Sgshadowthrall Parasite
Based on game build 714014 | Last updated: 2026-03-08
Overview
SGshadowthrall_parasite is a state graph definition for the ShadowThrall parasite entity in DST. It establishes two core states — idle and hit — and integrates with the locomotor component to control physical movement during state transitions. The graph inherits common walk/run states via CommonStates.AddWalkStates and CommonStates.AddRunStates, enabling movement while maintaining animation consistency.
Usage example
This state graph is not instantiated directly by modders. It is automatically assigned to relevant prefabs via the StateGraph return value, and entities using it will automatically respond to animation events and locomotion signals defined within.
-- Internal use only — state graph is registered and used by the game engine.
-- A prefab using this graph (e.g., "shadowthrall_parasite") will instantiate it automatically:
-- inst:AddComponent("stategraph")
-- inst.components.stategraph:SetStateGraph("shadowthrall_parasite")
Dependencies & tags
Components used: locomotor (calls Stop(), StopMoving())
Tags added to states:
idlestate:{"idle", "canrotate"}hitstate:{"hit", "busy"}
Properties
No public properties. This is a state graph definition, not a component with mutable state.
Main functions
Not applicable.
Events & listeners
- Listens to:
animover— triggers state return toidleonce animation finishes in bothidleandhitstates. - Pushes: No events are explicitly pushed by this state graph. Event handling is deferred to
CommonHandlersviaeventstable, which includesOnLocomoteandOnAttacked(handled externally viacommonstates.lua).