The abilities file is imo one of the hardest to understand of all Ageod files.
There are meny fields that lacks a descriptive name so we have to guess what they do.
For a first approach it will be enough to take a look and understand some of the things we can see.
Lets open the AACW file AACW_DB_Ability_list_ver116b-rc1, the abilities file of AACW. You can get it here: http://www.ageod-forum.com/showthread.php?5358-Official-Files-for-modding
We will center our attention in the second ability $abi_nam_Cavalryman, just to begin to be familiar with this file.
Here is an image with all the fields of this ability.
[ATTACH]27217[/ATTACH]
In this first study we will take a look at these fields:
- name (it must start with a $ sign)
- alias (this is needed in the alias folder, ther you have all the abilities aliases in one file called abi_Alias).
- Kind. This describes what kind of ability is.
- Text (selfexplaining)
- Design Text '25% combat bonus for all cavalry units in the stack, if in clear, prairie or desert terrain.'
- ImageID (abi_cavalry.png), this is the image that you can see on the Leaders or units with this ability.
- Color (the color of the abi_cavalry.png background)
- Appliance (this ability applies to a group)
- Param0, Param1, Param6. All of the with a 125. See that this ability gives is a 25% bonus. So if you want to have a 30% just change 125 for 130.
- ListParams0 ($Clear|$Prairie|$Desert) this field is to declare the type of regions where this ability applies.
- ListParams1 ($Cavalry) this is to declare waht type of unit benefits of this ability.
With this said, take a look at the entire file and you will start to understand how abilities are defined.
I know i haven't talked about other fields like Family, Level, ProgRate etc... but this is jus a first approach.
Enough to see how complex and detailed are the guts of Ageod games right?