire biome.
Manages the behavior, appearance, and state transitions of the Sharkboi boss entity in DST, including combat targeting, trading mechanics, and dynamic visual customization.
Controls the AI behavior of the Sharkboi character, handling combat, trading, wandering, and chatter states in Don't Starve Together.
Controls the AI behavior of the Wandering Trader, managing movement, face-targeting, stock exhaustion chattering, and route following.
Manages the spawning, tracking, and removal of the Wandering Trader entity in the game world.
A structure that accepts torches to become active, enabling a prototyper and emitting flame; deactivates when extinguished or deconstructed.