Shadowthrall Parasite
Based on game build 714014 | Last updated: 2026-03-07
Overview
shadowthrall_parasite is a boss-levelprefab that defines a flying, hostile monster entity with AI behavior (SGshadowthrall_parasite state graph) and a dedicated brain (shadowthrall_parasite_brain). It interacts with multiple core systems: it possesses combat capabilities, grants a speed-based locomotion profile, applies a medium negative sanity aura, and includes networking support. Upon death, it triggers a special death callback that gives the player-hosted parasite mask, restores full health, and switches the host to a revive state. Local effects (e.g., hair FX and sounds) are excluded on dedicated servers.
Usage example
-- Spawn the main parasite entity
local parasite = SpawnPrefab("shadowthrall_parasite")
parasite.Transform:SetPosition(x, y, z)
-- Spawn the FX-only variant (used for brief visual sequences)
local fx = SpawnPrefab("shadowthrall_parasite_fx")
fx.Transform:SetPosition(x, y, z)
fx.AnimState:PlayAnimation("atk") -- triggers its death behavior
Dependencies & tags
Components used: colouraddersync, sanityaura, locomotor, health, combat, planarentity, colouradder, knownlocations, entitytracker, inspectable
Tags added: monster, hostile, scarytoprey, shadowthrall, shadow_aligned, flying, FX, NOCLICK
Properties
No public properties are initialized in the constructor; all configuration is done via component setters.
Main functions
Not applicable — This file defines prefabs (fn and fxfn), not reusable component classes. The core logic resides in state graphs and brains.
Events & listeners
- Listens to:
animover(onshadowthrall_parasite_fxonly) — triggersfx_onanimover, which attempts to equip a parasite mask on the host, restores full health, and transitions the host to"parasite_revive"state. - Pushes: None (no
inst:PushEventcalls are present).