194 lines
5.1 KiB
Plaintext
194 lines
5.1 KiB
Plaintext
# D2Mods Knowledge Base: Article 228
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# Title: Hireling.txt File Guide
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# URL: https://d2mods.info/forum/kb/viewarticle?a=228
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Hireling.txt File Guide
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Written by: Phrozen Heart
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Written on: Tue Dec 02, 2003 7:07 pm
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Views: 11226
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Description: by Ric Faith
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Categories: File Guides (1.09x)
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A. Hireling - Descriptive
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B. SubType - Descriptive
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C. Id - ID number to segregate the hirelings and threshold lvls
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D. Class - reference to monstats.txt for monster
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E. Act - Where you're getting it
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F. Difficulty - 1=Normal, 2=NM, 3=Hell
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G. Level - mlvl of the hireling (what level is required to 'upgrade' skills/stats)
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H. Seller - reference to monstats.txt for NPC
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I,J. NameFirst, NameLast - Range from which the game looks to get random names for the hirelings
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K. Gold - Cost of hireling, compounded by mlvl
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L. Exp/Lvl:
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Factor used in the calculation of Exp required between mlvls.
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Smaller numbers = Less exp required to lvl up = Faster lvling
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Personal recommendation = 30-75 for decent lvling
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M. HP - Life at Base Lvl
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N. Hp/Lvl - Amount of additional Life given at Lvl up
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O. Defense - DR (Defence Rating) at Base Lvl
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P. Def/Lvl - Amount of additional DR given at Lvl up
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Q. Str - Strength at Base Lvl
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R. Str/Lvl - Amount (in 8ths) of additional Strength given at Lvl up
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S. Dex - Dexterity at Base lvl
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T. Dex/Lvl - Amount (in 8ths) of additional Dexterity given at Lvl up
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U. AR - Attack Rating at Base Lvl
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V. AR/Lvl - Amount of additional AR given at Lvl up
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W. Share - Used to co-relate between threshold lvls between Normal, NM, Hell Hirelings
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X,Y. Dmg-Min, Dmg-Max - Range of Damage dealt at Base lvl.
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Z. Dmg/Lvl - Amount (in 8ths) of additional Damage given at Lvl up
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AA. Resist - All Resistance at Base Lvl
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AB. Resist/Lvl - Amount (in 8ths) of additional All Resist given at lvl up
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AC,AD. WType1, WType2 - Can't be changed, is the itemtype of the items that can be carried in weapon slots
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AE. HireDesc - A reference for .tbl files
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AF. Default Chance - The Chance that Hireling will use weapon and normal attack instead skill
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AG-BP. Skill, Mode, Chance, ChancePerLevel, Level, LvlPerLvl 1-6:
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Skill - Reference to Skill column (col A) in skills.txt
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Mode - The Mode to use for the skill:
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Generally-
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1 -> Auras
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4 -> Attack
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5 -> Attack (use for Barbs, works the same way as Mode=4)
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7 -> Cast
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14-> Seq (use for Jab)
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You can use Mode=4 for almost everything, and
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change the monanim column in skills.txt to attack to make the skill
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work:) Do note tho, that if a monster uses the same skill, it will use
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the attack anim instead of its usual anim for this skill.
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Chance - The Chance that hireling will use Skill at Base Lvl:
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It is calculated by probability: Using the example for Normal Fire Rogue, 1st Threshold,
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Default Chance = 75, Inner Sight = 10, Fire Arrow = 25
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So by probability (Chance/TotChance *100%):
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Default (Attack) = 75/110 *100% = 68.18%
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Inner Sight = 10/110 *100% = 9.09%
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Fire Arrow = 25/110 *100% = 22.73%
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To move along to the 2nd Threshold:
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Default Chance = 75, Inner Sight = 10, Fire Arrow = 69
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So: Default (Attack) = 48.70%, Inner Sight = 6.49%, Fire Arrow = 44.81%
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So you can see, when you go from one threshold to
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the next, the values may change depending on your Chance set. Ideally
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you should push your intended favourite higher so it will occur more
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often.
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ChancePerLevel - Amount of additional Chance given at lvl up, used to improve the chances of certain skills as during lvling
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Level - The sLvl of the Skill at Base lvl
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LvlPerLvl - Factor in improving slvl at lvl up (0=no increment)
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BQ-BT. Head, Torso, Weapon, Shield - References to the anims for monster parts
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Annex A - Tips for Chance
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Generally a very high chance should be put for
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Auras (Defiance, Concentration), Warcries (Shout, Howl), Shielding
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(Bone Armor, Cyclone Armor, Sorc's Ice Armors), certain magicks (TS,
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Armageddon, Hurricane - tho Armageddon and Hurricane can get messy if
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they are spammed). This is so that the hireling will cast it
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immediately upon sighting an enemy to protect himself, or provide the
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necessary bonuses.
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Usually (and also in the original hireling.txt) a
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value of 1000 is used. However if you give a very high chance, it'll
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mean that they will continuous keep casting the skill. There is a way
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around that:
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With reference to States.txt, there is a list of
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STATES, like STATE_FROZENARMOR or STATE_SHOUT, STATE_CONCENTRATION,
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STATE_ARMAGEDDON. These values can be put in skills.txt under the 3rd
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last column - caster state. It is recommended to put all those that you
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think you may use, and some of those that you may or may not use in. It
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has no other side effects, but has good uses for hirelings.
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Now what happens is that after the hireling has
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cast his Hurricane, the game will keep track and put STATE_HURRICANE as
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long as the skill is active. When the hireling is deciding the
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Chance/Probability to use a skill, Hurricane is no longer considered,
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and so the skill will not be chosen again, until the Hurricane is
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finished, and the STATE_HURRICANE is removed. After that the game can
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consider activating Hurricane again.
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Link to this article: Select all
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[url=https://d2mods.info/forum/kb/viewarticle?a=228]Knowledge Base - Hireling.txt File Guide[/url] |