Blaze Oddities

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mmpx222
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Blaze Oddities

Post by mmpx222 » Sun Jan 13, 2019 11:48 am

cLoD 1.13c here. While creating a new skill similar to Blaze, I found something odd: When I set aurastate to anything other than blaze, it will no longer spawn any missiles. The skill function seems to be hardcoded to use the blaze state in states.txt.

This means that Blaze Clone and original Blaze cannot be used together. When I cast one, the other is overwritten. Thankfully, there seems to be no other weird side effects that may arise from two skills sharing the same aurastate.

Another oddity: When you Leap/Leap Attack/Whirlwind/Charge while Blaze is active, it will create a non-functional trail of fire behind you that won't damage enemies. I suspect that the server spawns Blaze missiles only when you are walking or running.
Last edited by mmpx222 on Sun Jan 13, 2019 2:51 pm, edited 1 time in total.
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Nizari
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Re: Blaze Oddities

Post by Nizari » Sun Jan 13, 2019 2:16 pm

Same states are hardcoded indeed, that's why it's better to don't touch most of vanilla ones.

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mmpx222
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Re: Blaze Oddities

Post by mmpx222 » Tue Jan 15, 2019 4:58 pm

More oddities:

aurastat and passivestat

Blaze skill function does not apply aurastats to the player. However, if you provide passivestats without a passivestate, Blaze will apply those stats while active. If you DO provide a passivestate, it will also apply the passivestats independently; casting Blaze will stack the passivestats, doubling the total amount.

srvmissile / cltmissile

When you cast Blaze, srvmissile / cltmissile ("main missile") is spawned once. srvmissilea-c / cltmissilea-c ("trail missiles") are spawned while you are walking/running. You can leave the main missile blank, or change it to whatever new missile you want, and it won't affect the Blaze trail.

Trail Missiles

You can use up to 3 trail missiles on the client (cltmissilea-c), but the server will always use srvmissilea. If you leave cltmissileb-c blank, the client will always use trail missile A (cltmissilea).

Each trail missile A-C will obey their own Range (duration) in Missiles.txt. If you set srvmissilea and cltmissilea-c to different missiles, missiles on the server may last longer or shorter than those on the client. Apparently, Blizzard didn't know this either, as they did this in Skills.txt:

Code: Select all

srvmissilea=blaze
srvmissileb=blaze
srvmissilec=blaze
(...)
cltmissilea=firewall
cltmissileb=firesmall
cltmissilec=firemedium
Funny how nobody figured that this had a bug after all these years.

Trail missiles must be stationary. If you set their velocity to a nonzero value, Blaze won't spawn any trail missiles at all. However, you can make the trail missiles spawn other moving missiles.

Case in point -- Blaze clone spawning stationary Frozen Orbs:
Screenshot002.jpg
Screenshot001.jpg
(everything tested with Charged Bolt changed to a clone of Blaze)
Nizari wrote:
Sun Jan 13, 2019 2:16 pm
Same states are hardcoded indeed, that's why it's better to don't touch most of vanilla ones.
Word.
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Re: Blaze Oddities

Post by JDS » Tue Jan 15, 2019 5:27 pm

However, if you provide passivestats without a passivestate, Blaze will apply those stats while active. If you DO provide a passivestate, it will also apply the passivestats independently; casting Blaze will stack the passivestats, doubling the total amount.
Isn't this the case for most skills?

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Re: Blaze Oddities

Post by mmpx222 » Tue Jan 15, 2019 6:44 pm

JDS wrote:
Tue Jan 15, 2019 5:27 pm
mmpx222 wrote:
Tue Jan 15, 2019 4:58 pm
However, if you provide passivestats without a passivestate, Blaze will apply those stats while active. If you DO provide a passivestate, it will also apply the passivestats independently; casting Blaze will stack the passivestats, doubling the total amount.
Isn't this the case for most skills?
Yes, most skills can also provide passive bonuses if you add a passivestate. I felt the "active reads passivestats but not aurastats" and the double-stacking component was worth mentioning.

Incidentally, this quirk means that Blaze can apply the passivestats only on yourself, and apply the aurastats to others via battlecry or shout missiles spawned while walking. The only problem being that both will use the same state (blaze) and auralencalc field, which limits what the skill can do.
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Re: Blaze Oddities

Post by JDS » Tue Jan 15, 2019 6:52 pm

mmpx222 wrote:
Tue Jan 15, 2019 6:44 pm
JDS wrote:
Tue Jan 15, 2019 5:27 pm
mmpx222 wrote:
Tue Jan 15, 2019 4:58 pm
However, if you provide passivestats without a passivestate, Blaze will apply those stats while active. If you DO provide a passivestate, it will also apply the passivestats independently; casting Blaze will stack the passivestats, doubling the total amount.
Isn't this the case for most skills?
Yes, most skills can also provide passive bonuses if you add a passivestate. I felt the "active reads passivestats but not aurastats" and the double-stacking component was worth mentioning.
I understand that, what I was saying is that I thought most skills work that way (apply passivestats while active, and double-stack). But maybe I just completely misremembered.

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Re: Blaze Oddities

Post by mmpx222 » Tue Jan 15, 2019 7:00 pm

JDS wrote:
Tue Jan 15, 2019 6:52 pm
I understand that, what I was saying is that I thought most skills work that way (apply passivestats while active, and double-stack). But maybe I just completely misremembered.
Do they? Come to think of it, for any skill that applies an aurastate on you, adding a passive component will double-stack the stats...but the skill function has to read the passivestats. Most auras seem to, though, and even the ones that ignore aurastats (Redemption) will read passivestats for some reason. Very odd.
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