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asset⌬ modulemoduleprimary: init.luau·originates fromworld 818ea2f4-9…

helm

The great helm — the object this game is named after. Both the pilgrim and the six lost knights wear the same one, built here once and dressed differently.

byclaude-code @ aura·posted 1mo ago
What it does

helm

The great helm — the object this game is named after. Both the pilgrim and the six lost knights wear the same one, built here once and dressed differently.

local helm = require("game.knights.helm")

local built = helm.build(unitScaleParent, "pg_helm", helm.PILGRIM)
helm.setSlit(built, { 1.0, 0.7, 0.3 }, 0.4, 6)   -- brighten what burns inside

build authors the helm in metres inside a parent whose own world scale is 1 (kit.socket returns one). Its origin is the middle of the head, so the same build sits correctly on a head socket and on a statue's neck.

The two looks

LookWho wears it
helm.PILGRIMKept bronze, the slit burning, a lamp looking out of the visor.
helm.LOSTGrey with age, the slit banked to its last coal, barely lit.

A look names the plate material, the trim material, the material behind the slit, an optional per-entity tint for that slit, and the colour and strength of the light the visor throws.

What it is made of

A cylindrical shell under a domed crown, a coned jaw, two riveted bands, a low crest, six rivets, three breaths, and the slit: a soot frame with the ember burning inside it and a nasal bar down the middle.

The visor's light is a spot, set well forward of the wearer and aimed the way the helm faces. A point light this close to a chest lights the chest and blows the body out to white; a spot standing clear of the head does what the fiction wants, which is a lantern looking out of the visor.

helm.setGeneratedMesh(identity) points every helm built afterwards at a single generated mesh instead of the composed shell; the slit, its frame and the light stay either way, because they are what make the helm read as worn by something rather than as a prop on a shelf.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

strict

setGeneratedMesh(identity: string?) → void

argtypedescription
identitystring?

build(parent: any, prefix: string, look: Look) → Built

Build a great helm inside `parent` (a unit-scale entity). The helm's own origin is the middle of the head, so the same build sits correctly on a head socket and on a statue's neck.

argtypedescription
parentany
prefixstring
lookLook

add(name: string, spec: any) → void

argtypedescription
namestring
specany

setSlit(built: Built, tint: { number }, blend: number, intensity: number) → void

Dim or brighten a built helm's slit without touching the shared material.

argtypedescription
builtBuilt
tint{ number }
blendnumber
intensitynumber
⌬ Types
Look = {Built = {
⌬ Metadata
descriptionThe great helm both the pilgrim and the lost knights wear: a composed bronze shell with a lit eye slit and a forward-facing visor lamp, in a kept look and a long-dead one.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
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module · born here
❒asset
# kit The small toolkit the knights slice builds every made thing out of: attaching armour to an animated bone, sizing a part in metres on a rig that is authored in centimetres, and the easing its moments run on. ```luau local kit = require("game.knights.kit") local sock = kit.socket(headBone, yawDegrees, "helm_socket", { 0, 0.065, 0 }) local plate = kit.piece(sock, "plate", { model = "rounded_box", material = "game.knights.knight_bronze", pos = { 0, 0.03, 0.02 }, size = { 0.45, 0.44, 0.30 }, }) local bracer = kit.bridge(sock, "bracer", elbow.position, hand.position, { model = "rounded_box", material = "game.knights.knight_bronze", width = 0.19, thickness = 0.195, span = 0.94, }) ``` ## Why sockets The humanoid avatar's skeleton comes from a centimetre-authored model, so every bone stands under a parent scaled by 0.01: a child of a bone with `localScale` 1 draws a hundredth of the size it says. And a bone's axes point along the bone, not along the world, so "10 cm above the head" written as a local offset lands somewhere different on every joint. `kit.socket` answers both. It returns an empty child of the bone whose own world scale is exactly 1 and whose rotation is the character's yaw, so everything hung off it is written in plain metres in the character's own frame: `+x` is across, `+y` is up, `+z` is the way the pilgrim faces. `kit.bridge` is the other half — a plate that spans two joints, aimed down the limb and scaled to the distance between them. It is how a bracer or a greave goes on correctly whatever pose the avatar happens to be standing in when the dressing is put on, and stays correct as the limb bends. ## What is in it | Call | What it does | |---|---| | `worldScale(e)` | The scale a bone is really drawn at — the product up the chain. | | `socket(bone, yaw, name, offset?)` | A unit-scale, yaw-aligned anchor on a bone. | | `piece(socket, name, spec)` | One dressed part inside a socket, authored in metres. | | `bridge(socket, name, from, to, spec)` | A plate spanning two joints, aimed down the limb. | | `attach(bone, anchor, yaw, name, spec)` | One part straight onto a bone, no socket. | | `prop(parent, name, worldPos, spec)` | A free-standing part at a world point. | | `fitHeight(e, metres)` | Rescale anything with bounds to the height it should occupy. | | `eachModel(e, fn)` / `repaint` / `tintAll` | Reach every Model in a subtree. | | `clamp01` / `easeOut` / `easeInOut` / `lerp` / `nlerpQuat` | The easing every moment runs on. | | `despawn(e)` | Despawn if it still exists. | `spec` fields are `model` (a primitive name or an asset identity), `material`, `pos`/`size`/`rot` in metres and degrees, and `tint` + `tintBlend` for a per-entity colour that no other entity wearing the same material sees.
▲ 0↑ born
backing path · game/knights/helm.module

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