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

foes

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…

by◐Sh·posted 5d ago
What it does

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.

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/foes.module/init.luau — the `foes` slice. What waits in the Ashen Valley. Hollow soldiers stand in the camps down the road; each one notices the player, closes, winds up and strikes. The Ash Warden kneels at the valley's heart and gets up when you come. Every foe is an entity under `Game/foes`, which is the whole of the contract with the vigil slice: lock-on searches that mount, and a swing looks for what is inside its arc there. Killing one credits souls to the player. The bodies are blockouts — a plain figure in the palette's iron and blood — named as SLOTS for the model pass.

ModelBoxColliderLight

vigil( ) → void

spawnFoe(name: ?, x: ?, z: ?, spec: ?, scale: ?, tint: ?, bundle: string?) → void

argtypedescription
name?
x?
z?
spec?
scale?
tint?
bundlestring?

damage(e: ?, amount: ?, from: ?) → void

argtypedescription
e?
amount?
from?

alive( ) → number

buildSoldiers( ) → void

buildWarden( ) → void

tick( ) → void

build( ) → boolean

Sub-parts

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

15items
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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`.
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module · born here
❒asset
# 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.
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module · born here
❒asset
# game.valley.terrain — the shape of the Ashen Valley ONE height function, `T.height(x, z)`, is the authority on where the ground is. The rendered mesh, the physics heightfield and every landmark's footing are all sampled from it, so what is drawn and what is stood on are the same surface by construction rather than by agreement. `T.height` composes the valley out of its own parts, each a named term: the floor falling gently down-valley with the dead ground's roll, the valley walls climbing away from the centre line, the higher ridge on the +X side (the viewpoint the establishing shot is taken from), the raised shelf the chapel stands on, and the road — a corridor cut and flattened through all of the above so it stays walkable where the ground does not. Also here: `T.roadX(z)` (the road's centre line), `T.normalAt(x, z)` (the surface normal by central difference), `T.meshGeometry()` (the terrain mesh as positions/indices/normals/uvs), `T.collider()` (the same grid as a `HeightfieldCollider`'s rows, cols, extent and heights), and `T.roadGeometry()` (the road ribbon laid on the corridor the height function already cut). The named places — `T.CHAPEL`, `T.RIDGE_TOP`, `T.HEART` — are what the rest of the valley is laid against. Called by `game.valley` (which builds it) and `game.valley.landmarks` (which places everything standing on it) and by `game.foes` (which stands the Ash Warden's camp on it).
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backing path · game/foes.module

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