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Sgwilson

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

Overview

SGwilson is the primary stategraph for the player character (Wilson), defining a comprehensive set of states that govern movement, combat, interaction, transformation, and animations. It integrates with numerous components—such as locomotor, combat, inventory, health, temperature, hunger, sanity, rider, and many more—to manage transitions, handle events, schedule timed actions, and play animations. The stategraph supports complex mechanics including galloping, heavy lifting, channeling, parrying, swimming, teleportation, transformation, and multiplayer synchronization, using state memory, tags, and event callbacks to maintain context and control flow.

Usage example

-- Example: Initiating a gallop attack while mounted
local player = TheEntity
if player.components.rider and player.components.rider:IsRiding() then
-- Equip a weapon with the "gallopstick" tag
local weapon = SpawnPrefab("gallopstick")
player.components.inventory:Equip(weapon, EQUIPSLOTS.HANDS)

-- Trigger gallop state (handled by SGwilson internally via locomote events)
player.sg:GoToState("run_start")
end

-- Example: Using pocket rummage and ensuring cleanup on exit
player.sg.statemem.pocket_rummage_item = mycontainer
player:PushEvent("keep_pocket_rummage")
-- Later, during exit, SGwilson calls CheckPocketRummageMem() and ClosePocketRummageMem()

Dependencies & tags

Components used: activatable, anchor, aoecharging, aoetargeting, aoeweapon_leap, aoeweapon_lunge, bathingpool, beard, bloomer, boatcannonuser, bundler, burnable, channelable, colouradder, colourtweener, combat, constructionbuilder, container, cursable, drownable, dumbbelllifter, eater, edible, embarker, equippable, fader, fan, finiteuses, firebug, fishingrod, freezable, fueled, gestaltcage, ghostlybond, giftreceiver, grogginess, groomer, grue, health, hunger, instrument, inventory, inventoryitem, joustuser, locomotor, lunarhailbuildup, magician, mast, mightiness, mightygym, moisture, moonstormstaticcatcher, oceanfishable, oceanfishingrod, parryweapon, perishable, pickable, pinnable, planardamage, playercontroller, playerfloater, playerspeedmult, playervision, pocketwatch, pushable, reader, recallmark, remoteteleporter, revivablecorpse, rider, sanity, searchable, shaver, shaver, sittable, skilltreeupdater, skinner, sleeper, sleepingbag, sleepingbaguser, slingshotmods, slipperyfeet, soul, souleater, spellbook, steeringwheeluser, strongman, tackler, talker, teleporter, temperature, tool, walkingplankuser, wardrobe, weapon, weighable, wereness, wintersfeasttable, workable.

Tags: mime, groggy, woby, wereplayer, weremoose, weregoose, gallopstick, wonkey, nodangle, noslip, teetering, minigameitem, smallcreature, yeehaw, fullhelm_hat, nabbag, abigail_flower, quickeat, sloweat, fooddrink, pyromaniac, quagmire_fasthands, handyperson, scientist, engineering, fishing_idle, repairshortaction, slowfertilize, noquickpick, farmplantfastpicker, woodiequickpicker, jostlepick, quickpick, jostlesearch, quicksearch, inventoryitemholder_take, heavy, portablestorage, graveplanter, complexprojectile, floating, moonportal, quagmire_portal_key, quagmire_altar, give_dolongaction, flute, horn, bell, whistle, gnarwail_horn, guitar, cointosscast, crushitemcast, quickcast, veryquickcast, mermbuffcast, book, willow_ember, remotecontrol, slingshot, aoeweapon_lunge, aoeweapon_leap, superjump, parryweapon, blowdart, thrown, pillow, propweapon, multithruster, helmsplitter, special_action_toss, keep_equip_toss, soulstealer, canrepeatcast, recall_unmarked, pocketwatch_warp_casting, pocketwatch_portal, quickfeed, forced, lucy, heavybody, heavyarmor, ingym, bedroll, tent, waking, sleeping, acting, is_furling, tranquilizer, groundspike, electrocute, nointerrupt, canelectrocute, transform, dismounting, devoured, suspended, idle, moving, channeling, dead, heavy, file_load, floating, ridingwoby, canwobysprint, moosegroggy, goosegroggy.

Properties

PropertyTypeDefault ValueDescription
self.inactivebooleantrueMarks if the activatable component is inactive.
self.quickactionbooleanfalseIndicates if the activatable supports quick actions.
self.standingactionbooleanfalseIndicates if the activatable supports standing actions.
self.soundstringpathPath to sound effect used by aoeweapon_lunge.
self.bondlevelnumber1Current level of the ghostly bond component.
self.foodtypeFOODTYPEFOODTYPE.GENERICType of food for edible component.
self.equipslotEQUIPSLOTSEQUIPSLOTS.HANDSEquipment slot for equippable component.
self.currentnumberself.maxCurrent hunger amount.
self.burnratemodifiersSourceModifierListSourceModifierList(self.inst)Modifiers affecting hunger burn rate.
self.current_feasterstableList of players feasting at the table.
self.knockedoutbooleanfalseIndicates if the grogginess component has knocked out the player.
self.embark_speednumber10Movement speed during embark.
self.embarkableentitynilTarget platform during embark.
self.dumbbellentitydumbbellCurrently lifted dumbbell in dumbbelllifter component.
self.heldbooleannilState of held tool in magician component.
self.equipbooleannilState of equipped tool in magician component.
self.itementitynilCurrent tool item in magician component.
self.targetentitynilCombat target or fishing target.
self.min_attack_periodnumber4Minimum time between attacks.
self.playerstunlockbooleanstunlockDetermines if combat attack can stun the player.
self.overridesymbolanysymbolSymbol override in fan component.
self.should_play_left_turn_animbooleanfalseSteering wheel left-turn animation flag.
self.gymentitygymReference to current gym in strongman component.
self.isclientcontrollerattachedbooleanfalseFlag for client-side controller attachment in playercontroller.
self.lastheldactionanynilLast action held in playercontroller.
self.remote_authoritybooleanIsConsole()Authority flag for console remote play.
self.remote_predictingbooleanfalsePrediction state in playercontroller.
self.is_map_enabledbooleanfalseFlag for map control availability.

Main functions

GetLocalAnalogXY(inst)

  • Description: Retrieves the local analog stick input (x and y direction) for movement, accounting for controller deadzone.
  • Parameters: inst — the player entity instance.
  • Returns: xdir, ydir (numbers) if input exceeds deadzone, otherwise nil.

GetLocalAnalogDir(inst)

  • Description: Computes normalized movement direction vector relative to camera (right/down vectors).
  • Parameters: inst — the player entity instance.
  • Returns: Normalized Vector3 direction if analog input present; otherwise nil.

IsLocalAnalogTriggered(inst)

  • Description: Checks if any analog movement input is active.
  • Parameters: inst — the player entity instance.
  • Returns: true if analog input detected (GetLocalAnalogXY not nil), else false.

GetIceStaffProjectileSound(inst, equip)

  • Description: Returns the appropriate sound path for ice staff projectiles based on coldness level.
  • Parameters:
    • inst — the player entity instance.
    • equip — the equipped item expected to have icestaff_coldness property.
  • Returns: Sound path string (e.g., "dontstarve/wilson/attack_deepfreezestaff").

GetRoyaltyTarget(inst)

  • Description: Finds the closest visible player wearing regal-tagged equipment, with special handling for regaljoker interactions.
  • Parameters: inst — the player entity instance (the one looking for royalty to interact with).
  • Returns: royalty — another player instance satisfying royalty criteria, or nil.

ClearRegalJokerTask(inst)

  • Description: Helper to reset the regaljokertask task reference on inst.
  • Parameters: inst — the player entity instance.
  • Returns: None.

ClearRefuseBowTask(inst)

  • Description: Helper to reset the refusestobowtoroyaltytask task reference on inst.
  • Parameters: inst — the player entity instance.
  • Returns: None.

DoEquipmentFoleySounds(inst)

  • Description: Plays foley sounds for all equipped items with foleysound property.
  • Parameters: inst — the player entity instance.
  • Returns: None.

DoFoleySounds(inst)

  • Description: Plays foley sounds: equipment foley first, then overrides if present, then fallback foley.
  • Parameters: inst — the player entity instance.
  • Returns: None.

DoMountedFoleySounds(inst)

  • Description: Plays equipment foley sounds, then if the player is riding and has a saddle with mounted_foleysound defined, plays that sound.
  • Parameters: inst — the player entity.
  • Returns: None.

DoRunSounds(inst)

  • Description: Plays footstep sounds while running, varying volume based on inst.sg.mem.footsteps counter.
  • Parameters: inst — the player entity.
  • Returns: None.

PlayMooseFootstep(inst, volume, ispredicted)

  • Description: Plays moose-specific footstep sound and a generic footstep. Always uses full volume for moose step.
  • Parameters:
    • inst — player entity.
    • volume — unused in moose step, present for interface compatibility.
    • ispredicted — boolean, passed to SoundEmitter:PlaySound.
  • Returns: None.

DoMooseRunSounds(inst)

  • Description: Plays moose footstep sound and runs DoRunSounds.
  • Parameters: inst — player entity.
  • Returns: None.

DoGooseStepFX(inst)

  • Description: If over water, spawns a weregoose_splash_med + random suffix FX prefab parented to the player.
  • Parameters: inst — player entity.
  • Returns: None.

DoGooseWalkFX(inst)

  • Description: If over water, spawns a weregoose_splash_less + random suffix FX prefab parented to the player.
  • Parameters: inst — player entity.
  • Returns: None.

DoGooseRunFX(inst)

  • Description: If over water, spawns weregoose_splash FX; otherwise spawns weregoose_feathers + random suffix FX, parented to the player.
  • Parameters: inst — player entity.
  • Returns: None.

DoHurtSound(inst)

  • Description: Plays hurt sound, either from inst.hurtsoundoverride, or a default path (unless mime tag is present).
  • Parameters: inst — player entity.
  • Returns: None.

DoYawnSound(inst)

  • Description: Plays yawn sound from inst.yawnsoundoverride or default path (unless mime tag is present).
  • Parameters: inst — player entity.
  • Returns: None.

DoTalkSound(inst)

  • Description: Plays talk loop sound from inst.talksoundoverride or default path (unless mime tag is present).
  • Parameters: inst — player entity.
  • Returns: true on success (sound played), nil if mime.

StopTalkSound(inst, instant)

  • Description: Kills talk sound; optionally plays end sound if not instant and a sound is playing.
  • Parameters:
    • inst — player entity.
    • instant — if true, skips endtalksound.
  • Returns: None.

CancelTalk_Override(inst, instant)

  • Description: Cancels in-progress talk task and stops talk sound.
  • Parameters:
    • inst — player entity.
    • instant — passed to StopTalkSound.
  • Returns: None.

OnTalk_Override(inst)

  • Description: Cancels any existing talk, plays talk sound, and schedules next talk cancellation.
  • Parameters: inst — player entity.
  • Returns: true always.

OnDoneTalking_Override(inst)

  • Description: Overrides the default behavior when talking is done; cancels any active talk and returns true.
  • Parameters: inst — the entity instance.
  • Returns: true.

DoMountSound(inst, mount, sound, ispredicted)

  • Description: Plays a sound from a mounted entity if available.
  • Parameters:
    • inst — the entity playing the sound.
    • mount — the mount entity whose sound table is used.
    • sound — key into mount.sounds table.
    • ispredicted — flag for predicted sound playback (client-side).
  • Returns: None.

DoEatSound(inst, overrideexisting)

  • Description: Plays eating/sipping sound if doeatingsfx flag is set and optionally if "eating" sound is not already playing.
  • Parameters:
    • inst — the entity instance.
    • overrideexisting — if true, plays sound even if "eating" is already playing.
  • Returns: None.

ClearStatusAilments(inst)

  • Description: Clears legacy status ailments (frozen, stuck/pinned) on the instance that may not be handled consistently by the stategraph.
  • Parameters: inst — the entity instance.
  • Returns: None.

ForceStopHeavyLifting(inst)

  • Description: Forces the player to drop the heavy item they are lifting (typically via inventory BODY slot).
  • Parameters: inst — the entity instance.
  • Returns: None.

SetSleeperSleepState(inst)

  • Description: Configures the instance to enter sleeping state by applying buffs/immunities, disabling components, and updating UI/action states.
  • Parameters: inst — the entity instance.
  • Returns: None.

SetSleeperAwakeState(inst)

  • Description: Reverses effects of SetSleeperSleepState — re-enables components and UI, removes sleep immunities.
  • Parameters: inst — the entity instance.
  • Returns: None.

DoEmoteFX(inst, prefab)

  • Description: Spawns a prefab as an emote effect, parents it to the entity, and attaches it to follow the entity's "emotefx" symbol. Handles special positioning when riding.
  • Parameters:
    • inst: The entity instance performing the emote.
    • prefab: The name of the prefab to spawn for the effect.
  • Returns: Nothing.

DoForcedEmoteSound(inst, soundpath)

  • Description: Plays a sound path directly using the entity's SoundEmitter, ignoring any emote sound overrides or MIME logic.
  • Parameters:
    • inst: The entity instance.
    • soundpath: The exact sound path string to play.
  • Returns: Nothing.

DoEmoteSound(inst, soundoverride, loop)

  • Description: Plays an emote sound, with support for sound overrides, loop control, MIME silence, and character-specific paths.
  • Parameters:
    • inst: The entity instance.
    • soundoverride: Optional custom sound name to play (e.g., "emote_laugh").
    • loop: Boolean flag to enable looping when combined with soundoverride.
  • Returns: Nothing.

ToggleOffPhysics(inst)

  • Description: Disables collision physics for the entity except for ground collisions. Marks state in sg.statemem.
  • Parameters:
    • inst: The entity instance.
  • Returns: Nothing.

ToggleOffPhysicsExceptWorld(inst)

  • Description: Disables collision physics except for world (non-solid) collisions. Marks state in sg.statemem.
  • Parameters:
    • inst: The entity instance.
  • Returns: Nothing.

ToggleOnPhysics(inst)

  • Description: Re-enables full physics collisions for the entity (ground, obstacles, characters, etc.). Clears sg.statemem.isphysicstoggle.
  • Parameters:
    • inst: The entity instance.
  • Returns: Nothing.

StartTeleporting(inst)

  • Description: Prepares the entity for teleportation: sets invincibility, disables controller and visibility, hides shadow.
  • Parameters:
    • inst: The entity instance.
  • Returns: Nothing.

DoneTeleporting(inst)

  • Description: Reverses StartTeleporting: removes invincibility, re-enables controller and visibility, restores shadow.
  • Parameters:
    • inst: The entity instance.
  • Returns: Nothing.

UpdateActionMeter(inst)

  • Description: Updates the client-side action meter display value based on time spent in state. Calculates min(255, floor(timeinstate * 10 + 2.5)).
  • Parameters:
    • inst: The entity instance.
  • Returns: Nothing.

StartActionMeter(inst, duration)

  • Description: Starts visual and networked action meter UI. Initializes periodic update task.
  • Parameters:
    • inst: The entity instance.
    • duration: Float duration (in seconds) of the action meter.
  • Returns: Nothing.

StopActionMeter(inst, flash)

  • Description: Stops and hides the action meter UI, cancels periodic update task. Sets meter state to 1 if flash, else 0.
  • Parameters:
    • inst: The entity instance.
    • flash: Boolean flag indicating whether to flash (cancel with visual cue).
  • Returns: Nothing.

GetUnequipState(inst, data)

  • Description: Determines the appropriate unequip animation state name based on conditions (wereplayer, equipped slot, slip state, item validity).
  • Parameters:
    • inst: The entity instance.
    • data: Table containing:
      • eslot: Equipment slot being unequipped from.
      • slip: Boolean indicating if item was slipped on.
      • item: The item being unequipped.
  • Returns:
    • state_name: String (e.g., "item_in", "tool_slip", "toolbroke").
    • data.item: The item reference.

ConfigureRunState(inst)

  • Description: Analyzes the current state of the entity (inst) to determine the appropriate movement context (e.g., riding, heavy lifting, channel casting, wereform, environmental effects) and configures inst.sg.statemem and state tags accordingly.
  • Parameters:
    • inst: The entity whose state graph and memory are being configured.
  • Returns: nil.

GetRunStateAnim(inst)

  • Description: Returns the appropriate animation bank string for the run/walk state based on inst.sg.statemem flags previously set by ConfigureRunState.
  • Parameters:
    • inst: The entity whose animation state is to be selected.
  • Returns: A string representing the animation bank (e.g., "heavy_walk", "run_woby", "run"). Falls back to "run" if none match.

OnRemoveCleanupTargetFX(inst)

  • Description: Cleans up a target FX entity stored in inst.sg.statemem.targetfx when it is removed or destroyed.
  • Parameters:
    • inst: The entity whose state graph stores the targetfx reference.
  • Returns: nil.

IsWeaponEquipped(inst, weapon)

  • Description: Checks if weapon is equipped and held by inst.
  • Parameters:
    • inst: Entity (typically player) to check.
    • weapon: Item entity to validate.
  • Returns: Boolean — true if weapon is equipped (equippable:IsEquipped()) and held (inventoryitem:IsHeldBy(inst)), and not nil.

ValidateMultiThruster(inst)

  • Description: Validates that the current weapon in state memory is equipped and has a multithruster component.
  • Parameters:
    • inst: Entity (player) whose weapon state is being validated.
  • Returns: Boolean — true if inst.sg.statemem.weapon is equipped and has multithruster component.

ValidateHelmSplitter(inst)

  • Description: Validates that the current weapon in state memory is equipped and has a helmsplitter component.
  • Parameters:
    • inst: Entity (player) whose weapon state is being validated.
  • Returns: Boolean — true if inst.sg.statemem.weapon is equipped and has helmsplitter component.

DoThrust(inst, nosound)

  • Description: Triggers thruster attack if valid multi-thruster weapon is equipped. Optionally plays attack sound.
  • Parameters:
    • inst: Entity (player) performing the attack.
    • nosound: Boolean flag to suppress sound playback.
  • Returns: Void. Calls multithruster:DoThrust() and optionally plays "dontstarve/wilson/attack_weapon".

DoHelmSplit(inst)

  • Description: Triggers helm split attack if valid helm-splitting weapon is equipped.
  • Parameters:
    • inst: Entity (player) performing the helm split.
  • Returns: Void. Calls helmsplitter:DoHelmSplit() if validated.

IsMinigameItem(inst)

  • Description: Checks if inst has the "minigameitem" tag.
  • Parameters:
    • inst: Entity to check.
  • Returns: Boolean — true if inst has tag "minigameitem".

DoWortoxPortalTint(inst, val)

  • Description: Applies dynamic tinting to Wortox based on portal intensity and allegiance (shadow/lunar).
  • Parameters:
    • inst: Entity (Wortox) to tint.
    • val: Tint intensity (0–1 scale).
  • Returns: Void.

DoMimeAnimations(inst)

  • Description: Plays 1–3 random "mime{1..13}" animations for mime-themed character.
  • Parameters:
    • inst: Entity playing animations.
  • Returns: Void.

SetPocketRummageMem(inst, item)

  • Description: Stores item in inst.sg.mem.pocket_rummage_item.
  • Parameters:
    • inst: Entity.
    • item: Item entity to memoize.
  • Returns: Void.

OwnsPocketRummageContainer(inst, item)

  • Description: Checks if inst (or its mount) owns item or is item.
  • Parameters:
    • inst: Entity.
    • item: Item entity.
  • Returns: Boolean — true if item's grand owner is inst, its mount, or item == mount.

IsHoldingPocketRummageActionItem(holder, item)

  • Description: Checks if holder directly holds item or owns a linked container parented to holder.
  • Parameters:
    • holder: Entity (e.g., player).
    • item: Item entity.
  • Returns: Boolean — true if owner == holder or if owner has no inventoryitem but is parented to holder.

ClosePocketRummageMem(inst, item)

  • Description: Closes pocket_rummage_item container if present and owned, and clears memory.
  • Parameters:
    • inst: Entity.
    • item: Optional item to close (defaults to inst.sg.mem.pocket_rummage_item).
  • Returns: Void.

CheckPocketRummageMem(inst)

  • Description: Called when exiting a "keep_pocket_rummage" state; validates whether the pocket rummaged item is still valid.
  • Parameters: inst — the player entity.
  • Returns: None.

TryResumePocketRummage(inst)

  • Description: Attempts to resume pocket rummaging if the item is still valid (container open, owned by inst).
  • Parameters: inst — the player entity.
  • Returns: true if successful, false otherwise.

HandleInstrumentAssets(inst, build, symbol)

  • Description: Applies asset overrides (build, symbol, sound) for an instrument item held or buffered.
  • Parameters:
    • inst — the player entity.
    • build — base build to fall back to.
    • symbol — base symbol to fall back to.
  • Returns: inv_obj — the held/buffered item with instrument component, or nil.

find_abigail_flower(item)

  • Description: Predicate used to locate Abigail flower items (e.g., in inventory searches).
  • Parameters: item — an entity to test.
  • Returns: true if item has tag "abigail_flower", otherwise false.

find_lucy(item)

  • Description: Predicate used to locate Lucy (the fishing rod) items.
  • Parameters: item — an entity to test.
  • Returns: true if item.prefab == "lucy", otherwise false.

TryReturnItemToFeeder(inst)

  • Description: On feeding completion, restores a non-persistent feeder item back to the feeder's inventory if feasible.
  • Parameters: inst — the eater entity.
  • Returns: None.

IsPlayerFloater(item)

  • Description: Predicate to detect if an item is a player floater (e.g., balloon).
  • Parameters: item — an entity to test.
  • Returns: true if item is a player floater, otherwise false.

FindPlayerFloater(inst)

  • Description: Scans open inventory for a player floater item.
  • Parameters: inst — the player entity.
  • Returns: Found floater item or nil.

GetGallopStick(inst)

  • Description: Retrieves the equipped gallop stick (if any) from the player's hands.
  • Parameters:
    • inst — The entity instance (player).
  • Returns: The equipped item if it has the "gallopstick" tag, otherwise nil.

DoDamageToGallopStick(inst, val)

  • Description: Applies a fuel delta (val) to the equipped gallop stick (if it exists and has fueled component).
  • Parameters:
    • inst — The entity instance (player).
    • val — Numeric value passed to fueled:DoDelta().
  • Returns: Nothing.

TryGallopCollideUpdate(inst)

  • Description: Handles collision detection and resolution during a gallop.
  • Parameters:
    • inst — The entity instance (player) performing the gallop.
  • Returns: true if a valid target was collided with; false otherwise.

GetRockingChairStateAnim(inst, chair)

  • Description: Returns the appropriate animation name for a rocking chair interaction.
  • Parameters:
    • inst: The character entity (player) performing the action.
    • chair: The rocking chair entity being interacted with.
  • Returns: String animation name: "rocking_hat", "rocking_smile", or "rocking".

Events & listeners

Listens to:

  • locomote — Handles movement state transitions (run_start, run_stop, idle, acting_run_stop), exits gym (ingym), wakes from bedroll/tent via sleepingbag.DoWakeUp().
  • blocked — On block while in shell state, transitions to shell_hit.
  • coach — Enters coach state if idle, or speaks via talker.Say.
  • attacked — Handles damage interaction based on state tags, stimuli, components.
  • snared, startled, repelled, knockback, souloverload, mindcontrolled, devoured, suspended, feetslipped, set_heading, consumehealthcost, equip, unequip, death, ontalk, silentcloseinspect, powerup_wurt, powerdown_wurt, powerup, powerdown, wx78_spark, becomeyounger_wanda, becomeolder_wanda, onsink, onfallinvoid, transform_wereplayer, transform_person, toolbroke, armorbroke, fishingcancel, knockedout, yawn, emote, pinned, freeze, wonteatfood, ms_opengift, dismount, bucked, feedmount, oceanfishing_stoppedfishing, spooked, feastinterrupted, singsong, yotb_learnblueprint, hideandseek_start, perform_do_next_line, acting, startstageacting, monkeycursehit, pillowfight_ended, ms_closeportablestorage, woby_showrack, recoil_off, predict_gallop_trip, OnHop, OnElectrocute, OnCorpseChomped, animover, animqueueover, donetalking, startlongaction, ms_closepopup, stopworkout, intro, fishingcollect, onremovechanneler, onunpin, onremoveoccupier, firingnibble, fishingstrain, fishingcatch, fishingloserod, queue_post_eat_state, firedamage, ms_doneopengift, ms_endpumpkincarving, ms_closepopups, ms_endsnowmandecorating, ms_endplayingbalatro, ms_slingshotmodsclosed, stopliftingdumbbell, channel_finished, cancel_channel_longaction, fail_fx, fired, dropitem, gotosleep, dismounted, becomeunsittable, becomesittable, magicianstopped, onignite, onextinguish, onclose, oneat, oneatsoul, unfreeze, moisturedelta, percentusedchange, ms_giftopened, start_embark_movement, onhop, feetslipped, startchanneling, stopchanneling, makeplayerghost, playerdied, stopraisinganchor, lowering_anchor, stopfurling, stopconstruction, onclosewardrobe, onclosepopup, onstartteleport, onstopteleport, onremoveteleportee, actionfailed, cancel_channel_longaction, fail_fx.

Pushes:

  • ms_closepopups, ms_closepopup, attacked, knockback, feasterstarted, wonteatfood, onextinguish, onignite, onremove, stopfurling, stopchanneling, colourtweener_start, colourtweener_end, invincibletoggle, feedincontainer, feedmount, oneat, oneatsoul, fishingcollect, unfreeze, moisturedelta, percentusedchange, ms_giftopened, gotosleep, dismounted, becomeunsittable, becomesittable, stoppushing, magicianstopped, onclose, dropitem, onunpin, onstopconstruction, stopconstruction, onclosewardrobe, onclosepopup, onstartteleport, onstopteleport, onremoveteleportee, start_embark_movement, onhop, locomote, feetslipped, startchanneling, stopchanneling, makeplayerghost, playerdied, animover, startlongaction, stopraisinganchor, actionfailed, cancel_channel_longaction, fail_fx, equip, unequip, animqueueover, performaction, catch, cancelcatch, stopfurling, stop_steering_boat.