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VantageDocumentation

Auras

An aura applies a buff to every eligible unit within a radius of its owner, for as long as they stay in range. Paladin auras, a necromancer’s bone armor, a hex that slows enemies nearby: all auras.

See it running: the 04 · Stats, Buffs and Auras demo scene. See Demos to import the scenes.

Every field, its default and every member you can call: Auras reference.

Authoring

  1. Create the buff (Create → Vantage → Units → Buff Definition) and set its stacking policy to Refresh. Two emitters of the same aura then share one instance on each target instead of stacking.
  2. Create → Vantage → Auras → Aura Definition. Assign the buff and set:
Field Meaning
Radius Effect radius in world units.
Target Filter SelfOnly, Allies, AlliesExceptSelf, Enemies or AllUnits.
Required Tags / Excluded Tags Only units with all required tags and none of the excluded ones.
Refresh Interval How often the aura re-applies. Smaller is more responsive.
Mutually Exclusive With Auras that cannot run on the same owner at the same time. Enabling one disables the others.
  1. Add the aura to Passive Auras on the unit definition. The unit gets one VtAuraEmitter per aura at spawn.

Units that leave the radius lose the buff shortly after the next interval.

Buff instances an aura applies are marked with FromAura, so a buff bar can show them as lasting while the unit stays in range instead of counting the refresh interval down over and over.

Toggling at runtime

Add or find the VtAuraEmitter, set its Definition, and flip enabled. Refresh() forces an immediate application, for example right after a teleport.

Auras stop emitting while the owner is dead or unable to cast.