Abigail Attack Fx
Spawns visual and audio effects for Abigail's attack animations, handling both normal and ground-specific variants.
Spawns visual and audio effects for Abigail's attack animations, handling both normal and ground-specific variants.
Applies a forcefield effect to an entity, granting absorption and the forcefield tag, typically as a visual and gameplay feedback from Abigail's abilities.
Creates and manages non-networked smoke particle effects for acid rain impacts in the game world.
A visual effect entity that plays looping idle animations for acid smoke, cycling between animation levels with randomized delays.
Renders and manages the visual representation of the Alterguardian's equipped hat, including flame and snow effects, with animation state and skinning support.
Spawns periodic laser trail FX along a circular ring around its position for use during Alterguardian Phase 3.
Creates a visual and lighting effect sequence for the Alterguardian summoning animation, including pre-loop-post phases and a synchronized back effect.
Represents a temporary track marker placed on the ground that slowly fades out over time.
Renders visual and lighting effects for the activated Atrium Gate, managing animation states, network replication, and cleanup.
Provides a stationary physical and visual pillar obstacle in the Atrium area, with animated idle states that respond to power status.
Renders a customizable status indicator (e.g., health, hunger, or custom metrics) with animated progress bars, warning pulses, and optional numeric display.
Generates static, decorative rock obstacles with randomized animations and visual variation in the world.
Defines visual effect prefabs for Bearger attack animations with self-cleanup logic.
Manages the bedazzled state for a spider den, applying visual and gameplay effects such as pacifying nearby spiders and altering creep radius.
Displays a visual overlay indicating when the player's mount is hurt, with smooth opacity transitions and a pulse effect.
A temporary, non-persistent marker entity used to visualize the maximum range of a blink-based ability (e.g., Wigfrid's Battle Truce).
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.
Manages bloom effect stacking and propagation for entities and their children, supporting priority-based bloom layering and automatic cleanup on source removal.
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.
A visual, non-physical ground-decor entity used to animate boat lips at waterline transitions in DST.
Stores and synchronizes visual ring configuration data for boat-related effects, including radius, segment count, and rotation state.
Generates reusable prefab prefabs for book-related visual effect entities used in spellcasting animations.
Spawns a one-time visual effect (anim-only entity) to indicate a broken tool interaction.
Manages dynamic camera-based fading of entity visuals based on distance and screen position.
Generates and manages localized visual shadow trail effects for the Cane Ancient character’s special abilities.
Creates a temporary particle effect simulating sugar-cane candy sparks or glitter, typically used to visually represent candy-based magical effects.
Creates and manages a local-only confetti particle effect used for visual feedback, typically during harlequin cane-related animations.
Creates a visual particle effect simulating falling rose petals, used as a temporary aesthetic FX entity in the game world.
Creates a visual effect particle system used for the cane sharp weapon's glowing trail.
A particle effect prefab that emits sparkling visual particles along the movement path of an entity, such as a walking or flying character.
Creates non-interactive visual effect entities for cannon area-of-effect and reticule indicators.
A consumable and tradable game token used as bait in DST, featuring periodic visual sparkle effects.
Creates a non-persistent visual effect entity used to display sparkle particles for carnival-themed bushes.
A visualFX entity that fades in and out over time, typically attached to a player or object to indicate a temporary status effect.
Spawns and manages a single ground-level visual effect for cave vent systems, used to create layered particle effects around the main vent.
Creates an animated visual effect used during channeling absorption events, playing different sub-animations depending on the fire state.
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.
Synchronizes colour addition data from the server to clients and triggers visual updates and callbacks when the colour changes.
Animates an entity's colour over time using linear interpolation.
Generates a particle-based visual effect using shaped confetti particles and sparkles, typically used for celebratory events.
Factory function for creating costume prefabs with equippable body armor and visual skin overrides.
Manages visual symbol overrides for entity build groups, allowing dynamic replacement of animation symbols based on current build configuration.
Renders a visual trail effect with animated segments that auto-fade out after a duration.
Manages a reusable visual effect entity for Deerclops' ice spike projectiles.
Creates and manages client-side visual and audio effects for Deerclops' mutated ice abilities (ping, impact, aura, and spikefire).
Spawns a non-persistent visual effects entity (flies swarm) attached to a parent entity, playing a looping animation and sound.
Controls the visual fade effect of an entity based on its distance from the camera relative to the ground plane.
Visual and logic entity that represents damaged segments of docks and rope bridges, synced to the world's dockmanager and ropebridgemanager for repair interactions.
Spawns a local-only visual and audio effect for small explosions, used exclusively on the client.
A visual effects prefab that creates a flickering fire-like particle effect using two layered particle emitters with custom shaders, textures, and envelopes.
Creates a lightweight, non-persistent visual light effect for use as a transient fire-related FX entity.
Spawns a local visual effect entity that plays a randomized animation synchronized to a proxy entity's position and orientation.
Manages the visual and audio overlay effect for fire damage on the player character, including alpha transitions and sound feedback.
Spawns a non-networked, temporary visual effect (puff animation) on a firepit when a Firebird interacts with it.
Creates a visual ring-shaped particle effect for the dragonfly boss, played locally on non-dedicated clients.
Manages visual behavior and logic for a fishing net entity during casting, opening, retrieving, and final pickup phases.
A visual proxy entity that displays a boat net animation and shadow, used to visually represent fishing nets placed by players or entities.
Renders a one-shot visual effect for fishing net interactions, such as splash or hit animations, without persisting or affecting gameplay state.
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.
Creates simple floating visual effect entities used for foreground or background rendering in the game world.
Manages visual and behavioral effects when an entity enters or remains in water, including wetness application, splash spawning, and floating animations.
Renders a visual and lighting effect for a forcefield, animating its opening/closing and managing dynamic light intensity.
Manages freeze states, coldness accumulation, and thawing behavior for entities, including visual tinting, shatter effects, and resistance mechanics.
A client-side particle effect prefab that emits a rotating, fading white breath-like visual.
Manages visual frost breath effects based on environmental temperature and entity state.
Manages the visual and logical state of furniture decorations, such as being enabled and whether it's placed on furniture.
Generates and returns a list of Prefab instances for client-side visual and audio effects, supporting dynamic assets, animation, tinting, sound, and custom behaviors.
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.
A visual helper component used during building placement to show grid-aligned placement outlines and handle build validation feedback via color changes.
Creates a small, non-networked decorative pool entity with visual effects, light emission, and interaction with the grotto waterfall system.
A decorative environment prefab representing a large grotto waterfall with looping animation and networked rendering.
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.
Manages haunting mechanics—including cooldowns, visual flicker effects, and haunted state—for entities that can be haunted or cause haunting.
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.
Manages dynamic highlight color effects (including flashing and persistent highlights) on entity renderables.
Manages the highlighting of an entity when it is associated with a specific owner entity, primarily for visual feedback in non-dedicated server environments.
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.
Manages local visual effects and spell functionality for Wurt's shadow-based item in DST.
Renders a background visual effect of a cracked ice tile grid using an animated prefab.
A non-persistent background visual effect that renders a static ice puddle animation at a specific transform position.
A one-time visual effect prefab that plays an ice-themed animation and then removes itself.
Spawns a non-persistent local visual FX entity (bat) with randomized animation variation and sound when triggered in non-dedicated servers.
A non-persistent visual effect entity that plays a looping animation for an icebox crystal interaction.
Renders a short-lived visual effect for porcelain-related interactions, playing an initial pre-animation followed by a looping animation until explicitly destroyed.
Renders a short-lived visual FX animation for the Victorian icebox event in DST.
Manages a visual freeze overlay effect and sound feedback when an entity's temperature drops.
Spawns a short-lived, non-persisted visual effect entity to display impact animations at a specified world position.
Displays a screen-space ink splat animation overlay during specific in-game events.
Creates transient visual effect entities representing lantern crystals in ground or held configurations.
Creates and manages visual particle effects for the lantern flower item when held or placed on the ground in Don't Starve Together.
Creates and manages visual particle effects (glowing embers) for the Gothic Lantern item when held or placed on the ground.
Creates and manages visual petal FX particles emitted from a held lantern or resting on the ground in DST.
Generates lightweight visual FX entities for the Tesla Lantern when held or placed on the ground.
Creates and manages visual snowflake particle effects associated with the lantern in winter.
A non-interactive visual prop used exclusively during the Lava Arena event to represent Abigail's presence.
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.
A visual FX-only entity used to signal loot beacon activation in the Lava Arena event.
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.
Spawns a non-networked particle effect entity when a rhino-like entity collides, used only on the client for visual feedback.
Prefab factory for the Lava Arena rhinodrill mob, managing visual state, buff levels, and camera focus tracking via networked properties and world components.
Spawns visual trail effects for moving entities (e.g., lavae, hutch) by playing animation sequences at scaled positions.
Generates and manages visual particle effects for a lighter-style fire, using custom colour and scale envelopes for dynamic appearance.
Creates a glass-effect visual fire particle system with distinct ember emissions that scale with movement speed.
Creates and manages visual particle effects (smoke and embers) for the lighter fire heart item in DST.
Creates a visual particle effect simulating a flickering lighter flame using VFX effects and envelope-controlled colour/scale animation.
Creates a ragged-style fire visual effect using custom particle envelopes and emitters, deployed via the `MakeLighterFire` framework.
Creates a decorative rose-shaped fire particle effect with two distinct particle types (smoke and petals) using envelope-based color and scale animations.
Manages visual trail particle effects for lunar-related gameplay elements, playing an animated sequence with fade-out and optional callback support.
A one-shot visual effect prefab that plays a falling lunar hail animation sequence and recycles or destroys itself upon completion.
Creates a short-lived visual effect (smoke particles) for the lunar rift crystal spawn event.
Manages visual and gameplay effects for the Lunar Supernova ability by tracking blocking sources and updating related FX and colour properties.
Manages client-side visual particle effects (smoke and embers) for miasma clouds, including dynamic attachment/detachment based on camera distance and orientation.
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.
Renders Wolfgang's Mightiness status bar with dynamic visual feedback based on current might level and rate of change.
Renders and animates the migration portal object, coordinating its visual state with the world migration system.
A visual particle effect prefab that spawns random ground-loot animations (e.g., grass, shell) during portal events in Monkey Island scenarios.
Creates a one-time visual effect prefab for the breaking animation of moon altar components.
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.
Creates a screen-space visual overlay using the 'moonstorm_over' animation bank to depict dust effects during a moonstorm event.
Creates a rotating minimap marker used to visually indicate an active moon storm event.
Manages the visual and audio overlay effects during a moonstorm, including screen fading, brightness adjustments, dynamic lighting, and shader-based dust animation.
Creates a visual and audio effect for the mossling's spin attack animation, playing a looping animation and periodic electric sound.
Manages visual and state transitions of the Nightmare Timepiece based on the current nightmare phase in DST.
Creates and manages visual particle effects (smoke and ember trails) triggered by the Nightsword player character during attack animations.
Creates and manages particle effects for the Nightsword Lightsbane weapon attack animation on the client.
Generates visual FX (smoke and spark particles) synchronized with the Nightsword character's attack animation when not mounted.
Manages the visual and audio overlay shown when the Night Vision Fruit effect is active on the player.
A non-interactive visual effect entity representing a cluster of nitre crystals, used for environmental decoration and light emission in cave ponds.
Manages client-side visual overlay for nutrient and moisture levels on farm soil, syncing with server-side nutrient data.
Manages visibility and rendering state of nutrient-related visual effects based on the player's nutrient vision toggle.
A non-persistent visual and repairable entity that represents damage state of ocean ice and triggers ice restoration when repaired.
A decorative, non-interactive foliage prop used in ocean/vine environments that fades based on distance and contributes no gameplay functionality.
Creates and manages non-persistent visual and audio effects for petrified tree and trunk destruction.
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.
Modifies incoming damage to follow a non-linear scaling curve and triggers planar-specific visual effects for resistances or vulnerabilities.
Creates visual effect prefabs for player immersion during water-related animations, such as hopping out of water or floating in hot springs.
A weaponized pocketwatch that toggles between shadow and depleted states based on fuel level, altering damage and emitting visual effects.
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.
Spawns a short-lived, non-persistent visual effect (particle-style animation) that mimics a fecal cloud, typically used for comedic or contextual feedback.
Manages animated transparency and shader parameters for projected visual effects on entities, such as fading in or out using an erosion shader.
Manages the visual FX entity for Quagmire cooking animations, shown when food is being prepared in that biome.
Manages visual and networked state for Quagmire grills, including smoke effects, burnt indicators, and ember visuals.
Manages visual and networked effects for the Quagmire Oven structure, including steam and chimney fire animations synced to gameplay events.
Defines the prefabs and visual/audio properties for the Quagmire version of Shadow Maxwell, including animation, sound, and network setup.
Creates a non-persistent visual effect entity for rabbit house Yule-themed lighting.
A one-shot visual effect prefab that plays a short animation and then recycles or destroys itself.
A visualfx entity that displays a ground-oriented animation, used as an in-world cursor or indicator.
Factory function that creates prefabs for area-of-effect visual indicators (reticules, pings, and targets) used in placement and targeting interfaces.
Creates visual FX entities (reticule arcs) used for targeting orping indicators, with optional animated scaling and color fading.
Factory function that creates visual FX prefabs for reticle line indicators used in UI and world feedback.
Creates visual reticle FX entities for targeting and pinging, supporting static display or animated scaling/color pulsing effects.
Spawns visual effect prefabs (reticules) around multiple entities targeted by a willow ember attack, updating their positions and animations in real time.
Manages tile-level world transformation and reversion in the Rift biome, coordinating visual effects and sound synchronization over time.
Creates a short-lived visual effect of falling rose petals, typically used for ambiance or cinematic moments.
A visual indicator prefab attached to boat masts that displays the current heading direction, used for orientation and navigation.
Manages a set of four animated shadow footprints with fading opacity and randomized appearance for visual effects.
Manages the uniform scaling of an entity's visual representation by applying a scale factor to its transform.
Manages the visual state machine for the fishing net, coordinating animation and movement during casting, opening, retrieving, and final pickup phases.
Manages animation, sound, and visibility states for the nightmare rock entity during raising, lowering, concealing, and revealing operations.
Renders a shadow trail effect with optional ripple animation triggered by player movement.
An inventory item that emits periodic sound and animation cues when dropped, and halts these behaviors when held by a player.
Creates a non-persistent visual effect entity that appears near players and fades out after a random delay when the player moves away.
Creates a non-persistent visual effect entity that disappears when exposed to light or after a random delay, used for atmospheric shadow creature effects.
Generates visual effects for Sharkboi's ice-based attacks and swipe actions.
Creates a one-shot local visual effect when a frozen object shatters, syncing shatter level via network and handling client-side animation playback.
Manages smooth scaling transitions (tweening) of an entity's visual size over time.
Creates and manages visual effects for slingshot attacks, including target rings, color-coded AOE indicators, and power-up animations.
Marks an entity as a decorated snowman, likely for cosmetic or gameplay identification purposes.
Generates particle-like light and sound effects (sparks) at a specified position, optionally with a flashing screen effect upon targeting.
Creates and manages FX visual prefabs for the Spell Mastery mechanic in the Lava Arena event, including anchor, orb, and orb container entities.
Creates temporary visual FX entities for spellcasting animations using staff, coin toss, and pocketwatch animations.
Creates a visual effect entity that repels nearby creatures and deals damage to them upon activation.
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.
Creates non-persistent visual and audio effects for structure collapse events.
A visual effect prefab that represents a sunder armor debuff in the Lava Arena event, displayed as a non-interactive decorative FX entity.
Spawns a visual and sound effect at a specified location to simulate the landing of a superjump, and optionally spawns associated debris.
Generates and manages visual particle effects for the Top Hat wearable item, including floating hat FX, swirl animations, and particle emissions during use.
Creates and manages the visual particle effects for a torch fire, including smoke and flame emissions on the client.
Provides a specialized visual effect component for a Barber Fire prefab, rendering distinct smoke, fire, and ember particles with custom envelopes and emitter configurations.
Creates a particle-based fire effect for a torch-like entity in DST, using custom color and scale envelopes for smoke and flame rendering.
A particle effect component that generates nautical-themed visual effects (smoke, fire, embers) for torch-like entities using VFX particle emitters.
Defines a persistent fire effect for torchfire pillars using custom particle emitters and visual envelopes.
A fire effect component that generates visual particle effects (smoke, fire, and embers) for a pronged torch variant, built using the shared torchfire system.
Creates and manages a rag-doll-style torch fire effect with smoke, flame, and ember particle systems.
Generates particle visual effects for a torchfire entity, including fire, smoke, and hand animations using custom envelopes and emitters.
Adjusts an entity's transparency and sound volume based on the player's sanity and combat state, with optional custom logic.
Manages the visual marker (messagebottletreasure_marker) that appears above an entity when it holds or emits treasure messages.
Renders a background-level visual FX tile used for vault floor patterns, with configurable orientation and animation variation.
Renders a visual crosshair animation used for targeting feedback during weapon Swing actions.
A UI animation widget that displays a visual distance meter using the `wagstaff_armor_target` build and animation.
Creates a small visual water-squid wake effect particle with randomized animation.
A visual effect prefab used to indicate warning zones, displaying a looping shadow animation.
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.
A visual and networked entity that represents Waxwell's shadow during the lava arena boss fight, used for shadow strike attacks.
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.
Manages the visual overlay animation for Wendy's flower pendant during specific gameplay states.
Spawns client-side visual effects (front and back animations) for the Weremoose's slam attack.
A client-side visual effect prefab that displays randomized spark animations for battery-related interactions, synced to world time and never persisted.
Manages the visual rack slots, animation states, and owner-synced rendering for Woby's drying rack item.
Creates transient visual effects for Woby's dash ability, including a moving追随 trail and a static silhouette, managed via network-aware prefabs.
Generates low-priority visual and audio warning entities that appear at increasing distances to indicate approaching worm hounds.
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.
Renders a visual effect animation sequence associated with Wormwood's plant transformation, triggering growth or un-growth based on player proximity and state.
A transient visual effect prefab that plays an eating animation when Wortox consumes a soul.
Creates particle FX entities for Wortox's portal jump-in and jump-out animations.
A visual effect prefab that applies a temporary tint to a target entity during Wortox's soul heal animation.
A client-side FX entity that applies and animates a glowing tint effect on the target entity when Wortox's soul enters it.
Generates visual and audio effect prefabs for Wurt's planar casting abilities, supporting both ground and mounted variants.
A non-persistent visual decoration entity used as a warning indicator for Wurt's tentacle attacks.
Creates a temporary visual and lighting effect (spark) that can align to a target entity and trigger screen flash visuals.
Provides shared utilities for carrat race checkpoints and finish lines, including color-aware lighting, deploy helper rings, and placer visuals.
Decorative floor item that plays idle and animation states upon placement or burning.
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.