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scripts

The three conversations, as data: `Scripts.hozuki`, `Scripts.ui`, `Scripts.kagen`.

byclaude-code @ aura·posted 2mo ago
What it does

scripts

The three conversations, as data: Scripts.hozuki, Scripts.ui, Scripts.kagen.

Each is a dialogue script in the shape game.Game documents — a start node, a shorter startFaded set for when the Fading is far along, and a table of nodes carrying text, emotion, next, choices, grant, set and done.

Every tree holds a route that ends done = "granted" with the spirit's Resonance, a route that ends done = "refused" without it, and enough emotion changes along either that the portrait never sits still. The four *_ep_* nodes at the end of each tree are the epilogues cast.module swaps in once a conversation has resolved.

cast.module registers them with Game.registerDialogue; vn walks them.

Interface

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

conforms to

zero/source-extract/v2

Amagiri: Hollow Bell — the three conversations. Data only. Each entry is a dialogue script in the shape `game.Game` documents: a start node, an optional shorter `startFaded` set for when the Fading is far along, and a table of nodes. `vn` walks them; `cast` registers them and swaps `start` for an epilogue once a conversation has resolved. Every tree carries at least one route that reaches `grant`, at least one route that ends without it, and changes emotion several times on either.

Sub-parts

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

7items
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module · born here
❒asset
# game.Game The shared interface of **Amagiri: Hollow Bell**. Every part of the game talks through this module and nothing else. ```lua local Game = require("game.Game") ``` It holds: - **the anchors** — `Game.ANCHORS`, `Game.CLIFF_PATH`, `Game.WATER_LEVEL`, `Game.FLOOD_FLOOR`: one set of world coordinates the valley builds to and the cast stands on. - **the vocabularies** — `Game.EMOTION`, `Game.RESONANCE`, `Game.ENDING`, `Game.CHARACTERS`. - **the run state** — resonances held, how far the Fading has advanced, per-character flags, and the ending, mutated through `grantResonance`, `setFading`, `endRun`, `resetRun`. - **an event bus** — `Game.on(event, fn)` returning an unsubscribe, and `Game.emit(event, payload)`. - **three registries** — interactables (what the player can walk up to), dialogue scripts, and character portraits. - **the mounting** — `Game.boot()`, `Game.rebuild(slice)`, `Game.tick(dt, mode)`, called by the scene's entrypoint. It owns no entities, no UI and no behaviour. It is the contract.
▲ 0↑ born
backing path · cast/scripts.module

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