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asset⌬ modulemoduleprimary: init.luau·originates fromworld e472ff65-b…

battle

Persona-style turn-based combat for Amelia (HD-2D, storybook crimson/ink/parchment/gold palette).

byclaude-code @ aura·posted 6d ago
What it does

battle

Persona-style turn-based combat for Amelia (HD-2D, storybook crimson/ink/parchment/gold palette).

local Battle = require("game.battle.battle")
Battle.wireEvents()                                         -- once at play start: Events "encounter"(pool, opts) -> start, then Areas.grace(4)
Battle.start({ "bramblewisp", "mossback" }, function(result) end)        -- "win" | "lose" | "flee"
Battle.start({ "frostling", "rime_wolf" }, cb, { arena = "snow" })
Battle.start({ "hush_warden" }, cb, { arena = "forest_hush", boss = true })
Battle.isActive()
Battle.stop()        -- abort, no onEnd / battleEnd
Battle.resetParty()  -- every member back to level 1, full HP/SP (in State)

opts: arena = "forest" | "forest_hush" | "snow" (default: "snow" when State.area() is rimecrest, else "forest"; a boss id forces "forest_hush"), boss (boss camera + no escape; implied by a boss id), noEscape, music (track override).

State: party = State.party() (1-3 members, layout adapts), stats in State.member(id) = {level, exp, hp, sp}; gold State.addGold, drops State.addItem, battle items consume State items (honey_tonic, moon_dew, wakebell, storm_jar).

Events emitted: battleStart(pool), battleEnd(result, pool), music("battle" | "boss" | "victory", then the area's music), sfx(name): battle_start, hit, weak, crit, null, ko, one_more, all_down, all_out, finish, victory, levelup, defeat, menu_move, menu_confirm, menu_back, menu_denied, heal, guard, cast, flee, silence, summon, boss_roar, boss_phase, boss_defeat.

Boss hush_warden: phase 1 weak Light / null Shade; at 50% HP phase 2 (sprite rekindles, weak Flame / resist Light / null Shade, acts twice, casts Silence = skills sealed 2 turns, summons 2 Gloomcaps). Rimecrest foes: frostling (weak Flame, null Frost), rime_wolf (weak Bolt, resists Gale & Frost).

The arena spawns at x=1000 (game.battle.arena), with its own camera (BattleCamera, priority 20). Themed arenas may retint Sun/Ambient/HeightFog and restore them on cleanup. Input: game.input.battle inputMap (group battle, suppresses player). UI screens: battle_hud, battle_pop, battle_flash, battle_splash.

Debug: Battle.debug.auto, .press(name), .speed, .log, .info(), .hurt(frac) (sets every foe's HP to frac of max).

Siblings: data (stats/skills/items/foes), arena (dioramas, sprites, camera rig, projection), vfx (spell effects), ui (widget trees), tools/cut.luau (sprite-sheet cutter; clear = {{x0,y0,x1,y1}} drops rects).

Interface

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

conforms to

zero/source-extract/v2

game/battle — Persona-style turn-based combat for Amelia. local Battle = require("game.battle.battle") Battle.start({ "bramblewisp", "mossback" }, function(result) end) -- "win" | "lose" | "flee" Battle.start({ "frostling", "rime_wolf" }, cb, { arena = "snow" }) Battle.start({ "hush_warden" }, cb, { arena = "forest_hush", boss = true }) Battle.isActive() Battle.wireEvents() -- once at play start: Events "encounter"(pool, opts) -> Battle.start The party is State.party() (game.world.state); each member's level / exp / hp / sp live in State.member(id). Gold, loot and battle items go through State too. Emits "battleStart"(pool), "battleEnd"(result, pool), "sfx"(name) at every beat and "music"("battle" | "boss" | "victory"). Spawns an arena at x=1000 with its own camera (priority 20), runs the fight (weakness/crit => DOWN + ONE MORE, ALL-OUT ATTACK when every foe is down), and on the end despawns everything, handing the screen back. Debug: Battle.debug.auto = true lets the party pick its own moves (and confirms victory/defeat screens), Battle.debug.press("confirm") injects a control press, Battle.debug.speed scales every wait (0.5 = twice as fast), Battle.debug.info() snapshots the fight, Battle.debug.hurt(frac) sets every foe's HP to frac of max (phase 2 triggers after the next action).

sfx(name: string) → void

argtypedescription
namestring

memberStats(id: string) → any

argtypedescription
idstring

partyIds( ) → void

dbg(msg: string) → void

argtypedescription
msgstring

wait(t: number) → void

argtypedescription
tnumber

tween(dur: number, fn: (number) → void

argtypedescription
durnumber
fn(number

ease(k: number) → number return 1

argtypedescription
knumber

alive(list: { any }) → void

argtypedescription
list{ any }

vmParty( ) → void

vmOrder( ) → void

vmBoss( ) → any

hud( ) → void

setBanner(title: string?, text: string?, element: string?) → void

argtypedescription
titlestring?
textstring?
elementstring?

splash(tree: any?) → void

argtypedescription
treeany?

screenFlash(color: string) → void

argtypedescription
colorstring

pop(u: any, text: string, kind: string, dy: number?) → void

argtypedescription
uany
textstring
kindstring
dynumber?

push(name: string, value: any?) → void

argtypedescription
namestring
valueany?

press(name: string, value: any?) → void

argtypedescription
namestring
valueany?

nextInput( ) → any

activateInput( ) → void

deactivateInput( ) → void

onCallback(id: string, _data: any) → void

argtypedescription
idstring
_dataany

affOf(u: any, el: string) → string

argtypedescription
uany
elstring

makeParty(root: any) → void

argtypedescription
rootany

makeEnemy(root: any, id: string, x: number, z: number, name: string) → any

argtypedescription
rootany
idstring
xnumber
znumber
namestring

makeEnemies(root: any, encounter: { string }) → void

argtypedescription
rootany
encounter{ string }

setDownFx(u: any, on: boolean) → void

argtypedescription
uany
onboolean

frameLoop( ) → void

calcHit(att: any, tgt: any, sk: any) → Hit

argtypedescription
attany
tgtany
skany

halfW(a: any) → number return a

argtypedescription
aany

flash(u: any, dur: number) → void

argtypedescription
uany
durnumber

knockback(u: any, amt: number) → void

argtypedescription
uany
amtnumber

killEnemy(u: any) → void

argtypedescription
uany

koParty(u: any) → void

argtypedescription
uany

landHit(att: any, tgt: any, sk: any, big: boolean?) → Hit

Apply one damaging hit to `tgt`.

argtypedescription
attany
tgtany
skany
bigboolean?

stepTo(u: any, x: number, z: number, dur: number) → void

argtypedescription
uany
xnumber
znumber
durnumber

stepHome(u: any, dur: number) → void

argtypedescription
uany
durnumber

oneMoreSplash(u: any) → void

argtypedescription
uany

nameFor(id: string) → string

argtypedescription
idstring

summon(id: string, count: number) → number

argtypedescription
idstring
countnumber

phaseShift(u: any) → void

argtypedescription
uany

checkPhase( ) → void

perform(u: any, act: any) → boolean

action = { kind = "skill"|"guard"|"item", skill, targets, item } Returns true when the actor earned ONE MORE.

argtypedescription
uany
actany

allOut( ) → void

autoParty(u: any) → any

argtypedescription
uany

enemyAI(u: any) → any

argtypedescription
uany

pickList(title: string, items: { any }, sel: number?) → number

argtypedescription
titlestring
items{ any }
selnumber?

targetVM(list: { any }, idx: number, all: boolean, element: string?) → any

argtypedescription
list{ any }
idxnumber
allboolean
elementstring?

pickTargets(kind: string, element: string?) → void

argtypedescription
kindstring
elementstring?

show( ) → void

analyzeMode( ) → void

show( ) → void

playerChoose(u: any) → any

argtypedescription
uany

allOutPrompt( ) → boolean

tryFlee( ) → boolean

over( ) → string

allEnemiesDown( ) → boolean

unitTurn(u: any) → void

argtypedescription
uany

finish(result: string) → void

argtypedescription
resultstring

cleanup( ) → void

run(encounter: { string }, opts: any) → string

argtypedescription
encounter{ string }
optsany

isActive( ) → boolean

Whether a battle is running.

defaultArena( ) → string

start(pool: { string }, onEnd: ((string) → void

Start a battle against `pool` (enemy ids from game.battle.data, 1-3). opts: arena = "forest" | "forest_hush" | "snow" (default: by State.area()), boss = true (boss camera, no escape; implied by a boss id in the pool), music = track override. onEnd(result) fires with "win" | "lose" | "flee" after the arena is gone.

argtypedescription
pool{ string }
onEnd((string

stop( ) → void

Abort the running battle immediately (no onEnd, no battleEnd).

resetParty( ) → void

Restore every party member to level 1, full HP/SP (State members only).

wireEvents( ) → void

Route Events "encounter"(pool, opts) into Battle.start; grants 4s of encounter grace after each fight. Call once at play start (idempotent).

info( ) → any

hurt(frac: number) → void

argtypedescription
fracnumber

Sub-parts

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

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42+items
·
inputmap · born here
❒asset
# battle.inputMap Menu controls for turn-based battles (game/battle). Group `battle`, suppresses `player`.
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module · born here
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# vfx <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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module · born here
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# ui <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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module · born here
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# areas <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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module · born here
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# data <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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module · born here
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# arena <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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module · born here
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# state <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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module · born here
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# events <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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inputbinding · born here
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# analyze Battle control: Analyze.
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inputbinding · born here
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# back Battle control: Back.
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inputbinding · born here
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# confirm Battle control: Confirm.
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inputbinding · born here
❒asset
# down Battle control: Down.
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inputbinding · born here
❒asset
# left Battle control: Left.
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inputbinding · born here
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# right Battle control: Right.
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inputbinding · born here
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# up Battle control: Up.
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backing path · game/battle/battle.module

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