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asset⌬ modulemoduleprimary: init.luau·originates fromworld ad25322f-f…

Conversation

The installed cutscene runtime plays explicit PickupShots layouts with separate ConversationLines subtitle timing. Blocking scenes stage Jason, Lucia and specified NPCs; walking directions, resident assistance and the occupied apartment retain movement and the gameplay camera. Ca…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

Apartment conversations

The installed cutscene runtime plays explicit PickupShots layouts with separate ConversationLines subtitle timing. Blocking scenes stage Jason, Lucia and specified NPCs; walking directions, resident assistance and the occupied apartment retain movement and the gameplay camera. Camera cuts follow observed visual beats, independently of speaker changes. Phone, knock, crouch, pickup and victim reactions use skeletal clips. The phone follows Raymond's hand; the ascending lift gets temporary closed doors.

play(key, driver, cast, onComplete, options), update(dt), state(), active(), blocking(), skip() and stop() integrate with Jobs, Driver and Presentation. Only completion and skip advance the mission. Cancellation restores cast and input without advancing. Playable dialogue completion preserves movement input. Subtitles use the crunchy presentation raster; dialogue is not voiced or lip-synced.

Interface

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

conforms to

zero/source-extract/v2
Model

standing(e: ?) → void

argtypedescription
e?

finish(s: ?, reason: ?) → void

argtypedescription
s?
reason?

active( ) → void

blocking( ) → void

stop( ) → void

skip( ) → void

play(key: ?, d: ?, npcs: ?, complete: ?, options: ?) → void

argtypedescription
key?
d?
npcs?
complete?
options?

update(_dt: ?) → void

argtypedescription
_dt?

state( ) → void

definition(key: ?) → void

argtypedescription
key?

Sub-parts

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18+items
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module · born here
❒asset
# Visuals Temporary character and vehicle visual factories used by the per-player Driver. All roots are cleaned by their creating component. Used by `scenes.main` through the PlayerPrototype. Player state is local to its owning avatar; generated visual children are temporary. Controls: WASD move/drive, Shift sprint, E interact/enter/exit, Space brake, R replay after completion or failure. Input bindings include gamepad and touch.
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module · born here
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# Pickup shot layouts Explicit camera compositions and timed character actions for the apartment sequence observed in the user's local Extended Look video. Shots follow visual beats rather than changing for each speaker. ConversationLines supplies separate subtitle timing. Approach, hall, liftup, door, deal, raid, crossfire and liftdown stage the cast; directions, help and occupied keep player movement and the gameplay camera active. See design/apartment-shot-audit.md for the reference breakdown and fidelity limits. These are compact PS1 adaptations, not frame-perfect reconstructions.
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module · born here
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# Extended Look dialogue excerpts Selected exchanges from the TXT and SRT uploaded by the user. Source cue numbers are retained beside each line; speaker assignments use the TXT's inline speaker corrections. Ambiguous fragments are omitted, and some adjacent cues are joined. Original uploaded transcripts remain untouched. The approach, hall, deal and raid tables contain speaker, text, duration and source cue indices. Conversation adds establishing and closing beats; Presentation paginates long utterances without shrinking the text. No voice track is included.
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material · born here
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awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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