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Sgrabbitking Bunnyman

Based on game build 714014 | Last updated: 2026-03-08

Overview

SGrabbitking_bunnyman is a StateGraph that governs the behavior and animations of the Rabbit King's Bunnyman minions. It integrates with multiple core components (health, combat, locomotor, burnable, lootdropper) to manage transitions between states such as idle, walk, run, attack, hit, burrow, and death. The state graph uses CommonHandlers and CommonStates helpers to include standard creature behaviors (freezing, electrocution, sinking, void fall), and implements custom burrow logic for underground movement and re-emergence.

Usage example

This state graph is instantiated automatically by the game for each Rabbit King Bunnyman prefab and is not typically added manually by modders. It is referenced as a dependency by the Rabbit King's boss state machine and other related prefabs.

Dependencies & tags

Components used:

  • health (via IsDead)
  • combat (via StartAttack, DoAttack)
  • locomotor (via WalkForward, RunForward, StopMoving)
  • burnable (via Extinguish)
  • lootdropper (via DropLoot)

Tags:

  • State-specific tags: busy, noelectrocute, noattack, nointerrupt, invisible, temp_invincible, idle, canrotate, attack, death
  • Added/removed dynamically during state entry/exit (e.g., invisible, temp_invincible, noattack, nointerrupt)
  • Used to gate animation states, input handling, and damage immunity.

Properties

No public properties. This is a StateGraph definition file and does not declare or expose instance properties.

Main functions

None. This file does not define standalone functions. It constructs and returns a StateGraph object via StateGraph("rabbitking_bunnyman", states, events, "init").

Events & listeners

  • Listens to:

    • animover — triggers state transitions after animations complete (e.g., burrowaway → entity removal, idle, hit, attack, burrowto, burrowarrive_pst)
    • burrowaway — initiates burrowaway state (entity despawn animation)
    • burrowto — queues or triggers burrowto state (subsurface movement)
    • burrowarrive — triggers burrowarrive state (re-emergence animation)
    • death — handled by CommonHandlers.OnDeath()death state
    • corpsechomped — handled by CommonHandlers.OnCorpseChomped()
    • step, locomote, sleep, freeze, electrocute, attack, attacked, sink, fallinvoid — via CommonHandlers.* helpers
    • corpse_death_animoVER — handled by CommonHandlers.OnCorpseDeathAnimOver()
  • Pushes:
    None — this StateGraph does not directly fire custom events; it processes incoming events and manages state transitions.