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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:

  • idle state: {"idle", "canrotate"}
  • hit state: {"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 to idle once animation finishes in both idle and hit states.
  • Pushes: No events are explicitly pushed by this state graph. Event handling is deferred to CommonHandlers via events table, which includes OnLocomote and OnAttacked (handled externally via commonstates.lua).