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auras [2021/07/02 18:31]
maven
auras [2021/07/29 15:27] (current)
loggy
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 ====== Auras ======= ====== Auras =======
  
-Auras are effects surrounding units that rapidly exert their effect in "pulses" on nearby squares of the battlefield. Each aura has a value which primarily governs the rate of activation but also the area the aura covers. For unit abilities, this is typically denoted in the ability description. Whether an aura produces any or multiple effects is checked every 320 [[ticks]] (or 23.4375 times a round), much like most [[Battle Enchantments|Battle Enchantments]] (([[:user:loggy:auras|Analysis of the Dominions 5.51b executable]])). Some auras produce no visual effect on the squares they affect.+Auras are effects surrounding units that rapidly exert their effect in "pulses" on nearby squares of the battlefield. Each aura has a value which primarily governs the rate of activation but also the area the aura covers. For unit abilities, this is typically denoted in the ability description. Whether an aura produces any or multiple effects is checked every 320 [[ticks]] (or 23.4375 times a round), much like most [[battle enchantment|Battle Enchantments]] (([[:user:loggy:auras|Analysis of the Dominions 5.51b executable]])). Some auras produce no visual effect on the squares they affect.
  
 The mechanics by which an aura strikes squares are shared amongst all the different aura types and are discussed below. The mechanics by which an aura strikes squares are shared amongst all the different aura types and are discussed below.
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   - The probability of generating one or more aura pulses each check is (aura value)/24. Probabilities greater than one are guaranteed to produce at least one pulse.   - The probability of generating one or more aura pulses each check is (aura value)/24. Probabilities greater than one are guaranteed to produce at least one pulse.
   - Subtract 24 from the aura value. There is then a (new aura value)/24 to generate an additional pulse. This step continues until a new pulse is not generated.   - Subtract 24 from the aura value. There is then a (new aura value)/24 to generate an additional pulse. This step continues until a new pulse is not generated.
-  - Pulses are then placed, at random, in squares near the unit. If the pulse being placed is one of the first three for this check, or the aura strength is less than 10, the pulse appears in one of the nine squares in a 3x3 square around the unit. Otherwise, the pulse appears in one of the 25 squares in a 5x5 square around the unit.+  - Pulses are then placed, at random, in squares near the unit. If the pulse being placed is one of the first three for this check, or the final aura strength after subtractions is less than 10, the pulse appears in one of the nine squares in a 3x3 square around the unit. Otherwise, the pulse appears in one of the 25 squares in a 5x5 square around the unit. Successive pulses spawn centered around the square the last pulse was generated, which may cause auras to reach further from the unit that spawned them once aura values reach 25 or higher.
  
 Auras with a value over 600 follow different mechanics, hitting squares anywhere on the battlefield at random. In an unmodded game this only concerns the Doom [[Horror]] ??Kurgi - Slave to Unreason?? which has a Mind Slime value of 665: Auras with a value over 600 follow different mechanics, hitting squares anywhere on the battlefield at random. In an unmodded game this only concerns the Doom [[Horror]] ??Kurgi - Slave to Unreason?? which has a Mind Slime value of 665:
auras.1625250681.txt.gz ยท Last modified: 2021/07/02 18:31 by maven