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Sgslurper

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

Overview

SGslurper defines the full state machine for the Slurper entity, a boss creature in DST. It orchestrates animation playback, sound effects, physics overrides, and interaction with the combat, inventory, and lootdropper components during behaviors such as attacking, headslurping (equipping player helmets), rumbling, taunting, and dying. The state graph integrates with commonstates for standardized actions like sleep, freeze, and electrocute.

Usage example

The state graph is automatically instantiated for the Slurper prefab. Modders do not typically interact with it directly. For custom Slurper variants, extend its behavior by overriding or prepending states in a custom stategraph that uses the same slurper base.

Dependencies & tags

Components used: combat, inventory, locomotor, lootdropper
Tags: Defines states with dynamic tags including idle, canrotate, busy, attack, jumping, hit, moving, death, noelectrocute. Common handler states (sleep, frozen, electrocute) add their own tags.

Properties

No public properties. This is a stategraph definition, not a component; all state-specific data is stored in inst or inst.sg.statemem.

Main functions

No standalone functions are defined. This file returns a configured StateGraph instance.

Events & listeners

  • Listens to (via CommonHandlers and state event handlers):
    animover, onlocomote, onfreeze, onelectrocute, onattacked, ondeath, onsleep, onattack
  • Pushes: No direct event pushes; state transitions are driven by inst.sg:GoToState() and timeline callbacks.