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asset⌬ modulemoduleprimary: init.luau·originates fromworld c6375dd0-0…

rules

The one sheet of paper every slice of ASHEN VIGIL argues from.

by◐Sh·posted 4d ago
What it does

game.rules — ASHEN VIGIL's constants and rules

The one sheet of paper every slice of ASHEN VIGIL argues from.

require("game.rules") gives the game's constants — the title and the art-direction sentence, the palette in linear RGB, the sun, the three stats and what a level buys, the soul cost curve, the flask, every combat timing (light, heavy, roll, guard, the turn rates, poise), movement and stamina, lock-on, grace, death, the boss and the common foe, and the names of the five slice mounts the scene makes.

It also carries the four pure rules the slices share rather than duplicate: levelCost(level), statsAt(levels), inArc(swingYaw, hitYaw, arcDegrees), and the SLICES list.

It touches no engine API and reads no scene state: it is data and arithmetic, so it can be called from a component, a scene build, a tool or a test with the same answer. A number that lives in two slices is a bug — it lives here instead.

Who reads it: every slice (game.vigil, game.valley, game.foes, game.screens, game.sound) and scenes/main.scene/build.luau.

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/rules.module/init.luau — ASHEN VIGIL's constants and rules. This is the one contract every slice reads and none of them writes: the numbers the game is tuned by, the palette it is painted from, the names of the mounts the scene gives each slice, and the handful of rules that more than one slice has to agree on. A slice that needs a number reaches for it here rather than inventing its own, so the fight, the screens and the valley all argue from the same sheet of paper. Nothing here touches the engine. It is data and pure functions.

levelCost(level: number) → number

Souls needed to go from `level` to `level + 1`.

argtypedescription
levelnumber

statsAt(levels: { [string]: number }) → void

The whole sheet a player is at a given level allocation. `levels` is `{ vigour = n, strength = n, endurance = n }`.

argtypedescription
levels{ [string]: number }

inArc(swingYaw: number, hitYaw: number, arcDegrees: number) → boolean

Is a hit at `hitYaw` inside the arc of an attack swung at `swingYaw`?

argtypedescription
swingYawnumber
hitYawnumber
arcDegreesnumber

Sub-parts

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

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/rules.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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