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

pilgrim

The helmed bronze pilgrim — the thing the player IS.

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

pilgrim

The helmed bronze pilgrim — the thing the player IS.

local Pilgrim = require("game.knights.pilgrim")

Pilgrim.dress(bodyEntity)     -- on `bodyReady`; idempotent
Pilgrim.setHelm(false)        -- take it off: it arcs down to the hip
Pilgrim.update(dt)            -- drive the arc
Pilgrim.teardown()            -- hand the body back exactly as the avatar left it

The scene gives every body the engine's humanoid avatar: a rig, a walk, and an undressed character mesh. This module turns that into the pilgrim — soot under bronze plate, a cloak the ash has been ground into, and the great helm that is both the armour and the blindfold this game is about.

Nothing here replaces the avatar. Every piece is an entity parented to the bone it rides, so the dressing walks, jumps and falls with the animation it was hung on, and teardown leaves the body as it was.

What goes on

Head, chest, waist, hips, both shoulders, elbows, hands, thighs, shins and ankles each get a socket, and the parts hang off it in metres. Plates that follow a limb are spanned between the two joints they cover, so they sit correctly whatever pose the body is in when the dressing goes on and stay aligned as the limb bends. The character mesh underneath is tinted to soot, so the bronze is the bright thing standing on it.

The helm, moving

The helm is the one part that moves on its own. It lives in one of two homes — worn on the head socket, or riding the hip — and between them it is parented to the body rather than to either, so the change is a real arc through the world with a tumble in it and not a cut. Dishelmed, the sooted coif and the two lit eyes come up in its place, with a lamp looking forward out of them.

Surface

Call
dress(body)Dress a composed body. Idempotent.
setHelm(on, instant?)Take the helm off or put it back; instant skips the arc.
helmIsOn()What the dressing currently shows.
update(dt)Drive the arc. Call every frame.
applyDawn()Take the breastplate sigil up with L.dawn().
slitPosition()Where the burning slit is, for a camera or a caption.
isDressed() / count()Whether anything is dressed, and how many.
teardown() / clearOrphans()Take it all off.

Both the prototype standing in the editor and the clone a round mints get their own dressing, so what an author sees in edit is what a player wears in play.

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

Light

skinOf(e: any) → any

The avatar's own mesh answers to the full component identity rather than the leaf name every other component here takes, so both spellings are tried.

argtypedescription
eany

tintSkin(body: any, on: boolean) → void

Soot the character mesh under the plate, or hand it back untinted.

argtypedescription
bodyany
onboolean

boneMap(body: any) → void

The avatar composes a bone tree under the body. Bones are found by name inside that subtree rather than globally, so two pilgrims in one world never dress each other.

argtypedescription
bodyany

yawOf(body: any) → number

argtypedescription
bodyany

dressBody(body: any) → Dressed

argtypedescription
bodyany

socket(bone: any, name: string, offset: { number }?) → any

argtypedescription
boneany
namestring
offset{ number }?

setParented(rec: Dressed, where: string) → void

argtypedescription
recDressed
wherestring

poseHelm(rec: Dressed) → void

argtypedescription
recDressed

setEyes(rec: Dressed, visible: boolean) → void

argtypedescription
recDressed
visibleboolean

dress(body: any) → boolean

Dress a body the avatar has finished composing. Idempotent: a body already dressed is left alone, so a hot reload or a repeated `bodyReady` costs nothing.

argtypedescription
bodyany

clearOrphans( ) → void

Any dressing left standing by an earlier life of this module — a hot reload that lost its table, a component that was replaced mid-round.

isDressed(body: any?) → boolean

Whether a body is wearing the pilgrim's plate.

argtypedescription
bodyany?The body to ask about. Omitted, it answers for ANY body.

count( ) → number

setHelm(on: boolean, instant: boolean?) → void

Put the helm on or take it off. `instant` skips the arc — the round's own reset uses it so a restart does not start with a helm in mid-air.

argtypedescription
onboolean
instantboolean?

helmIsOn( ) → boolean

slitPosition( ) → any

Where the helm's slit is in the world — what a camera looks at for the dishelm beat, and what a caption anchors to.

update(dt: number) → void

argtypedescription
dtnumber

teardown( ) → void

Take every piece off and put the body back the way the avatar left it.

applyDawn( ) → void

The knights component hands the module the height the round is at, which is the only thing the dressing reads from the game state: the sigil on the breastplate takes up the dawn as the pilgrim climbs.

⌬ Metadata
descriptionDresses the humanoid avatar as the helmed bronze pilgrim through bone sockets, and takes the great helm off the head down to the hip and back on a real arc.

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/pilgrim.module

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