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Daeva

A daeva of the dark: an ash-shadow that comes over the rim to put out the temple's fires. One instance per enemy, spawned by the night at a rim gate with `component.add("Daeva", { gate = i })`.

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

Daeva

A daeva of the dark: an ash-shadow that comes over the rim to put out the temple's fires. One instance per enemy, spawned by the night at a rim gate with component.add("Daeva", { gate = i }).

What it does

StateWhat you see
riseIt draws itself up out of the dark below the rim over about 1.7 s, eroding into existence from the crown down.
driftIt crosses the plateau toward the nearest fire still burning, hem and rags swaying, shedding ash behind it.
feedIt takes station on the far side of the altar, lifts its hood over the bowl and leans in, and a plume of soot presses down onto the flame. While it is there it emits daeva.smother every frame, which is what the night drains that fire with.
burnA flare eats it from the hem upward along an ember edge in about half a second, throwing sparks and a puff of ash.

At first light whatever is left dissolves: the sun finishes what the censer did not.

Reach, and the Parthian shot

A flare carries FL.censer.flareRadius. A daeva inside that goes. A daeva outside it does not — unless the magus was running away from it as the flare left the censer, which multiplies the reach by FL.censer.parthian. Turning your back on a daeva is how you hit the one you could not otherwise reach. A daeva still climbing the rim is a fair target too.

Fields

FieldMeaning
gateWhich of FL.pos.gates it came in over.
speedMetres per second it drifts, defaulting to FL.daeva.speed.

What it says on the bus

Listens to flare and dawn; emits daeva.smother(fireId, dt) while it is on an altar and daeva.banished(entityId) exactly once, the moment it is unmade. Its own children are all named dv_*.

Where it meets the altar

FL.fires[i].pos is the foot of an altar and the fire sits in a bowl on top of a plinth, so a daeva that walked to the given point would end up inside the stone. STANDOFF and FLAME_Y at the top of init.luau are the two numbers that say how far short to stop and how high the fire is — the only thing this slice assumes about the shape of an altar.

A daeva takes station on the +Z side of the altar, which is the far side from the player's seat, so the fire it is smothering stays visible in front of it and two daevas on one altar do not stand in each other.

Interface

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

conforms to

zero/source-extract/v2

Daeva — an ash-shadow of the night. The loop spawns one at a rim gate. It comes up over the rim, drifts to the nearest fire still burning, and lies down over the altar to smother it — emitting `daeva.smother` every frame it is there, which is what the loop drains that fire with. A flare of ember within reach unmakes it, and a flare thrown while the magus runs AWAY reaches further: the Parthian shot. Four states, and each of them is something you can see happen: rise it lifts out of the dark below the rim, eroding into existence drift it crosses the plateau, hem and rags swaying, trailing ash feed it spreads over the altar and a plume of soot chokes the flame burn a flare takes it from the hem up along an ember edge What differs between two daevas is written into per-instance shader lanes (see `daeva_ash`), so all of them share one material and one set of meshes. Children are named `dv_*`. Never `daeva_*` — the loop sweeps that prefix.

ModelAudio

ashColor( ) → void

build( ) → void

writeLanes( ) → void

stopPlume( ) → void

startPlume(fire: ?) → void

argtypedescription
fire?

burst(at: ?) → void

argtypedescription
at?

unmake(kind: string) → void

argtypedescription
kindstring

perchPoint(fire: ?) → void

Where on an altar this daeva takes up station. The camera's heading never turns and +Z is always up the screen, so a daeva that settles on the +Z side stands BEHIND the fire from the player's seat: the flame it is smothering stays visible in front of it, and two daevas on one altar do not stack.

argtypedescription
fire?

driftTo(dt: number, target: ?) → number

Drifts toward its station on `target` and turns to face the fire itself. Answers how far it still is from the FIRE, which is what smothering asks.

argtypedescription
dtnumber
target?

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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21+items
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module · born here
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# DaevaBody The geometry a daeva is made of, built once per session and shared by every one of them. - `M.shroud()` — the robe: a hooded column that widens at the shoulders, narrows into a cowl and frays into smoke where feet would be, with rags hanging off the shoulders. - `M.cowl()` — the hood shell that stands proud of the head and open at the front, so the eyes burn inside a hollow instead of on a surface. - `M.coal()` — one of the two coals it sees with. - `M.EYE` — where those coals sit in the shroud's own space. - `M.HEIGHT` — how tall a daeva stands, in metres. Each mesh carries two things the `daeva_ash` shader reads: | Stream | What it means | |---|---| | `uv.y` | Height along the part: 0 at the fraying end, 1 at the anchored end. The coordinate the shader erodes and burns along. | | `color.r` | How loosely this vertex hangs, and so how far the shader's vertex hook may sway it. The hem and the rags drift; the crown of the hood stays put. | The three meshes are uploaded under fixed guids, so a hot reload rebuilds the same three rather than minting a new set beside the old ones.
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# dv_whisper A daeva's own voice: a dry ash-whisper with a hollow drone under it, carried on the daeva itself as a spatial looping source, so what you hear is how close one has got. Quiet on purpose — it sits under the temple's own bed and only becomes audible when something is nearly on you. 2.4 seconds, 16 kHz mono, stored as pcm. Every partial in it sits on an exact multiple of 1/2.4 Hz and the breath envelope runs a whole number of cycles, so the loop wraps with no seam; the pcm codec keeps the head of the clip, which an Opus loop would clip off at the join.
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# FL <!-- 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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1+problem

Inside

1 problem across 1 item
●
dep.unresolved · L28
could not resolve `@builtin::textures.particle_default`
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