Sgmermking
Based on game build 714014 | Last updated: 2026-03-08
Overview
SGmermking is a StateGraph definition for the Merm King entity, governing its behavioral states and animation sequences. It defines the complete state machine for actions like idle movement, eating, trading, calling guards, and item equipping (trident, crown, pauldron). It integrates with CommonStates to provide standard combat, electrocution, death, and corpse handling, as well as custom animation timelines and sound events.
Usage example
-- This StateGraph is instantiated and assigned to the Merm King prefab via its .lua file:
-- inst.stategraph = "SGmermking"
-- The StateGraph itself is not manually added as a component; it is the core AI container.
-- State transitions occur internally via inst.sg:GoToState("state_name")
-- Custom logic such as inst:TradeItem() or inst.CallGuards(inst) are methods on the Merm King entity.
Dependencies & tags
Components used: locomotor (checked and used to stop movement in refuse state)
Tags: idle, busy, calling_guards — applied via state tags. Also inherits tags from common states (e.g., incombat, dead, deadbody, corpse).
Properties
No public properties.
Main functions
This is a StateGraph definition, not a component class, and does not define public methods. State transitions are handled internally by the StateGraph engine via inst.sg:GoToState().
Events & listeners
- Listens to:
oncreated→ transitions tooncreatedstatecall_guards→ transitions tocall_guardsstate- Standard locomotion (
on locomote) onsleep,onelectrocute,onattacked,ondeath,oncorpsechompedanimqueueover(withineat)animover(withinoncreated,trade,call_guards,refuse)
- Pushes: None — does not fire custom events. Relies on built-in animation and common state events.