Skip to main content

213 docs tagged with "visual"

View all tags

Abigail Attack Fx

Spawns visual and audio effects for Abigail's attack animations, handling both normal and ground-specific variants.

Abigailforcefield

Applies a forcefield effect to an entity, granting absorption and the forcefield tag, typically as a visual and gameplay feedback from Abigail's abilities.

Acidraindrop

Creates and manages non-networked smoke particle effects for acid rain impacts in the game world.

Acidsmoke Fx

A visual effect entity that plays looping idle animations for acid smoke, cycling between animation levels with randomized delays.

Alterguardian Hat Equipped

Renders and manages the visual representation of the Alterguardian's equipped hat, including flame and snow effects, with animation state and skinning support.

Alterguardian Phase3Circle

Spawns periodic laser trail FX along a circular ring around its position for use during Alterguardian Phase 3.

Alterguardian Summon Fx

Creates a visual and lighting effect sequence for the Alterguardian summoning animation, including pre-loop-post phases and a synchronized back effect.

Animal Track

Represents a temporary track marker placed on the ground that slowly fades out over time.

Atrium Gate Activatedfx

Renders visual and lighting effects for the activated Atrium Gate, managing animation states, network replication, and cleanup.

Atrium Pillar

Provides a stationary physical and visual pillar obstacle in the Atrium area, with animated idle states that respond to power status.

Badge

Renders a customizable status indicator (e.g., health, hunger, or custom metrics) with animated progress bars, warning pulses, and optional numeric display.

Basalt

Generates static, decorative rock obstacles with randomized animations and visual variation in the world.

Bearger Fx

Defines visual effect prefabs for Bearger attack animations with self-cleanup logic.

Bedazzlement

Manages the bedazzled state for a spider den, applying visual and gameplay effects such as pacifying nearby spiders and altering creep radius.

Beefbloodover

Displays a visual overlay indicating when the player's mount is hurt, with smooth opacity transitions and a pulse effect.

Blinkfocus Marker

A temporary, non-persistent marker entity used to visualize the maximum range of a blink-based ability (e.g., Wigfrid's Battle Truce).

Bloodover

Renders a dynamic visual overlay on the screen when the owner entity is in critical health states such as freezing, overheating, starving, or suffering from lunar burn.

Bloomer

Manages bloom effect stacking and propagation for entities and their children, supporting priority-based bloom layering and automatic cleanup on source removal.

Boatleak

Manages visual, audio, and state transitions for boat leaks and repairs in DST, including plugged/unplugged states, repair timers, and integration with HullHealth for dynamic leak tracking.

Boatlip

A visual, non-physical ground-decor entity used to animate boat lips at waterline transitions in DST.

Boatringdata

Stores and synchronizes visual ring configuration data for boat-related effects, including radius, segment count, and rotation state.

Book Fx

Generates reusable prefab prefabs for book-related visual effect entities used in spellcasting animations.

Brokentool

Spawns a one-time visual effect (anim-only entity) to indicate a broken tool interaction.

Camerafade

Manages dynamic camera-based fading of entity visuals based on distance and screen position.

Cane Ancient Fx

Generates and manages localized visual shadow trail effects for the Cane Ancient character’s special abilities.

Cane Candy Fx

Creates a temporary particle effect simulating sugar-cane candy sparks or glitter, typically used to visually represent candy-based magical effects.

Cane Harlequin Fx

Creates and manages a local-only confetti particle effect used for visual feedback, typically during harlequin cane-related animations.

Cane Rose Fx

Creates a visual particle effect simulating falling rose petals, used as a temporary aesthetic FX entity in the game world.

Cane Sharp Fx

Creates a visual effect particle system used for the cane sharp weapon's glowing trail.

Cane Victorian Fx

A particle effect prefab that emits sparkling visual particles along the movement path of an entity, such as a walking or flying character.

Cannon Aoe Range Fx

Creates non-interactive visual effect entities for cannon area-of-effect and reticule indicators.

Carnival Gametoken

A consumable and tradable game token used as bait in DST, featuring periodic visual sparkle effects.

Carnival Sparkle Bush

Creates a non-persistent visual effect entity used to display sparkle particles for carnival-themed bushes.

Carrot Spinner

A visualFX entity that fades in and out over time, typically attached to a player or object to indicate a temporary status effect.

Cave Vent Ground Fx

Spawns and manages a single ground-level visual effect for cave vent systems, used to create layered particle effects around the main vent.

Channel Absorb Fire Fx

Creates an animated visual effect used during channeling absorption events, playing different sub-animations depending on the fire state.

Chargingreticule

Manages a visual reticle that follows a target entity and points toward a dynamic aim direction (mouse or controller), used for indicating where a charging attack will land.

Colouraddersync

Synchronizes colour addition data from the server to clients and triggers visual updates and callbacks when the colour changes.

Colourtweener

Animates an entity's colour over time using linear interpolation.

Confetti Fx

Generates a particle-based visual effect using shaped confetti particles and sparkles, typically used for celebratory events.

Costumes

Factory function for creating costume prefabs with equippable body armor and visual skin overrides.

Custombuildmanager

Manages visual symbol overrides for entity build groups, allowing dynamic replacement of animation symbols based on current build configuration.

Damp Trail

Renders a visual trail effect with animated segments that auto-fade out after a duration.

Deerclops Mutated Fx

Creates and manages client-side visual and audio effects for Deerclops' mutated ice abilities (ping, impact, aura, and spikefire).

Diseaseflies

Spawns a non-persistent visual effects entity (flies swarm) attached to a parent entity, playing a looping animation and sound.

Distancefade

Controls the visual fade effect of an entity based on its distance from the camera relative to the ground plane.

Dock Damage

Visual and logic entity that represents damaged segments of docks and rope bridges, synced to the world's dockmanager and ropebridgemanager for repair interactions.

Explosivehit

Spawns a local-only visual and audio effect for small explosions, used exclusively on the client.

Eyeflame

A visual effects prefab that creates a flickering fire-like particle effect using two layered particle emitters with custom shaders, textures, and envelopes.

Firefx Light

Creates a lightweight, non-persistent visual light effect for use as a transient fire-related FX entity.

Firehits

Spawns a local visual effect entity that plays a randomized animation synchronized to a proxy entity's position and orientation.

Fireover

Manages the visual and audio overlay effect for fire damage on the player character, including alpha transitions and sound feedback.

Firepit Firebird Puff Fx

Spawns a non-networked, temporary visual effect (puff animation) on a firepit when a Firebird interacts with it.

Fireringfx

Creates a visual ring-shaped particle effect for the dragonfly boss, played locally on non-dedicated clients.

Fishingnetvisualizer

Manages visual behavior and logic for a fishing net entity during casting, opening, retrieving, and final pickup phases.

Fishingnetvisualizer

A visual proxy entity that displays a boat net animation and shadow, used to visually represent fishing nets placed by players or entities.

Fishingnetvisualizerfx

Renders a one-shot visual effect for fishing net interactions, such as splash or hit animations, without persisting or affecting gameplay state.

Flies

A decorative prefab that emits ambient fly sounds and animations based on player proximity, typically used for atmospheric effects in environments like caves and swamps.

Float Fx

Creates simple floating visual effect entities used for foreground or background rendering in the game world.

Floater

Manages visual and behavioral effects when an entity enters or remains in water, including wetness application, splash spawning, and floating animations.

Forcefieldfx

Renders a visual and lighting effect for a forcefield, animating its opening/closing and managing dynamic light intensity.

Freezable

Manages freeze states, coldness accumulation, and thawing behavior for entities, including visual tinting, shatter effects, and resistance mechanics.

Frostbreath

A client-side particle effect prefab that emits a rotating, fading white breath-like visual.

Frostybreather

Manages visual frost breath effects based on environmental temperature and entity state.

Furnituredecor

Manages the visual and logical state of furniture decorations, such as being enabled and whether it's placed on furniture.

Fx

Generates and returns a list of Prefab instances for client-side visual and audio effects, supporting dynamic assets, animation, tinting, sound, and custom behaviors.

Gestalt Head

Creates a non-networked, follower-based visual FX entity for the Gestalt and Gestalt Guard characters, playing different idle animations based on the provided anim bank.

Gridplacer

A visual helper component used during building placement to show grid-aligned placement outlines and handle build validation feedback via color changes.

Grotto Pool Small

Creates a small, non-networked decorative pool entity with visual effects, light emission, and interaction with the grotto waterfall system.

Grotto Waterfall Big

A decorative environment prefab representing a large grotto waterfall with looping animation and networked rendering.

Groundpoundringfx

Creates a non-networked visual effect entity that plays an animation at the position of a proxy entity, typically used for ground pound冲击 effects in Don't Starve Together.

Hauntable

Manages haunting mechanics—including cooldowns, visual flicker effects, and haunted state—for entities that can be haunted or cause haunting.

Healthbadge

Renders a dynamic UI badge overlay that visually represents health status, buffs, effigies, and various status effects (e.g., freezing, healing, corrosion) for an entity.

Highlight

Manages dynamic highlight color effects (including flashing and persistent highlights) on entity renderables.

Highlightchild

Manages the highlighting of an entity when it is associated with a specific owner entity, primarily for visual feedback in non-dedicated server environments.

Hitsparks Fx

Creates visual spark particle effects at impact points with dynamic colour flashing via the colouradder component, used for combat hit feedback in lava arena and similar scenarios.

Horrorfuel

Manages local visual effects and spell functionality for Wurt's shadow-based item in DST.

Ice Crack Grid Fx

Renders a background visual effect of a cracked ice tile grid using an animated prefab.

Ice Puddle

A non-persistent background visual effect that renders a static ice puddle animation at a specific transform position.

Ice Splash

A one-time visual effect prefab that plays an ice-themed animation and then removes itself.

Icebox Coffin Bat Fx

Spawns a non-persistent local visual FX entity (bat) with randomized animation variation and sound when triggered in non-dedicated servers.

Icebox Crystal Fx

A non-persistent visual effect entity that plays a looping animation for an icebox crystal interaction.

Icebox Porcelain Fx

Renders a short-lived visual effect for porcelain-related interactions, playing an initial pre-animation followed by a looping animation until explicitly destroyed.

IceOver

Manages a visual freeze overlay effect and sound feedback when an entity's temperature drops.

Impact

Spawns a short-lived, non-persisted visual effect entity to display impact animations at a specified world position.

Inkover Splat

Displays a screen-space ink splat animation overlay during specific in-game events.

Lantern Crystal Fx

Creates transient visual effect entities representing lantern crystals in ground or held configurations.

Lantern Flower Fx

Creates and manages visual particle effects for the lantern flower item when held or placed on the ground in Don't Starve Together.

Lantern Gothic Fx

Creates and manages visual particle effects (glowing embers) for the Gothic Lantern item when held or placed on the ground.

Lantern Insect Fx

Creates and manages visual petal FX particles emitted from a held lantern or resting on the ground in DST.

Lantern Tesla Fx

Generates lightweight visual FX entities for the Tesla Lantern when held or placed on the ground.

Lantern Winter Fx

Creates and manages visual snowflake particle effects associated with the lantern in winter.

Lavaarena Abigail Flower

A non-interactive visual prop used exclusively during the Lava Arena event to represent Abigail's presence.

Lavaarena Beetletaur

Manages client-side visual effects and camera focus for the Lava Arena Beetletaur boss entity, including buff-indicator pulses, break FX, and flower-spawning logic.

Lavaarena Lootbeacon

A visual FX-only entity used to signal loot beacon activation in the Lava Arena event.

Lavaarena Meteor

A visual FX prefab for the meteor impact effect in the Lava Arena event, responsible for rendering and initializing the primary meteor projectile and its associated splash sub-effects.

Lavaarena Rhinobumpfx

Spawns a non-networked particle effect entity when a rhino-like entity collides, used only on the client for visual feedback.

Lavaarena Rhinodrill

Prefab factory for the Lava Arena rhinodrill mob, managing visual state, buff levels, and camera focus tracking via networked properties and world components.

Lavae Move Fx

Spawns visual trail effects for moving entities (e.g., lavae, hutch) by playing animation sequences at scaled positions.

Lighterfire

Generates and manages visual particle effects for a lighter-style fire, using custom colour and scale envelopes for dynamic appearance.

Lighterfire Glass

Creates a glass-effect visual fire particle system with distinct ember emissions that scale with movement speed.

Lighterfire Heart

Creates and manages visual particle effects (smoke and embers) for the lighter fire heart item in DST.

Lighterfire Old

Creates a visual particle effect simulating a flickering lighter flame using VFX effects and envelope-controlled colour/scale animation.

Lighterfire Ragged

Creates a ragged-style fire visual effect using custom particle envelopes and emitters, deployed via the `MakeLighterFire` framework.

Lighterfire Rose

Creates a decorative rose-shaped fire particle effect with two distinct particle types (smoke and petals) using envelope-based color and scale animations.

Lunar Goop Trail Fx

Manages visual trail particle effects for lunar-related gameplay elements, playing an animated sequence with fade-out and optional callback support.

Lunarhaildrop

A one-shot visual effect prefab that plays a falling lunar hail animation sequence and recycles or destroys itself upon completion.

Lunarsupernovablocker

Manages visual and gameplay effects for the Lunar Supernova ability by tracking blocking sources and updating related FX and colour properties.

Miasma Cloud Fx

Manages client-side visual particle effects (smoke and embers) for miasma clouds, including dynamic attachment/detachment based on camera distance and orientation.

Miasmaover

Manages the visual overlay representing miasma fog effects and goggle-based vision adaptation for the player, including animated background layers and dynamic brightness/scale adjustments.

Mightybadge

Renders Wolfgang's Mightiness status bar with dynamic visual feedback based on current might level and rate of change.

Migration Portal

Renders and animates the migration portal object, coordinating its visual state with the world migration system.

Monkeyisland Portal Fxloot

A visual particle effect prefab that spawns random ground-loot animations (e.g., grass, shell) during portal events in Monkey Island scenarios.

Moon Altar Break

Creates a one-time visual effect prefab for the breaking animation of moon altar components.

Moonpulse

Manages the moon pulse post-processing effect and associated visual/audio feedback in the Grotto biome, including wave propagation simulation, screen flashes, and wisp spawning.

Moonstormdustover

Creates a screen-space visual overlay using the 'moonstorm_over' animation bank to depict dust effects during a moonstorm event.

Moonstormmarker

Creates a rotating minimap marker used to visually indicate an active moon storm event.

Moonstormover

Manages the visual and audio overlay effects during a moonstorm, including screen fading, brightness adjustments, dynamic lighting, and shader-based dust animation.

Mossling Spin Fx

Creates a visual and audio effect for the mossling's spin attack animation, playing a looping animation and periodic electric sound.

Nightmare Timepiece

Manages visual and state transitions of the Nightmare Timepiece based on the current nightmare phase in DST.

Nightsword Cotl Fx

Creates and manages visual particle effects (smoke and ember trails) triggered by the Nightsword player character during attack animations.

Nightsword Lightsbane Fx

Creates and manages particle effects for the Nightsword Lightsbane weapon attack animation on the client.

Nightsword Wizard Fx

Generates visual FX (smoke and spark particles) synchronized with the Nightsword character's attack animation when not mounted.

Nightvisionfruitover

Manages the visual and audio overlay shown when the Night Vision Fruit effect is active on the player.

Nitre Formation

A non-interactive visual effect entity representing a cluster of nitre crystals, used for environmental decoration and light emission in cave ponds.

Nutrients Overlay

Manages client-side visual overlay for nutrient and moisture levels on farm soil, syncing with server-side nutrient data.

Nutrients Visual Manager

Manages visibility and rendering state of nutrient-related visual effects based on the player's nutrient vision toggle.

Oceanice Damage

A non-persistent visual and repairable entity that represents damage state of ocean ice and triggers ice restoration when repaired.

Oceanvine Deco

A decorative, non-interactive foliage prop used in ocean/vine environments that fades based on distance and contributes no gameplay functionality.

Petrify Fx

Creates and manages non-persistent visual and audio effects for petrified tree and trunk destruction.

Placer

Manages placement positioning, orientation, and visual feedback for deployable structures and items in the game world, including support for axis-aligned placement and boat edge snapping.

Planarentity

Modifies incoming damage to follow a non-linear scaling curve and triggers planar-specific visual effects for resistances or vulnerabilities.

Player Float Fx

Creates visual effect prefabs for player immersion during water-related animations, such as hopping out of water or floating in hot springs.

Pocketwatch Weapon

A weaponized pocketwatch that toggles between shadow and depleted states based on fuel level, altering damage and emitting visual effects.

Pocketwatch Weapon Fx

Spawns a particle effect for the pocketwatch weapon’s attack animation, emitting rotating sparkles with animated UVs and dynamic emission rates based on the owner’s state and movement.

Poopcloud

Spawns a short-lived, non-persistent visual effect (particle-style animation) that mimics a fecal cloud, typically used for comedic or contextual feedback.

Projectedeffects

Manages animated transparency and shader parameters for projected visual effects on entities, such as fading in or out using an erosion shader.

Quagmire Cooking Buff

Manages the visual FX entity for Quagmire cooking animations, shown when food is being prepared in that biome.

Quagmire Grill

Manages visual and networked state for Quagmire grills, including smoke effects, burnt indicators, and ember visuals.

Quagmire Oven

Manages visual and networked effects for the Quagmire Oven structure, including steam and chimney fire animations synced to gameplay events.

Quagmire Shadowwaxwell

Defines the prefabs and visual/audio properties for the Quagmire version of Shadow Maxwell, including animation, sound, and network setup.

Raindrop

A one-shot visual effect prefab that plays a short animation and then recycles or destroys itself.

Reticule

A visualfx entity that displays a ground-oriented animation, used as an in-world cursor or indicator.

Reticuleaoe

Factory function that creates prefabs for area-of-effect visual indicators (reticules, pings, and targets) used in placement and targeting interfaces.

Reticulearc

Creates visual FX entities (reticule arcs) used for targeting orping indicators, with optional animated scaling and color fading.

Reticuleline

Factory function that creates visual FX prefabs for reticle line indicators used in UI and world feedback.

Reticulelong

Creates visual reticle FX entities for targeting and pinging, supporting static display or animated scaling/color pulsing effects.

Reticulemultitarget

Spawns visual effect prefabs (reticules) around multiple entities targeted by a willow ember attack, updating their positions and animations in real time.

Rift Terraformer

Manages tile-level world transformation and reversion in the Rift biome, coordinating visual effects and sound synchronization over time.

Rose Petals Fx

Creates a short-lived visual effect of falling rose petals, typically used for ambiance or cinematic moments.

Rudder

A visual indicator prefab attached to boat masts that displays the current heading direction, used for orientation and navigation.

Saddle Shadow Footprints

Manages a set of four animated shadow footprints with fading opacity and randomized appearance for visual effects.

Scaler

Manages the uniform scaling of an entity's visual representation by applying a scale factor to its transform.

Sgfishingnetvisualizer

Manages the visual state machine for the fishing net, coordinating animation and movement during casting, opening, retrieving, and final pickup phases.

Sgnightmarerock

Manages animation, sound, and visibility states for the nightmare rock entity during raising, lowering, concealing, and revealing operations.

Shadow Glob Fx

Renders a shadow trail effect with optional ripple animation triggered by player movement.

Shadowheart

An inventory item that emits periodic sound and animation cues when dropped, and halts these behaviors when held by a player.

Shadowskittish

Creates a non-persistent visual effect entity that appears near players and fades out after a random delay when the player moves away.

Shadowwatcher

Creates a non-persistent visual effect entity that disappears when exposed to light or after a random delay, used for atmospheric shadow creature effects.

Sharkboi Fx

Generates visual effects for Sharkboi's ice-based attacks and swipe actions.

Shatter

Creates a one-shot local visual effect when a frozen object shatters, syncing shatter level via network and handling client-side animation playback.

Sizetweener

Manages smooth scaling transitions (tweening) of an entity's visual size over time.

Slingshotaoefx

Creates and manages visual effects for slingshot attacks, including target rings, color-coded AOE indicators, and power-up animations.

Snowmandecor

Marks an entity as a decorated snowman, likely for cosmetic or gameplay identification purposes.

Sparks

Generates particle-like light and sound effects (sparks) at a specified position, optionally with a flashing screen effect upon targeting.

Spellmasterybuff

Creates and manages FX visual prefabs for the Spell Mastery mechanic in the Lava Arena event, including anchor, orb, and orb container entities.

Staffcastfx

Creates temporary visual FX entities for spellcasting animations using staff, coin toss, and pocketwatch animations.

Stalker Shield

Creates a visual effect entity that repels nearby creatures and deals damage to them upon activation.

Stretcher

Dynamically scales an entity along its facing axis to match the distance to a target entity, commonly used for stretchy visual effects like slingshots or elastic attachments.

Sunderarmordebuff

A visual effect prefab that represents a sunder armor debuff in the Lava Arena event, displayed as a non-interactive decorative FX entity.

Superjump Fx

Spawns a visual and sound effect at a specified location to simulate the landing of a superjump, and optionally spawns associated debris.

Tophat Shadow Fx

Generates and manages visual particle effects for the Top Hat wearable item, including floating hat FX, swirl animations, and particle emissions during use.

Torchfire

Creates and manages the visual particle effects for a torch fire, including smoke and flame emissions on the client.

Torchfire Barber

Provides a specialized visual effect component for a Barber Fire prefab, rendering distinct smoke, fire, and ember particles with custom envelopes and emitter configurations.

Torchfire Carrat

Creates a particle-based fire effect for a torch-like entity in DST, using custom color and scale envelopes for smoke and flame rendering.

Torchfire Nautical

A particle effect component that generates nautical-themed visual effects (smoke, fire, embers) for torch-like entities using VFX particle emitters.

Torchfire Pillar

Defines a persistent fire effect for torchfire pillars using custom particle emitters and visual envelopes.

Torchfire Pronged

A fire effect component that generates visual particle effects (smoke, fire, and embers) for a pronged torch variant, built using the shared torchfire system.

Torchfire Rag

Creates and manages a rag-doll-style torch fire effect with smoke, flame, and ember particle systems.

Torchfire Shadow

Generates particle visual effects for a torchfire entity, including fire, smoke, and hand animations using custom envelopes and emitters.

Transparentonsanity

Adjusts an entity's transparency and sound volume based on the player's sanity and combat state, with optional custom logic.

Treasuremarked

Manages the visual marker (messagebottletreasure_marker) that appears above an entity when it holds or emits treasure messages.

Vault Ground Pattern

Renders a background-level visual FX tile used for vault floor patterns, with configurable orientation and animation variation.

Wagpunkui Crosshair

Renders a visual crosshair animation used for targeting feedback during weapon Swing actions.

Wagpunkui Distmeter

A UI animation widget that displays a visual distance meter using the `wagstaff_armor_target` build and animation.

Wake Small

Creates a small visual water-squid wake effect particle with randomized animation.

Warningshadow

A visual effect prefab used to indicate warning zones, displaying a looping shadow animation.

Wathgrithr Bloodlustbuff

A visual effect prefab that appears during Wathgrithr's bloodlust mechanic in the Lava Arena event, providing distinct visual feedback for self and other targets.

Waxwell Shadowstriker

A visual and networked entity that represents Waxwell's shadow during the lava arena boss fight, used for shadow strike attacks.

Weaponsparks

Generates and manages non-networked visual effect entities for weapon impact sparks in the Lava Arena, using predefined animation assets and positional/orientation logic based on the weapon's state.

WendyFlowerOver

Manages the visual overlay animation for Wendy's flower pendant during specific gameplay states.

Weremoose Smash Fx

Spawns client-side visual effects (front and back animations) for the Weremoose's slam attack.

Winona Battery Sparks

A client-side visual effect prefab that displays randomized spark animations for battery-related interactions, synced to world time and never persisted.

Woby Rack

Manages the visual rack slots, animation states, and owner-synced rendering for Woby's drying rack item.

Woby Shadow Fx

Creates transient visual effects for Woby's dash ability, including a moving追随 trail and a static silhouette, managed via network-aware prefabs.

Wormwarning

Generates low-priority visual and audio warning entities that appear at increasing distances to indicate approaching worm hounds.

Wormwood Mutantproxy

Serves as a temporary visual and functional spawn proxy for Wormwood’s pet transformation ability, handling the animation, sound, and delayed spawning of the actual pet prefab after a fixed delay.

Wormwood Plant Fx

Renders a visual effect animation sequence associated with Wormwood's plant transformation, triggering growth or un-growth based on player proximity and state.

Wortox Eat Soul Fx

A transient visual effect prefab that plays an eating animation when Wortox consumes a soul.

Wortox Portal Fx

Creates particle FX entities for Wortox's portal jump-in and jump-out animations.

Wortox Soul Heal Fx

A visual effect prefab that applies a temporary tint to a target entity during Wortox's soul heal animation.

Wortox Soul In Fx

A client-side FX entity that applies and animates a glowing tint effect on the target entity when Wortox's soul enters it.

Wurt Casting Fx

Generates visual and audio effect prefabs for Wurt's planar casting abilities, supporting both ground and mounted variants.

Wurt Tentacle Warning

A non-persistent visual decoration entity used as a warning indicator for Wurt's tentacle attacks.

Wx78 Big Spark

Creates a temporary visual and lighting effect (spark) that can align to a target entity and trigger screen flash visuals.

Yotc Carrat Race Common

Provides shared utilities for carrat race checkpoints and finish lines, including color-aware lighting, deploy helper rings, and placer visuals.

Yotc Carrat Rug

Decorative floor item that plays idle and animation states upon placement or burning.

Yoth Knightwarningsound

Spawns a one-frame local audio effect at a calculated position relative to the player when a Yoth Knight warning is triggered within camera range.