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111 docs tagged with "stategraph"

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Canary Poisoned

Represents a poisoned canary entity that cannot be picked up while alive or dead, spoils over time, and drops spoiled food upon death.

Commonstates

Provides reusable state definitions and event handlers for common entity behaviors such as movement, sleep, freezing, electrocution, death, and hopping.

Sgabigail

Manages Abigail's state machine, including her idle, movement, attack, transform, and special behaviors (e.g., dash attacks and gestalt mode transitions).

Sgalterguardian Phase1

Controls the state machine and AI behavior of the Alter Guardian boss during its first phase, handling movement, attacks (rolling, tantrum AOE), shield mechanics, and lunar-based regeneration upon min_health.

Sgalterguardian Phase2

Manages the behavior state machine for the Alter Guardian Phase 2 boss encounter, including movement, attack selection, and transition logic.

Sgalterguardian Phase3

Manages the phase 3 state machine and behavior logic for the Alter Guardian boss in DST.

Sgalterguardian Phase4 Lunarrift

Manages thePhase 4 lunar rift boss behavior including attack sequencing, AOE effects, camera shake, and multiple defeat/cinematic states.

Sganchor

Manages the state machine for an anchor entity’s tethered state transitions (raising/lowering) and visual/animation synchronization based on water depth.

Sgantchovies

Defines the state graph for the ant chovies entity, handling transitions between idle, caught-in-net, and released-from-net animation states.

Sgantlion

Manages the state machine for the Antlion boss, handling transitions between idle, tribute, combat, and world-entry/exit behaviors.

Sgbee

Manages the behavioral state machine for the Bee entity, handling flight, idle, movement, attacking, landing, pollinating, and resting phases.

Sgbigshadowtentacle

Manages the animation and combat-driven state transitions for the Big Shadow Tentacle entity during its appearance, idle surveillance, and attack cycles.

Sgbirchnutdrake

Defines the stategraph for the Birchnut Drake entity, governing its movement, combat, spawning, and subterranean behavior patterns.

Sgbird

Manages the full state machine for bird entities, handling movement, idle behavior, flight states, combat hits, death, and lunar mutation transitions.

Sgbird Mutant

Manages the behavior state machine for the mutant bird, handling movement, attack, projectile spit, emergence, and transformation states.

Sgbird Mutant Rift

Manages the state transitions and behavior of the mutant rift bird, including movement, idle taunts, attacks, projectile shooting, and death states.

Sgbishop

Manages the state machine and behavioral logic for the Bishop mob, including movement, combat, stunned states, and targeted projectile attacks.

Sgboatmagnetbeacon

Defines the state machine for the boat magnet beacon entity, controlling animation transitions and behavior based on activation state.

Sgbrightmare Gestalt

Manages the state machine for the Brightmare Gestalt boss entity, controlling its behavior including emergence, movement, idle, attack, relocation, and capture states.

Sgbrightmare Invader

State graph for the Brightmare Invader entity that manages movement, idle behavior, attacks, and death animations.

Sgbunnyman

Manages the state machine for the Bunnyman entity, handling idle, movement, combat, death, and special interactions like cheering and eating.

Sgbuzzard

Defines the complete state graph for buzzard entities, handling flight, idle behavior, attacks, distress animations, and mutated flamethrower mechanics in DST.

Sgcarnival Crowkid

Manages state machine behaviors for the Carnival Crowkid entity, including idle animations, snack eating, campfire sitting, minigame reactions, and reward giving during carnival events.

Sgcarnival Host

Defines the state graph for the carnival host entity, managing idle, flight, landing, talking, and announcement behaviors.

Sgcaveventmite

Defines the state machine and behavior logic for the cave ventmite entity, including movement, attacking, shield mechanics, and environmental interaction via miasma spawning and temperature effects.

Sgcharlie Heckler

Defines the state machine for Charlie's heckler entities, handling entrance, idle, exit, and interactive behaviors such as talking and giving playbills during YOTH events.

Sgchest Mimic

Manages the state machine behavior for a chest mimic entity, including idle, attack, taunt, death, and spawn sequences.

Sgcookiecutter

Defines the state machine and behavioral logic for the Cookiecutter character, handling transitions between swimming, walking, drilling into boats, combat, death, and electrocution states.

Sgcozy Bunnyman

Manages the AI behavior and state transitions for the Cozy Bunnyman character, including combat, movement, emotions, spawning/despawning, and event responses.

Sgcrabking Mob

Manages the state machine and behavior logic for the Crab King mob, handling movement, combat (including melee and spin attacks), drowning, diving, and state transitions.

Sgcrabkingclaw

Manages the state machine for the Crab King's claw entity, handling transitions between idle, emerge, submerge, attack, hit, and death states, including AI-driven actions and animation synchronization with a shadow entity.

Sgcritter Bulbin

Defines the animation state machine and behavior logic for the Bulbin critter entity.

Sgcritter Common

Provides reusable state and event definitions for critter entity stategraphs.

Sgcritter Dragonling

Defines the state machine and emote behaviors for the dragonling critter, including flight animations, sleep states, combat readiness, and interaction sounds.

Sgcritter Eyeofterror

Defines the state graph and behavior for the Eye of Terror critter, including animation states, sound triggers, and flying mechanics.

Sgcritter Glomling

Defines the state graph for the Glomling creature, managing animations, sounds, and behavior states such as idle, eat, sleep, and combat emotes.

Sgcritter Lamb

Defines the state graph and behavioral logic for the lamb critter, including movement, idle, eating, sleeping, emotes, and sound playback.

Sgcritter Puppy

Defines the state graph and behavioral animations for the Puppy critter, including idle, walk, sleep, eat, and combat-related states.

Sgdaywalker Imprisoned

Manages the behavior and animation state machine for a captured Daywalker entity that struggles against its chains while imprisoned.

Sgdaywalker2

Stategraph component managing Daywalker2 entity behavior, including attack chains (laser, cannon, tackle, pounce), rummaging, throwing junk, taunting, and defeat states.

Sgdaywalker2 Buried

Defines the state graph for Daywalker 2 when it is buried underground, handling idle waiting, struggle animations, emergence attempts, and electrocution interactions.

Sgdeer

State graph defining the behavior, animations, and event handling for the Deer creature, including idle, alert, grazing, combat, magic casting, unshackling, and transformation states.

Sgdeerclops

Manages state transitions, attack logic, FX, and behavior for the Deerclops entity via a custom stategraph.

Sgdragonfly

Stategraph for the Dragonfly boss that governs its movement, combat states (including attacks and ground pound), transformations, sleep behavior, and special states like knockdown and death.

Sgeyeofterror

Manages the state machine for the Eye of Terror boss, handling movement, attacks, minion spawning, transformation, and lifecycle events.

Sgeyeofterror Mini

Manages the state machine for the Mini Eye of Terror enemy, controlling its idle, attack, taunt, eat, death, and other behavioral states.

Sgeyeplant

Defines the state machine for the Eye Plant entity, governing its animations, actions, and transitions between states such as idle, alert, attack, and eat.

Sgfarmplow

Manages the animation and timing states for placing and drilling with the Farm Plow entity.

Sgfrog

Manages the state machine behavior for frog characters, including locomotion, idle animation, aggression, attacks, and death responses.

Sgfruitdragon

State graph for the Fruit Dragon entity that manages its idle, ripening, sleeping, and combat-related states including fire-based attacks and challenge duels.

Sgfruitfly

Defines the state machine for fruitfly entities, handling movement, idle animation, combat attacks, flight, and reproductive behaviors.

Sggestalt Guard Evolved

Defines the state graph for the evolved Gestalt Guard boss entity, managing its idle, movement, combat, and death behaviors through state transitions and timed events.

Sgghost

Manages the state transitions and behavioral logic for the Ghost character entity, including idle, attack, knockback, death, and play states.

Sggingerbreadpig

Manages the state machine for the Gingerbread Pig entity, handling movement, idle, scared, hit, and death states with associated animations and audio.

Sgglommer

Defines the state machine and behavior logic for the Glommer creature, handling movement, animations, sounds, and responses to environmental events.

Sggnarwail

State machine for the Gnarwail creature, handling movement, attacks, feeding, and status effects like freezing and sleep.

Sghermitcrab

Manages state transitions, animations, and AI behavior for the hermit crab entity in Don't Starve Together.

Sghermitcrab Teashop

Defines the state machine for a hermit crab–operated teashop building, handling idle, hit, and placement animation states.

Sgitemmimic Revealed

Manages the revealed-item-mimic entity's behavior states including idle, walking, jumping, and mimic-copying mechanics.

Sgkitcoon

Defines the state machine for the Kitcoon pet, handling idle behaviors, play animations, nuzzling, evictions, and interaction states with other entities.

Sgkrampus

Manages the state machine for the Krampus character, handling idle, attack, hit, taunt, steal, hammer, death, and exit behaviors using animation, sound, and combat systems.

Sglavae

Stategraph for the Lavae creature, managing its behaviors, animations, movement, combat, death, and environmental interactions such as freezing.

Sgleif

State graph that defines all behavioral states for the Leif entity (Winter Tree), including idle, attack, death, spawn transitions, and state handling via events and timelines.

Sglunarplanttentacle

Defines the state machine behavior for the lunar plant tentacle enemy, handling idle, taunt, attack, and death states with combat integration.

Sglunarthrall Plant Gestalt

Manages state transitions for the Lunarthrall Plant Gestalt entity during idle, spawning, and infestation behaviors.

Sgmandrake

Manages the state machine for the Mandrake entity, handling animations, sounds, and transitions for idle movement, being picked/planted, being hit, and death.

Sgmermking

Defines the state machine and animation-driven behavior for the Merm King character, including idle, eating, trade, guard summoning, and item-swap states.

Sgminiboatlantern

Defines the state graph for the mini boat lantern entity, handling its idle state and transition to idle on locomotion or lighting state changes.

Sgmonkey

Defines the state machine for monkey entities, handling movement, combat, eating, idle, and interaction behaviors in Don't Starve Together.

Sgmossling

Manages state transitions and behavioral logic for the Mossling character, including idle, eating, flying, spinning attacks, and death animations.

Sgoceanshadowcreature

State machine controller for the Ocean Shadow Creature entity, managing movement, teleportation, combat states, and despawning behavior.

Sgotter

Defines the state machine for the Otter character, handling movement, eating, combat, actions, and amphibious transitions in Don't Starve Together.

Sgperd

Defines the state graph for the Perd creature, managing its movement, combat, and life cycle behaviors.

Sgpig

Defines the state machine for pig entities, handling animations, actions (movement, combat, eating, sleeping), and state transitions during various game events.

Sgpigking

Manages the Pig King's state machine, including idle, happy, sleeping, and minigame intro sequences.

Sgpowdermonkey

State graph controlling the behavior and animations of the Powder Monkey character, including combat, rowing, taunting, diving, and corpse handling.

Sgpowdermonkey Test

Defines the state graph and AI behavior for a test version of the Powder Monkey character, handling movement, combat, idle animations, and interaction states.

Sgprimemate

State graph defining AI behavior and animation states for the Prime Mate character, handling movement, combat, crafting, and special interactions like rowing and diving.

Sgrabbitking

Defines the state machine for the Rabbit King character, handling movement, idle behaviors, abilities (summon and dropkick), burrowing, and status effects like stun and stun-locked states.

Sgrabbitking Bunnyman

Defines the state machine logic for the Rabbit King's Bunnyman minions, handling movement, combat, burrowing, and death animations.

Sgrat Gym

Controls state transitions and animations for the rat gym entity in Don't Starve Together, managing idle, training, resting, and burnout states.

Sgrocky

Defines the state machine for the Rocky character, handling movement, combat, idle, shield, and death states.

Sgruinsnightmare

Manages the state transitions, animations, and behavior logic for the Ruins Nightmare creature, including movement, attack phases, invisibility cycles, and despawn mechanics.

Sgshadow Chesspieces

Defines reusable state machine logic and event handlers for shadow chess piece entities in Don't Starve Together, including movement, combat states (idle, attack, hit, death), and allied entity coordination.

Sgshadow Leech

Defines the state machine for the shadow leech entity, handling behaviors such as spawning, jumping, attaching to targets, and death.

Sgshadow Rook

Implements the state machine for the Shadow Rook, a boss entity in DST's Shadow Chess minigame, handling its attack sequence (teleport and area attack), movement, and lifecycle states.

Sgshadowcreature

Manages the state machine and behavior of shadow-based entities, including movement, combat transitions, teleportation, and despawning logic.

Sgshadowthrall Hands

Manages the state machine and attack behavior of the Shadow Thrall Hands entity, coordinating locomotion, AOE attacks, team coordination, and animation-driven scaling.

Sgshadowthrall Parasite

Defines the state graph for the ShadowThrall parasite entity, managing its idle and hit animation states and integrating with locomotion control.

Sgshadowthrall Wings

Manages the animation, state transitions, attack logic, and projectile spawning for the Shadow Thrall wings entity in Don't Starve Together.

Sgshadowwaxwell

Manages the state machine and behavior of Shadow Waxwell (a boss entity) in Don't Starve Together, including combat, movement, tool use, and dynamic scaling based on leader proximity and shadow gear.

Sgsharkboi

Manages the state machine and behavior of the sharkboi entity, including movement, combat, digging, AOE attacks, and defeat sequences.

Sgslurper

Manages the state machine for the Slurper creature, handling behaviors like idle, rumble, taunt, burp, jumping attacks, headslurping equipment, and death with loot dropping.

Sgspider

Manages the state machine behavior for spider-type entities, handling movement, combat, mutations, and special attack types.

Sgstalker Minion

Manages the state machine for a stalker minion entity, handling emergence, locomotion, and death behaviors.

Sgstorage Robot

Defines the state machine for the Storage Robot character, controlling movement, idle behavior, pickup, store, and breakdown animations and logic.

Sgtallbird

Manages the state machine and behavior logic for the Tallbird entity, including movement, idle animations, combat, nesting, and life cycle transitions.

Sgtoadstool

Implements the full state machine for the Toadstool boss, handling movement, combat attacks (pound, spore bomb, mushroom bomb), channeling with mushroom sprouts, camera shake, and entity interactions during its lifecycle.

Sgwagdrone Rolling

Manages the rolling state behavior of the wagdrone entity, including spinning attacks, recoil, work interactions, and state transitions.

Sgwagstaff Npc

Manages the state machine for Wagstaff NPC behavior, including idle animations, talking, experiments, arena interactions, and deprecation/erode-out logic.

Sgwarg

Manages the state graph for the Warg entity, handling movement, combat (including flamethrower and stagger states), transformation into/instantly from statues, sleep, freeze, electrocute, and lunar rift mutation transitions.

Sgwaterplant

Manages the state machine for the water plant creature, handling stage transitions, combat, sleep, freeze/thaw cycles, and state-specific behaviors like spawning clouds or dropping loot.

Sgwilson

Manages the player character's state graph, coordinating animations, physics, component interactions, and input handling for movement, combat, actions, and transformations.

Sgwilsonghost

Manages the state machine for Wilson's ghost form, handling transitions between idle, moving, talking, dying, and teleporting states in the Don't Starve Together game.

Sgwinona Catapult

Manages the animation, power state, and attack logic for Winona's catapult structure, including projectile launching and elemental battery consumption.

Sgwobsterland

Defines the state machine behavior for the Wobster creature on land, handling movement states (idle, run, hop), combat states (hit, stunned), and death transitions.

Sgwobysmall

State graph controlling Woby (small form) behavior, including movement, transformations, interactions like picking up items, storing in containers, and various emotes.

Sgworm Boss Tail

Manages state transitions and animation control for the tail segment of the Worm Boss entity in Don't Starve Together.

Sgwormwood Carrat

Controls the state machine for the Carrat character in DST, handling idle, movement, pickup/give actions, and death behaviors.

Sgwormwood Lightflier

Defines the state machine logic for the Lightflier creature, handling movement, combat, sleep, and status effects.

Sgyotb Stage

Controls the state machine and animations of the YOTB (Year of the Beginning) stage booth entity, handling transitions between idle, open, talk, and prize-throwing states.