## Chance to cast Frenzy?

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Jaygore
Posts: 98
Joined: Fri Mar 01, 2013 4:33 am

### Chance to cast Frenzy?

Hey all. Was wondering if there was anyway to make Frenzy a skill you can cast on chance on items? So far it seems like you cant so was hoping there was a specific function I could edit to make it so!

Thanks!

Jaygore
Posts: 98
Joined: Fri Mar 01, 2013 4:33 am

### Re: Chance to cast Frenzy?

A year later and...bump

Cypress
Posts: 163
Joined: Fri Dec 01, 2017 2:08 am

### Re: Chance to cast Frenzy?

This is speaking entirely theoretically (meaning I haven't tested it directly, although I've messed around with progressively building states enough to have a pretty good idea), but I'm pretty sure you can simulate Frenzy behavior with most any self-buff function. Note that I'm assuming by Frenzy you mean the building-up speed part of it, and not the attack part.

(1) Make a skill with srvdofunc=18
(2) Give it the same stats as Frenzy
(3) Give it an additional new stat that you won't get anywhere else that is equal to itself + 1. So for example, if you use the stat unused183, then the calc should be: min(stat('unused183'.accr)+1,lvl)
(4) Make it so the stats in (2) scale with the value of (3)

The general idea of this technique also works works well in other instances, such as making a progressively increasing debuff against enemies, or giving enemies a "rage timer" that makes them get rapidly, progressively stronger over time.

Jaygore
Posts: 98
Joined: Fri Mar 01, 2013 4:33 am

### Re: Chance to cast Frenzy?

Thanks for responding! I actually managed to figure it out
Cypress wrote:
Thu Nov 19, 2020 1:34 pm
This is speaking entirely theoretically (meaning I haven't tested it directly, although I've messed around with progressively building states enough to have a pretty good idea), but I'm pretty sure you can simulate Frenzy behavior with most any self-buff function. Note that I'm assuming by Frenzy you mean the building-up speed part of it, and not the attack part.

(1) Make a skill with srvdofunc=18
(2) Give it the same stats as Frenzy
(3) Give it an additional new stat that you won't get anywhere else that is equal to itself + 1. So for example, if you use the stat unused183, then the calc should be: min(stat('unused183'.accr)+1,lvl)
(4) Make it so the stats in (2) scale with the value of (3)

The general idea of this technique also works works well in other instances, such as making a progressively increasing debuff against enemies, or giving enemies a "rage timer" that makes them get rapidly, progressively stronger over time.