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LamplighterLook

What the Lamplighter is wearing, and the light he carries.

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

LamplighterLook

What the Lamplighter is wearing, and the light he carries.

Boot spawns this on HollowSystems/heroAsset. It waits for the hero body (Hollow.hero.entity(), announced on "heroReady"), resolves that body's skeleton through the rig's own role map, and dresses it:

entitymounted onwhat it is
LamplighterMantlethe pelvis boneheroAsset.lamplighter_mantle — the hooded waxed coat over mail, hood to shins
LamplighterHoodthe head boneheroAsset.lamplighter_hood, only when wearHood is set; the coat carries a hood of its own
LanternHammerthe right-hand bonethe grip socket: it holds the angle and the scale
LanternHammerPropthe socketheroAsset.lantern_hammer_b — the lantern-headed warhammer, shifted so the hand closes on the haft
LanternFlamethe socketan emissive sphere in heroAsset.lantern_flame — the visible wick
LanternLightthe socketa point light, the only light the Lamplighter carries into the crypt

Before anything is hung on it the bare rig is repainted in heroAsset.lamplighter_leather, so no pale limb shows through the coat. The material is written straight onto each SkinnedModel / Model rather than through the appearance toolbox, whose confirmation outline would flash on the hero in front of the player.

Everything rides bone entities, so the rig's own animation carries it and nothing is positioned per frame. That is also why the garments are rigid: they follow single bones rather than deforming with the skin, which suits heavy waxed leather and lets the whole look sit on the standard humanoid rig the locomotion already drives.

What the light says

The lantern is the hero's status read at a glance, driven every frame from Hollow.state.hero and from the abilities he has spent:

  • Charged — Cleave and Flare off cooldown burn the lantern at its brightest (measured: intensity 12.5). Cooldowns are derived here from "heroAttack" and Hollow.HERO, so the hero slice does not have to publish them.
  • Flare — "heroAttack"("flare") flashes the lantern near-white and swells the flame (measured: 29.9), decaying over about half a second.
  • Guttering — under 40% health the flame flickers and cools toward the deep red of a dying wick, the deeper the lower the health (measured at 12 hp: 4.6, flickering). At 0 it is all but out.

Tuning

Every placement number is a public field, so the look can be re-seated without editing code: hammerOffset, hammerRotation, hammerScale, gripPoint, flameOffset, flameSize, mantleOffset, mantleRotation, mantleScale, hoodOffset, hoodRotation, hoodScale, wearHood, dressBody, plus baseIntensity, lanternRange and lanternShadows for the light itself.

hammerRotation is measured in the hand bone's own frame so the hammer turns with the hand; the garment rotations are world angles, because a garment should not inherit whatever spin a rig gave its spine bone.

The rest of the slice

  • heroAsset.lamplighter — the avatar the scene entrypoint puts on the local player. Its body is the standard humanoid rig and its controller and animation are the standard kit, so the hero slice's movement and the shared locomotion work unchanged; the Lamplighter's look is the dressing above, not a separate skinned character.
  • heroAsset.anim_strike / anim_cleave / anim_flare / anim_flask / anim_hurt / anim_death — the clips at the Hollow.HERO_CLIPS identities, generated as humanoid motion and retargeting onto the rig (41 of 50 bones matched when measured). The hero slice plays them when they exist. Each keeps its source rig beside it in anim_<name>_anims/source_rig.rig; a clip whose source rig is missing cannot retarget.

Interface

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

conforms to

zero/source-extract/v2

LamplighterLook — what the Lamplighter is wearing, and the light he carries. Spawned by Hollow.boot() on HollowSystems/heroAsset. It waits for the hero body, then dresses that body's skeleton: the hood over the head bone, the waxed coat and mantle over the chest, the lantern-headed warhammer in the right hand, and the bare rig underneath painted in the Lamplighter's own near-black leather so nothing pale shows through the coat. Then it drives the lantern every frame from the run state: steady and warm while he is whole and his heavy abilities are charged, a white burst when he Flares, and a failing, guttering ember as his health runs out. Everything hangs off bone entities, so the rig's own animation carries it and nothing is positioned per frame. That is also why the pieces are sleeveless and rigid: they ride single bones rather than deforming with the skin, which suits heavy waxed leather and lets the whole look sit on the standard humanoid rig the locomotion already drives.

AssetModelLight

alive(e: ?) → boolean

argtypedescription
e?

findBone(body: ?, role: string, roles: ?) → void

A rig's own canonical role map answers first — the humanoid this game ships calls its right hand "Hand_R" and a generated character would call it "RightHand" — and only a rig with no retarget profile falls back to names.

argtypedescription
body?
rolestring
roles?

rigRoles(body: ?) → void

argtypedescription
body?

metresPerBoneUnit(bone: any) → number

A rig's bone entities are not necessarily in metres — the humanoid body this game ships carries its skeleton at a hundredth of world scale — so anything hung off a bone is sized against that bone's own scale and stated in metres.

argtypedescription
boneany

wear(bone: ?, name: string, source: ?, offset: ?, rotation: ?, scale: number) → void

A garment rides its bone's position but not its spin: a hood that inherited the head bone's authored orientation would sit sideways, and every rig orients its bones differently. So each piece is parented for the follow and then stated in WORLD angles, which read the same on any skeleton.

argtypedescription
bone?
namestring
source?
offset?
rotation?
scalenumber

undress( ) → void

dress(body: ?) → boolean

argtypedescription
body?

tryDress( ) → void

charge( ) → number

How charged the lantern reads: 1 with every cooldown spent down, 0 the instant both heavy abilities have just been used.

driveLantern( ) → void

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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backing path · heroAsset/LamplighterLook.component

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