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 })`.
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
| State | What you see |
|---|---|
| rise | It draws itself up out of the dark below the rim over about 1.7 s, eroding into existence from the crown down. |
| drift | It crosses the plateau toward the nearest fire still burning, hem and rags swaying, shedding ash behind it. |
| feed | It 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. |
| burn | A 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
| Field | Meaning |
|---|---|
gate | Which of FL.pos.gates it came in over. |
speed | Metres 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.
Scoped to this part · feeds back into the world's score.