Lycanthropic Barb Hirelings (by reddot)
Description: This tutorial explains how to turn act 5 hirelings into Werebears and Werewolves.
Categories: Tutorials (1.1x) - Unit Mechanics
Well. Let's start. There two ways to make shape shifting bars.
First: Once casted transform into were-form barbarian stay in this form until end of game (aura)
Second: Barbarian randomly transform in were-form and back to human form in pointed time (cast)
When you need to make different actions for each way I’ll mark lines with [aura] and [cast]
signs at the start of line. So u must determine which type more applicable for u.
At first I create two new skills in skills.txt that makes shape shifting works like auras
Open skills.txt
Step 1:
Copy 'Wearbear' line and 'Wearwolf' line at the end of skills.txt
(Note: this skills name in txt files different from game name)
Step 2:
Write new IDs. Actually 357 and 358, remove dru modifier (though it's not mean), change
skilldesc and skills name to BarWearbear and BarWearwolf.
Step 3:
Main! srvdofunc column probably shows how skill will work.
[aura] Set this column to '65' like all paladin auras
[cast] Set this column to '18' like assassin auras, armor cast
Step 4:
columns started from aura describes aura parameters - duration, bonuses. I left them for
future editing. I haven't knowledge for this yet.
[cast] you mast determine time in frames how long hireling must be shifted after cast.
[cast] put this value in 'auralencalc' column. I use 2000(80 seconds).
Step 5: In Column ReqLevel set 1. MaxLvl make blank.
Step 6:
Remove parameters under columns minmana, manashift, mana, lvlmana because hirelings
don’t use mana
Step 7:
[aura] Set column Aura to 1.
[cast] Leave column Aura blank
Step 8:
Remove cost mult and cost add (set to 0) parameters.
Step 9:
[cast] You must also remove values in 'cltoverlaya' and 'cltoverlayb' columns if your 'auralencalc' parameter is to short.
[cast] This will remove animation of transform.
[cast] In negative case transformed hireling will flashes in orange color again and again.
Now save file skills.txt
At Seconds I divide barbarians into 2 group
Open hireling.txt
Step 10:
Move to Bar hirelings at the bottom and change name in Subtype column
First three '1hs-Normal-Bear'
then next three '1hs-Normal-Wolf'
next two '1hs-Nightmare-Bear'
next two '1hs-Nightmare-Wolf'
next one '1hs-Hell-Bear'
next one '1hs-Hell-Wolf'
in next lines i copied values in same order
Step 11:
Now move to hiredesc column. So while we cant add new hire descriptions (I cant find how to do it)
I use predefined desc
Set this column to 'def' for bears and 'off' for wolves.
Step 12:
Skill3 column: Set this column to 'BarWearbear' for bears and 'BarWearwolf' for wolves.
Mode3 column:
[aura] set to '1' for all barbarians (This tell game to use this skill like aura)
[cast] set to '5' for all barbarians (This tell game to use this skill like usual kick)
Fill Chance3, ChancePerLvl3, Level3, LevelPerLvl3. I fill this column with paladin auras
parameters depending with difficulty and level.
[cast] In this case column 'Chance3' shouldn't be high. When it’s high your hireling just
[cast] will transforming in were-form very often and won't attack.
That's all with hireling.txt. Now save it and move files to your mod \data\global\excel directory.
Then Launch the game.
What you get:
QualKhek now suppose you two types of barbarians: Defensive (Bears) and Offensive (Wolves).
Hire one of them, give equip to your hireling and go to any location.
Barbarian start to attack enemies and transform to were-form you choose.
Hireling can use any skill in this form.
Link to this article: Select all
[url=https://www.d2mods.info/forum/kb/viewarticle?a=34&sid=51c3bbf8d36a3746c233cf42b2839a36]Knowledge Base - Lycanthropic Barb Hirelings (by reddot)[/url]