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asset⌬ modulemoduleprimary: init.luau·part ofpackage Lifeline.package·originates fromworld 45f92606-2…

api

The one module scripts talk to: `damage`, `heal`, `kill`, `revive`, `fire` (projectiles), `on` (events on every peer), `get`/`all`/`isAlive`, `setDamageFilter` (owner-side validation), `setSpawnPicker`, `setStyle`. It routes requests to the owning peer over `multiplayer.send`.

byclaude-code @ aura·posted 23h ago
What it does

Lifeline.api

The one module scripts talk to: damage, heal, kill, revive, fire (projectiles), on (events on every peer), get/all/isAlive, setDamageFilter (owner-side validation), setSpawnPicker, setStyle. It routes requests to the owning peer over multiplayer.send.

Interface

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

conforms to

zero/source-extract/v2

Lifeline API — the one module every other script talks to. local Lifeline = require("Lifeline.api") Lifeline.damage(target, 25, { kind = "fire", source = attacker }) Lifeline.heal(target, 10) Lifeline.on("died", function(e) print(e.target, "died to", e.kind) end) Authority: only the peer that OWNS an entity changes its health. Calling `damage` / `heal` for an entity another peer owns sends that owner a request; the owner validates it (clamps, filters) and applies it. The relay refuses any direct write to a synced entity from a non-owner, so a client can never set somebody else's health.

Model

kindColor(kind: string?) → string

argtypedescription
kindstring?

idOf(target: any) → string

argtypedescription
targetany

vecOf(v: any) → void

argtypedescription
vany

cleanInfo(info: any) → void

Reduce an info table to plain, network-safe values.

argtypedescription
infoany

wire( ) → void

_register(comp: any) → void

argtypedescription
company

q(t: any) → void

argtypedescription
tany

qmul(a: any, b: any) → void

argtypedescription
aany
bany

qaxis(ax: number, ay: number, az: number, angle: number) → void

argtypedescription
axnumber
aynumber
aznumber
anglenumber

qconj(q: any) → void

argtypedescription
qany

qrot(q: any, vx: number, vy: number, vz: number) → void

Rotate vector v (x,y,z) by quaternion q.

argtypedescription
qany
vxnumber
vynumber
vznumber

qarr(q: any) → void

argtypedescription
qany

isSynced(target: any) → boolean

Is this entity replicated to other peers? `entity.synced` is a METHOD, so it must be called — reading the property alone is always truthy.

argtypedescription
targetany

isPlayerEntity(id: string) → boolean

Is the entity a player's avatar?

argtypedescription
idstring

localAvatar( ) → any

The local player's avatar entity, or nil.

flashEnabled( ) → boolean

Global toggles the HUD writes (per peer).

_setFlashEnabled(on: boolean) → void

argtypedescription
onboolean

_unregister(id: string, comp: any) → void

argtypedescription
idstring
company

all( ) → void

Every live Health component, as a map of entity id → component.

get(target: any) → any

The Health component on an entity (or nil).

argtypedescription
targetany

healthOwnerOf(id: string) → string

The id of the entity whose Health covers `id`: itself or the nearest ancestor with Health.

argtypedescription
idstring

isAlive(target: any) → boolean

argtypedescription
targetany

isAuthority(id: string) → boolean

Does THIS peer decide what happens to the entity?

argtypedescription
idstring

on(evt: string, fn: (any) →

Listen for "damaged", "healed", "blocked", "died", "respawned" (or "*" for all). The handler receives one table: { event, target, amount, shieldAmount, kind, source, crit, health, shield, maxHealth, reason, origin }. Fires on EVERY peer.

argtypedescription
evtstring
fn(any

Disconnect(_self: any?) → void

argtypedescription
_selfany?

emit(evt: string, payload: any) → void

argtypedescription
evtstring
payloadany

_publish(evt: string, payload: any) → void

Called by the owner of a Health entity: tell this peer and every other one. An entity that is not synced lives separately on every peer, so its events stay on the peer they happened on.

argtypedescription
evtstring
payloadany

_recvEvt(_from: number, evt: any, payload: any) → void

argtypedescription
_fromnumber
evtany
payloadany

request(op: string, target: any, amount: number, info: any) → void

argtypedescription
opstring
targetany
amountnumber
infoany

_recvReq(from: number, op: any, id: any, amount: any, info: any) → void

argtypedescription
fromnumber
opany
idany
amountany
infoany

damage(target: any, amount: number, info: any?) →

Damage a target. info: { source = entity|id, kind = "fire", crit = bool, origin = vec3, dot = bool (damage-over-time: ignores and does not start i-frames) }.

argtypedescription
targetany
amountnumber
infoany?

heal(target: any, amount: number, info: any?) → void

Heal a target by amount.

argtypedescription
targetany
amountnumber
infoany?

kill(target: any, info: any?) → void

Kill a target outright (ignores shield and invulnerability).

argtypedescription
targetany
infoany?

revive(target: any) → void

Bring a dead target back right now (at its spawn / reset point).

argtypedescription
targetany

setDamageFilter(fn: any) → void

Owner-side filter run on every damage before it lands: fn(targetComp, amount, info, fromPeer?) -> number? (return 0/nil to cancel). fromPeer is set when the damage came from another peer's request.

argtypedescription
fnany

_filter(comp: any, amount: number, info: any, from: number?) → number

argtypedescription
company
amountnumber
infoany
fromnumber?

spawnPoints( ) → void

Where respawning players can appear: every SpawnPoint entity, else every PlayerSpawn.

setSpawnPicker(fn: any) → void

Replace how a respawn point is chosen: fn(healthComp, points) -> entity.

argtypedescription
fnany

_pickSpawn(comp: any) → any

argtypedescription
company

fire(opts: any) → any

Fire a damaging projectile. opts: { origin, direction, speed = 20, damage = 15, kind = "projectile", source, radius = 0.18, lifetime = 3, gravity = 0, critChance = 0, color = {r,g,b} }. Returns the projectile entity.

argtypedescription
optsany

setStyle(t: { [string]: any }) → void

Override HUD styles at runtime on this peer: { bar = "hearts", worldBar = "ring", number = "combo", feedback = "shake vignette" }. Pass nil values to clear.

argtypedescription
t{ [string]: any }

getStyle( ) → void

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

16+items
◇
component · born here
❒asset
# Health Gives any entity health, an optional shield, regeneration, invulnerability frames, armor, death and a respawn / reset / remove rule. Attach it to a player body, enemy or prop; no sibling components are required. On a CharacterController body it disables movement while dead. Only the owning peer changes it; use `Lifeline.damage/heal/kill/revive` or the `damage`/`heal` methods. Fires typed events `damaged`, `healed`, `blocked`, `died`, `respawned`. See the package README for fields.
▲ 0↑ born
◇
component · born here
❒asset
# SpawnPoint Marks a place where dead players can respawn; the entity's rotation is the respawn facing. With none in the scene, Lifeline falls back to PlayerSpawn entities.
▲ 0↑ born
◇
component · born here
❒asset
# Projectile A bolt that moves by its velocity and damages the first Health body it touches (never its `source`), stopping at solid geometry. Spawn one with `Lifeline.fire { ... }`, which also adds a glowing sphere Model. The firing peer owns and simulates it.
▲ 0↑ born
❒
package · born here
❒asset
# Lifeline — health, damage & respawn kit Drop-in health for anything that can get hurt (players, enemies, breakable props), with damage zones, heal zones, projectiles, respawning, events for your own scripts, and a large wardrobe of looks: **13 health bar styles, 7 damage-number styles (4 presets) and 5 mix-and-match hit effects**, all switched by changing one field. Multiplayer-safe: only the peer that owns an entity decides what happens to its health. ![The 13 bar styles](docs/bar-styles.png) ## Installing it into your world The package is called **Lifeline** — asset `Lifeline.package`, guid `7b85ce05-3903-4374-b654-2d4ffea295a5`, MIT licensed. (Its showcase world is *Lifeline — Health, Damage & Respawn Kit*.) One install, any of these ways: - **From the ZeroMind library in the editor** — search for `health` or `Lifeline` and install the **Lifeline** package. - **By guid, from the engine shell:** ``` zero zeromind installAsset 7b85ce05-3903-4374-b654-2d4ffea295a5 ``` - **From Luau:** ```lua tools.use("zeromind", "preview", "7b85ce05-3903-4374-b654-2d4ffea295a5") -- what it would write tools.use("zeromind", "installAsset", "7b85ce05-3903-4374-b654-2d4ffea295a5") -- do it ``` - **From an agent:** `zeromind.install { guid = "7b85ce05-3903-4374-b654-2d4ffea295a5" }`. It lands in your `/source` as `Lifeline.package/`, so after installing, every piece resolves by that name: `Lifeline.Health`, `Lifeline.LifelineHUD`, `Lifeline.DamageZone`, `Lifeline.HealZone`, `Lifeline.Projectile`, `Lifeline.ProjectileLauncher`, `Lifeline.SpawnPoint`, and `require("Lifeline.api")` / `require("Lifeline.bars")`. Nothing in it is world-specific — you bring the entities. Run `zeromind.update` later to pull new versions. ## Five-minute start **1. Give things health.** Add `Lifeline.Health` to the player body on your scene's PlayerPrototype, and to any enemy or prop. Put enemies and props on **synced** entities (`entity.spawnSynced`) so every player sees the same health. ```lua body.component.add("Lifeline.Health", { maxHealth = 100, regenRate = 5, maxShield = 25 }) crate.component.add("Lifeline.Health", { maxHealth = 40, onDeath = "remove" }) ``` **2. Show it.** Add `Lifeline.LifelineHUD` to one plain (non-synced) entity in the scene. Every peer runs its own copy. ```lua entity.spawn("HUD").component.add("Lifeline.LifelineHUD", { playerBar = "hearts", worldBar = "overhead" }) ``` **3. Hurt and heal.** Add a zone to any entity. It's a box of `sizeX × sizeY × sizeZ` around the entity and moves with it. ```lua lava.component.add("Lifeline.DamageZone", { sizeX = 4, sizeZ = 4, kind = "fire", amount = 5, mode = "perSecond" }) spikes.component.add("Lifeline.DamageZone", { kind = "spikes", amount = 25, mode = "onEnter" }) pad.component.add("Lifeline.HealZone", { amount = 10, interval = 0.5 }) ``` **4. From code.** ```lua local Lifeline = require("Lifeline.api") Lifeline.damage(target, 20, { kind = "fire", source = attacker, crit = false }) Lifeline.heal(target, 15) Lifeline.fire { origin = muzzlePos, direction = aim, damage = 15, source = shooter } -- projectile Lifeline.on("died", function(e) print(e.target, "died to", e.kind) end) ``` **5. Respawn.** Dead players come back after `respawnDelay` seconds at a random free `Lifeline.SpawnPoint` (or at the scene's `PlayerSpawn` if you haven't placed any), with full health and a moment of spawn protection. That's it. The `scenes.main` showcase in this world uses every piece. ## What happens on death (`onDeath`, per entity) | value | effect | |---|---| | `auto` (default) | `respawn` for players, `reset` for everything else | | `respawn` | back at a spawn point after `respawnDelay`, full health | | `reset` | back where it started after `respawnDelay`, full health | | `remove` | disappears after `removeDelay` | | `stay` | stays dead until `Lifeline.revive(target)` | ## Health fields (most useful) `maxHealth`, `health`, `maxShield`/`shield` (soaks damage first), `regenRate` + `regenDelay`, `shieldRegenRate` + `shieldRegenDelay`, `invulnerabilityTime` (i-frames after a hit; damage-over-time ticks ignore it), `invulnerable` (god mode → "IMMUNE"), `armor` (flat reduction → "BLOCKED"), `respawnDelay`, `spawnProtection`, `displayName`, `team`, `barStyle` (bar drawn over this entity, `none` hides it), `bossBar` (show the big boss bar when near), `bodyHeight`/`bodyRadius` (bar placement and hit volume), `killBelowY`. Read-only: `isDead`, `deaths`. ## Events `Lifeline.on(name, fn)` fires on **every** peer for `damaged`, `healed`, `blocked`, `died`, `respawned`, or `"*"` for all. The payload is `{ event, target, amount, shieldAmount, kind, source, crit, health, shield, maxHealth, reason, origin, pos, isPlayer, name }`. It returns a connection with `:Disconnect()`. Each Health component also exposes typed events: `entity.component.get("Lifeline.Health").events.died:connect(fn)`. ## Styles: change one field On `LifelineHUD` (or at runtime per player with `Lifeline.setStyle { bar = …, worldBar = …, number = …, feedback = … }`): - **Bars** (`playerBar`, `worldBar`, Health's `barStyle`): `classic` (lost chunk drains away), `segmented`, `ring`, `hearts` (half hearts, shield hearts, heartbeat at low HP), `boss`, `overhead`, `minimal`, `stacked` (shield on health), `scifi`, `fantasy`, `cartoon`, `pixel`, `orb`. - **Numbers** (`numberStyle`): `classic` (pop / shaky crit / green heal / IMMUNE-BLOCKED), `combo` (hits on one target add up into a running total), `comic`, `minimal`. - **Feedback** (`feedback`, any mix): `flash shake vignette heartbeat direction`, or `all` / `none`. ## Multiplayer & anti-cheat Health fields are `Sync`. Only the entity's owner mutates them, and the relay refuses writes from anyone else — so one player cannot set another player's health from their own machine. - **Hit something you own** (your avatar, or a prop your peer took) — it changes on your machine and the new value goes on the wire. Every other peer draws exactly that number: health bars, numbers and death screens all read the same synced field. - **Hit something another player owns** — `Lifeline.damage` doesn't decide anything. It sends a request to that entity's owner over `multiplayer.send`, and the owner validates it before applying. `Lifeline.setDamageFilter(function(comp, amount, info, fromPeer) ... end)` is where that validation goes: return the amount to allow (clamped if you like), or 0 to refuse. `fromPeer` is set only when the hit arrived from another peer's request. - **Zones** run on every peer but act only on entities that peer owns, so a player in a fire zone is burned exactly once, by their own machine. A player's damage events are broadcast by the owner, so remote players see the same flash, numbers and score hooks. - **Events** (`Lifeline.on`) fire on every peer — same channel the kit uses for its own visuals. **The honest limit:** the engine's model is that the owning peer is the authority for its own entities. That is what stops *other* players from touching your health, and it is what this kit is built on. It does not, by itself, stop a modified client from lying about *its own* health (a hacked client could ignore a fire zone). If your game needs damage that a cheating client can't dodge, run the damage on a peer you control and funnel it through `setDamageFilter` — the filter runs on the owner, so it's the place to require proof, rate-limit, or refuse anything that doesn't match your own simulation. ## Other hooks `Lifeline.kill`, `Lifeline.revive`, `Lifeline.get(target)`, `Lifeline.all()`, `Lifeline.isAlive`, `Lifeline.setSpawnPicker(fn(comp, points) -> entity)`, `Lifeline.kinds` (damage kinds → colour/label, add your own). ## Contents `Health`, `DamageZone`, `HealZone`, `Projectile`, `ProjectileLauncher` (player blaster on a key, or an auto turret), `SpawnPoint`, `LifelineHUD` components, plus the `api`, `bars`, `numbers`, `feedback` and `zone` modules.
▲ 0↑ born

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+ quality × 0.35
+ performance × 0.25
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