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
Copy 'Wearbear' line and 'Wearwolf' line at the end of skills.txt
(Note: this skills name in txt files different from game name)
Write new IDs. Actually 357 and 358, remove dru modifier (though it's not mean), change
skilldesc and skills name to BarWearbear and BarWearwolf.
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
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.
Remove parameters under columns minmana, manashift, mana, lvlmana because hirelings
don’t use mana
[aura] Set column Aura to 1.
[cast] Leave column Aura blank
Remove cost mult and cost add (set to 0) parameters.
[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
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
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.
Skill3 column: Set this column to 'BarWearbear' for bears and 'BarWearwolf' for wolves.
[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.
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[url=https://d2mods.info/forum/kb/viewarticle?a=34&sid=ec6b151546d46103709749e7b679d33f]Knowledge Base - Lycanthropic Barb Hirelings (by reddot)[/url]