Alterguardian Phase3Trap
Manages the lifecycle, behavior, and effects of the Alterguardian's Phase 3 meteor trap, including landing damage, grogginess pulses, and trap destruction/loot handling.
Manages the lifecycle, behavior, and effects of the Alterguardian's Phase 3 meteor trap, including landing damage, grogginess pulses, and trap destruction/loot handling.
Manages bait behavior for traps, handling attachment to and detachment from trap entities via lifecycle events.
Creates beemine trap entities that can be deployed, armed, and explode to spawn aggressive bees.
A portable trap prefab that captures birds when baited and sprung, supporting multiple bird species with symbol swaps and finite uses.
Sets up loot and trap logic for an abandoned boat chest, including randomized item generation and a 90% chance to trigger a pirate or ghost attack on opening.
Manages the initialization and behavior of a beehive trap chest that spawns bees when opened and regulates bee spawning based on time of day and season.
Sets up a chest prefab to explode upon interaction, dropping a predefined set of loot items and registering a trap trigger function.
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.
Handles the logic for spawning sanity-based trap rocks when an "insanity chest" is opened, using the chest trap framework.
Defines lifecycle callbacks for labyrinth-themed chests that generate randomized loot and associate random trap behaviors upon opening.
Provides loot rewards and triggers seasonal changes when a summer-themed chest is opened in the game.
Generates loot for a terrarium chest and initializes its trap system during chest creation and loading.
Triggers ignition of nearby evil flowers when the terrarium chest is opened.
Triggers a trap when a specific chest is opened, transforming nearby pigs into werepigs and setting them to attack the triggering player.
Defines the behavior and loot distribution for a winter-themed chest that triggers seasonal changes when opened.
Provides utility functions for spawning loot in containers and managing chest trap behaviors with randomization and event handling.
Handles seasonal trap logic and loot setup for a special ice-themed chest that triggers summer season upon opening.
A trap-like prefab that spawns, targets a nearby enemy, and deals periodic damage before deactivating after death.
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.
Triggers an explosion effect when a valid nearby entity enters its detection radius, commonly used for traps.
A reusable trap prefab used in the Quagmire that detects and interacts with passing entities.
Manages the animation, sound, and state transitions for the Shadow Trap entity during spawning, idling, activation, and dispelling phases.
Manages the visual and behavioral states of a trap entity, including idle, sprung, full (with loot), and empty states.
A trap prefab that detects nearby panic-capable targets, triggers a shockwave effect, and applies a movement speed penalty and panic state.
Manages a scenario-based trap that springs when an item is placed in an inventory, instantly hibernating nearby hounds and releasing them upon pickup.
Manages trap logic including setting, baiting, springing, harvesting, and loot generation for traps in the game.
Manages trap functionality, including bait detection, capture logic, and finite-usage tracking for mechanical traps in Don't Starve Together.
A reusable trap prefab that deals damage to enemies on contact, deactivates when sprung, and supports hauntable interaction with special refund mechanics.
Defines a static world map layout for a trap event that spawns a firestaff and multiple fire hounds.
A static map layout defining spawn positions for an ice staff and multiple ice hounds in Don't Starve Together.
Defines a Tiled map layout for the sleeping spider ambush trap, containing spawn positions for the spider and decorative world objects.
A deployable trap prefab that detains and damages entities upon stepping on it, then resets after a delay; functions as a mine with custom trigger logic and AOE attack.
A deployable mine trap that springs on entity contact, deals damage, and consumes one use per trigger.
A deployable trap entity that detects moving targets within its radius, applies a movement speed debuff, and deals damage.