gear
The gladiator's authored kit, spawned from primitives and the slice's materials: galea, manica and spongia, harness, lorica and cape tiers, subligaculum and balteus, greave, fascia, sandals, the five career weapons, the parma shield, the lock-on marker, a training palus and parti…
game.player.gear
The gladiator's authored kit, spawned from primitives and the slice's materials: galea, manica and
spongia, harness, lorica and cape tiers, subligaculum and balteus, greave, fascia, sandals, the five
career weapons, the parma shield, the lock-on marker, a training palus and particle bursts. Also the
small vector/quaternion toolkit (G.Q) the Gladiator component poses with. Called only by
game.player.Gladiator.
Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
conforms to
zero/source-extract/v2game/player/gear.module — the gladiator's authored kit. Bronze crested galea, leather manica with bronze bands and a layered spongia on the sword arm, linen-wrapped shield arm, red subligaculum under a studded leather balteus, a bronze greave and a linen fascia on the shins, sandals, a round bronze parma and the weapon of the career (gladius, spatha, trident, axe, champion's sica). Optional lorica and champion's cape follow the armour the career wears. Everything here SPAWNS from primitives and the slice's own PBR materials (game/player/materials); nothing runs per frame. The Gladiator component builds the kit once the body is ready and poses weapon and shield. Also carries the small vector/quaternion toolkit that posing needs.
v(p: any) → void
| arg | type | description |
|---|---|---|
| p | any |
q(r: any) → void
| arg | type | description |
|---|---|---|
| r | any |
add(a: ?, b: ?) → void
| arg | type | description |
|---|---|---|
| a | ? | |
| b | ? |
sub(a: ?, b: ?) → void
| arg | type | description |
|---|---|---|
| a | ? | |
| b | ? |
scale(a: ?, s: number) → void
| arg | type | description |
|---|---|---|
| a | ? | |
| s | number |
dot(a: ?, b: ?) → number return a
| arg | type | description |
|---|---|---|
| a | ? | |
| b | ? |
cross(a: ?, b: ?) → void
| arg | type | description |
|---|---|---|
| a | ? | |
| b | ? |
len(a: ?) → number return math
| arg | type | description |
|---|---|---|
| a | ? |
norm(a: ?) → void
| arg | type | description |
|---|---|---|
| a | ? |
lerp(a: ?, b: ?, t: number) → void
| arg | type | description |
|---|---|---|
| a | ? | |
| b | ? | |
| t | number |
mul(a: ?, b: ?) → void
| arg | type | description |
|---|---|---|
| a | ? | |
| b | ? |
conj(a: ?) → void
| arg | type | description |
|---|---|---|
| a | ? |
rot(q: ?, v: ?) → void
| arg | type | description |
|---|---|---|
| q | ? | |
| v | ? |
axis(x: number, y: number, z: number, a: number) → void
| arg | type | description |
|---|---|---|
| x | number | |
| y | number | |
| z | number | |
| a | number |
yaw(a: number) → void
| arg | type | description |
|---|---|---|
| a | number |
basis(X: ?, Y: ?, Z: ?) → void
Rotation whose local X, Y, Z axes land on the given (orthonormal) world axes.
| arg | type | description |
|---|---|---|
| X | ? | |
| Y | ? | |
| Z | ? |
lookY(y: ?, zHint: ?) → void
Local +Y along `y`, local +Z as close to `zHint` as it can be.
| arg | type | description |
|---|---|---|
| y | ? | |
| zHint | ? |
lookZ(z: ?, yHint: ?) → void
Local +Z along `z`, local +Y as close to `yHint` as it can be.
| arg | type | description |
|---|---|---|
| z | ? | |
| yHint | ? |
skin_tan( ) → void
bronze_dented( ) → void
bronze_dark( ) → void
bronze_gilded( ) → void
leather_oiled( ) → void
leather_dark( ) → void
red_cloth( ) → void
red_plume( ) → void
linen( ) → void
steel_worn( ) → void
steel_dark( ) → void
wood_grip( ) → void
lock_ember( ) → void
blood( ) → void
spark( ) → void
galea( ) → void
parma( ) → void
gladius( ) → void
spatha( ) → void
trident( ) → void
axe( ) → void
champion( ) → void
art(parentId: string, name: string, key: string) → any
| arg | type | description |
|---|---|---|
| parentId | string | |
| name | string | |
| key | string |
mat(name: string) → any
| arg | type | description |
|---|---|---|
| name | string |
group(parentId: string?, name: string, pos: { number }?, rot: { number }?, scale: { number }?) → void
| arg | type | description |
|---|---|---|
| parentId | string? | |
| name | string | |
| pos | { number }? | |
| rot | { number }? | |
| scale | { number }? |
part(parentId: string, name: string, model: string, matName: string, pos: { number }, scale: { number }, rot: { number }?) → void
| arg | type | description |
|---|---|---|
| parentId | string | |
| name | string | |
| model | string | |
| matName | string | |
| pos | { number } | |
| scale | { number } | |
| rot | { number }? |
onBone(name: string, bone: any, worldPos: { number }, worldRot: { number }) → void
A group parented under a (scaled, animated) bone whose WORLD transform is worldPos/worldRot at scale 1, so its children are authored in metres.
| arg | type | description |
|---|---|---|
| name | string | |
| bone | any | |
| worldPos | { number } | |
| worldRot | { number } |
poseOnBone(e: any, bone: any, worldPos: { number }, worldRot: { number }) → void
Re-pose an entity parented to a bone so it sits at a world transform.
| arg | type | description |
|---|---|---|
| e | any | |
| bone | any | |
| worldPos | { number } | |
| worldRot | { number } |
buildBody(anchor: any, sock: { [string]: any }) → void
The body kit `sock` is Humanoid.sockets (role -> bone entity); `anchor` is the entity the body turns with (local +X = the body's LEFT, +Z = its forward).
| arg | type | description |
|---|---|---|
| anchor | any | |
| sock | { [string]: any } |
keep(g: ?) → void
| arg | type | description |
|---|---|---|
| g | ? |
P(r: number, u: number, f: number) → void
Body-frame offset (right, up, forward) in a group oriented with the body.
| arg | type | description |
|---|---|---|
| r | number | |
| u | number | |
| f | number |
at(role: string, name: string) → void
| arg | type | description |
|---|---|---|
| role | string | |
| name | string |
seg(a: string, b: string, name: string) → void
| arg | type | description |
|---|---|---|
| a | string | |
| b | string | |
| name | string |
buildWeapon(parentId: string, id: string) → void
Weapons (grip at the origin, blade along +Y, flat facing ±Z)
| arg | type | description |
|---|---|---|
| parentId | string | |
| id | string |
buildShield(parentId: string) → void
Parma: round bronze shield, face along local +Z, grip at the origin.
| arg | type | description |
|---|---|---|
| parentId | string |
buildMarker(parentId: string) → void
Lock-on marker: an ember diamond inside a slowly turning ring.
| arg | type | description |
|---|---|---|
| parentId | string |
buildDummy(parentId: string, name: string) → void
Training palus: the wooden post every ludus drills against.
| arg | type | description |
|---|---|---|
| parentId | string | |
| name | string |
burst(parentId: string, pos: { number }, matName: string, n: number, speed: number, size: number, dir: { number }?) → void
A burst of small particles; the component moves and expires them.
| arg | type | description |
|---|---|---|
| parentId | string | |
| pos | { number } | |
| matName | string | |
| n | number | |
| speed | number | |
| size | number | |
| dir | { number }? |
Sub-parts
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Problems
Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.
agent_score is exposed.+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
Scoped to this part · feeds back into the world's score.