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asset⌬ modulemoduleprimary: init.luau·originates fromworld 818ea2f4-9…

lost

The six who stopped, and the ritual that lets them go.

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

lost

The six who stopped, and the ritual that lets them go.

local Lost = require("game.knights.lost")

Lost.build(1, { x, y, z }, yaw, "KnightSpot_1")
local idx, dist = Lost.nearest(playerPosition)
Lost.setProgress(idx, 0.6)     -- the approach, 0..1
Lost.free(idx)                 -- the ending; false if it is already freed
Lost.update(dt)                -- drive the ritual

A lost knight is a pilgrim who put the helm on and never took it off again: the rock took the legs, the bronze went grey, and what is behind the slit is down to its last ember. They stand at the KnightSpot_N markers the spire lays out, one per canto band, each with its own lean, twist, arm angle and depth in the stone so no two read as the same statue.

Freeing one

Dishelming a lost knight is the only thing in this game you do to somebody else. It is a HOLD, and it only works with your own helm off — the fiction is that you have to be willing to be seen doing it.

setProgress is the approach: the ring at the feet brightens, the helm trembles, and the ember behind the slit comes up off its last coal. free is the ending — the helm leaves the figure and turns as it rises, a column of light goes up, the statue goes to embers, and a warm light washes the rock for a moment. What is left afterwards is the rock and a cooled scar where the ring was: the mountain keeps the mark.

free returns false for a knight already freed, and nearest skips them, so no hold can score the same knight twice. It increments L.state.freed and emits knightFreed(index, entity) before any of the animation runs.

Surface

Call
build(index, pos, yaw, spotName)Stand one up.
relocate(index, pos, yaw)Move one to its real spot when the spire lays it out.
nearest(pos)The nearest knight still standing, and its distance.
setProgress(index, t01)The approach. Emits freeProgress.
free(index)The ending. Emits knightFreed. false if already freed.
update(dt)Drive the ritual. Call every frame.
get / isFreed / count / remainingCount / positionReads.
clear()Take all six down, this module's earlier lives included.

Interface

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

conforms to

zero/source-extract/v2

strict

harnessAvailable( ) → boolean

rockPiece(root: any, name: string, v: any, i: number) → void

argtypedescription
rootany
namestring
vany
inumber

build(index: number, pos: { number }, yaw: number, spotName: string) → Knight

Build one lost knight under a root of its own, standing at `pos` and facing `yaw`. Everything is authored in metres because the root is unit-scale.

argtypedescription
indexnumber
pos{ number }
yawnumber
spotNamestring

get(index: number) → Knight

argtypedescription
indexnumber

count( ) → number

remainingCount( ) → number

isFreed(index: number) → boolean

argtypedescription
indexnumber

nearest(pos: any) → void

The nearest knight still standing, and how far away it is.

argtypedescription
posany

setProgress(index: number, t01: number) → void

The approach: the ring at the feet brightens, the helm trembles, and the ember behind the slit comes up from its last coal. 0 puts it all back.

argtypedescription
indexnumber
t01number

free(index: number) → boolean

The ending. Returns false if this knight has already been freed, which is what stops a second hold from scoring the same knight twice.

argtypedescription
indexnumber

update(dt: number) → void

Drive the ritual. Called every frame by the knights component.

argtypedescription
dtnumber

relocate(index: number, pos: { number }, yaw: number) → void

Move a knight that was stood up before its real spot existed. The spire lays its markers out on its own clock, so a knight placed on the caldera floor walks to the ledge it belongs on the moment that ledge is there.

argtypedescription
indexnumber
pos{ number }
yawnumber

position(index: number) → void

Where a knight stands, for a camera or a caption to look at.

argtypedescription
indexnumber

clear( ) → void

⌬ Metadata
descriptionThe six lost knights fused into the spire's rock, and the hold-to-dishelm ritual that frees one: a rising helm, a column of light, and the statue going to embers.

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
# helm The great helm — the object this game is named after. Both the pilgrim and the six lost knights wear the same one, built here once and dressed differently. ```luau local helm = require("game.knights.helm") local built = helm.build(unitScaleParent, "pg_helm", helm.PILGRIM) helm.setSlit(built, { 1.0, 0.7, 0.3 }, 0.4, 6) -- brighten what burns inside ``` `build` authors the helm in metres inside a parent whose own world scale is 1 (`kit.socket` returns one). Its origin is the middle of the head, so the same build sits correctly on a head socket and on a statue's neck. ## The two looks | Look | Who wears it | |---|---| | `helm.PILGRIM` | Kept bronze, the slit burning, a lamp looking out of the visor. | | `helm.LOST` | Grey with age, the slit banked to its last coal, barely lit. | A look names the plate material, the trim material, the material behind the slit, an optional per-entity tint for that slit, and the colour and strength of the light the visor throws. ## What it is made of A cylindrical shell under a domed crown, a coned jaw, two riveted bands, a low crest, six rivets, three breaths, and the slit: a soot frame with the ember burning inside it and a nasal bar down the middle. The visor's light is a **spot**, set well forward of the wearer and aimed the way the helm faces. A point light this close to a chest lights the chest and blows the body out to white; a spot standing clear of the head does what the fiction wants, which is a lantern looking out of the visor. `helm.setGeneratedMesh(identity)` points every helm built afterwards at a single generated mesh instead of the composed shell; the slit, its frame and the light stay either way, because they are what make the helm read as worn by something rather than as a prop on a shelf.
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module · born here
❒asset
# lavic <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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module · born here
❒asset
# kit The small toolkit the knights slice builds every made thing out of: attaching armour to an animated bone, sizing a part in metres on a rig that is authored in centimetres, and the easing its moments run on. ```luau local kit = require("game.knights.kit") local sock = kit.socket(headBone, yawDegrees, "helm_socket", { 0, 0.065, 0 }) local plate = kit.piece(sock, "plate", { model = "rounded_box", material = "game.knights.knight_bronze", pos = { 0, 0.03, 0.02 }, size = { 0.45, 0.44, 0.30 }, }) local bracer = kit.bridge(sock, "bracer", elbow.position, hand.position, { model = "rounded_box", material = "game.knights.knight_bronze", width = 0.19, thickness = 0.195, span = 0.94, }) ``` ## Why sockets The humanoid avatar's skeleton comes from a centimetre-authored model, so every bone stands under a parent scaled by 0.01: a child of a bone with `localScale` 1 draws a hundredth of the size it says. And a bone's axes point along the bone, not along the world, so "10 cm above the head" written as a local offset lands somewhere different on every joint. `kit.socket` answers both. It returns an empty child of the bone whose own world scale is exactly 1 and whose rotation is the character's yaw, so everything hung off it is written in plain metres in the character's own frame: `+x` is across, `+y` is up, `+z` is the way the pilgrim faces. `kit.bridge` is the other half — a plate that spans two joints, aimed down the limb and scaled to the distance between them. It is how a bracer or a greave goes on correctly whatever pose the avatar happens to be standing in when the dressing is put on, and stays correct as the limb bends. ## What is in it | Call | What it does | |---|---| | `worldScale(e)` | The scale a bone is really drawn at — the product up the chain. | | `socket(bone, yaw, name, offset?)` | A unit-scale, yaw-aligned anchor on a bone. | | `piece(socket, name, spec)` | One dressed part inside a socket, authored in metres. | | `bridge(socket, name, from, to, spec)` | A plate spanning two joints, aimed down the limb. | | `attach(bone, anchor, yaw, name, spec)` | One part straight onto a bone, no socket. | | `prop(parent, name, worldPos, spec)` | A free-standing part at a world point. | | `fitHeight(e, metres)` | Rescale anything with bounds to the height it should occupy. | | `eachModel(e, fn)` / `repaint` / `tintAll` | Reach every Model in a subtree. | | `clamp01` / `easeOut` / `easeInOut` / `lerp` / `nlerpQuat` | The easing every moment runs on. | | `despawn(e)` | Despawn if it still exists. | `spec` fields are `model` (a primitive name or an asset identity), `material`, `pos`/`size`/`rot` in metres and degrees, and `tint` + `tintBlend` for a per-entity colour that no other entity wearing the same material sees.
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backing path · game/knights/lost.module

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