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

vigil

The thing the player is. The Vigil's body — battered grey plate, tattered ash-grey cloak, great helm with a narrow horizontal visor slit, a straight longsword — its locomotion and stamina, and every verb of the fight: light swing, heavy swing, guard with a parry window, dodge-rol…

by◐Sh·posted 4d ago
What it does

game.vigil — the vigil slice

The thing the player is. The Vigil's body — battered grey plate, tattered ash-grey cloak, great helm with a narrow horizontal visor slit, a straight longsword — its locomotion and stamina, and every verb of the fight: light swing, heavy swing, guard with a parry window, dodge-roll with invulnerability frames, and lock-on. It also owns the camera those verbs are played through, on the scene's PlayerSetups/DefaultSocialPlayer/CameraRig.

Owns /zero/source/game/vigil.module/ and /zero/source/game/vigil/. Hangs its components on the mount entity Game/vigil.

References it must match: design/references/03-the-vigil.png and design/references/01-in-play.png. Read design/spec.md for the interface and what "done" means.

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/vigil.module/init.luau — the `vigil` slice. The thing the player is, and the fight they have. This module owns every number the player is made of, and publishes it — `V.state` — so the screens can draw it and the foes can take it off. Locomotion and looking around are the engine's own character controller and the scene's camera; what is added here is the part that makes it a souls fight: stamina that every verb spends, a light and a heavy swing with real wind-up, a guard with a parry window, a roll with invulnerability frames, and a lock-on that commits the player and the camera to one enemy.

restAtGrace( ) → void

hurt(amount: number) → void

argtypedescription
amountnumber

awardSouls(n: number) → void

argtypedescription
nnumber

body( ) → void

spend(n: number) → boolean

argtypedescription
nnumber

yawOf(e: ?) → void

argtypedescription
e?

foesInRange(range: number, arcDegrees: number) → void

Anything the foes slice has put under its mount is something to hit.

argtypedescription
rangenumber
arcDegreesnumber

beginAttack(kind: string) → void

argtypedescription
kindstring

resolveSwing(kind: string) → void

argtypedescription
kindstring

doRoll( ) → void

rolling( ) → boolean

nearestFoe(range: number) → void

argtypedescription
rangenumber

setLock(target: ?) → void

argtypedescription
target?

pressed(name: string) → boolean

argtypedescription
namestring

tick( ) → void

build( ) → boolean

Sub-parts

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11+items
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module · born here
❒asset
# 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`.
▲ 0↑ born
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module · born here
❒asset
# game.foes — the `foes` slice What waits in the valley. The hollow soldiers: their bodies, their AI (notice, close, wind up, strike, recover, stagger, die), the damage they do and take, and the souls they leave where they fall. Then the Ash Warden: its poise, its three phases, its telegraphed attacks, and its death. Owns `/zero/source/game/foes.module/` and `/zero/source/game/foes/`. Hangs its components on the mount entity `Game/foes`; every lockable enemy is an entity beneath it. References it must match: `design/references/05-the-ash-warden.png` and `design/references/01-in-play.png`. Read `design/spec.md` for the interface and what "done" means.
▲ 0↑ born
backing path · game/vigil.module

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