Crabking Claw
Based on game build 714014 | Last updated: 2026-03-04
Overview
The crabking_claw prefab implements a boss minion for the Crab King, functioning as a mobile, ocean-restricted combatant. It uses a custom brain (SGcrabkingclaw state graph) and integrates with multiple components to handle physics, movement, targeting, and loot. It spawns a linked shadow entity and features a custom teleportation override that ensures it only reappears in swimmable ocean areas.
Usage example
-- The crabking_claw is instantiated automatically during the Crab King fight.
-- To spawn manually in a mod:
local claw = SpawnPrefab("crabking_claw")
if claw then
claw.Transform:SetPosition(x, y, z)
claw.crabking = some_crabking_entity
end
Dependencies & tags
Components used: boatdrag, locomotor, health, combat, lootdropper, inspectable, timer, knownlocations, entitytracker, teleportedoverride
Tags added: ignorewalkableplatforms, animal, scarytoprey, hostile, crabking_claw, crabking_ally, soulless, lunar_aligned
Tags checked: INLIMBO, playerghost, character, monster, _combat
Properties
No public properties are exposed directly by this prefab. Entity state is managed via components and internal callbacks (OnSave, OnLoadPostPass).
Main functions
Not applicable.
Events & listeners
- Listens to:
"death"→ triggersOnDead, which removes the linked shadow entity."onremove"→ triggersOnRemove, which also removes the shadow entity.