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Pocus
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Creating your own attributes!

Fri Oct 24, 2008 10:10 am

You can create abilities and even your own attributes in all AGE games.

An attribute allows you to check if an ability will work on the element or against the element.

An example will make things simpler. I want to have ironclads do much more damages against wooden ships than against others ships.

I'll create a Combat ability with a 200% to Hit chance (Param0 for abilities of class BattleBonus). But I will restrict its use against Woodenships.

(First create if they are not there new columns called StrParam0 to StrParam7).

In StrParam7 I add this string: *woodenships*. This is a string of your choice (*FlyingSaucer* is perfectly legal, but put * at start and end though....

This mean that this ability will only work against targets which has this attribute.

Now, to finish the work, we go to Models.xls. There you find a column named ... Attributes. And guess why? You put *woodenships* in this column for ships which are flying saucer. :bonk: ok, this was to see if you were with me... You put the attribute to ships which are made of wood. :neener:

If you already have an attribute, simply separate them with a pipe character |
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Pocus
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Fri Oct 24, 2008 10:13 am

Another use is to have abilities work only for some elements. For example you have an element which gives +5 to cohesion for his whole unit (the division he is in), but you want to restrict that to Indian Cavalry regiments, which where created in 1862 exactly. (yes this is rather restricted in its use!).

You tag such models, in the DB with the attribute of your choice. Say '*Indian1862*'


You put in the ability line, column StrParam6 '*Indian1862*'.

That's it. :thumbsup:
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Gray_Lensman
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Fri Oct 24, 2008 10:21 am

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Pocus
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Fri Oct 24, 2008 10:22 am

strParam6 for abilities that work only if the element receiving the ability has the attribute.

strParam7 for abilities that work only if the element targeted (by the element which is receiving the ability) has the attribute.
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Fri Oct 24, 2008 10:31 am

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Fri Oct 24, 2008 10:53 am

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lodilefty
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Fri Oct 24, 2008 11:44 am

Gray_Lensman wrote:Cool.

Now, we just need an accurate listing of what the other columns do depending on "Kind"... From what I understand... "Kind" affects how the various Params0 thru Params18 are interpreted.

In the case of the $armored ability that I was working with, should I change the "Kind" to "$abiBattleBonus" and define the parameters for it accordingly... using StrParam6 to name the attribute?

edit> Actually, it appears $abiBattleBonus won't do either, unless some of the other Params mean something... The information I have is not enough to work with in regard to what Params do what depending on "Kind".


http://www.ageod-forum.com/showthread.php?t=10259

I'll update it with this info.
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lodilefty
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Fri Oct 24, 2008 11:51 am

Pocus wrote:Another use is to have abilities work only for some elements. For example you have an element which gives +5 to cohesion for his whole unit (the division he is in), but you want to restrict that to Indian Cavalry regiments, which where created in 1862 exactly. (yes this is rather restricted in its use!).

You tag such models, in the DB with the attribute of your choice. Say '*Indian1862*'


You put in the ability line, column StrParam6 '*Indian1862*'.

That's it. :thumbsup:


I'm confused :confused:

The ability reference states that Param6 for $abiBattleBonus is:
Bonus to assault, in %

Param7 is OK:
Specific Flag against which the bonus is applied from $abiIDFlag Param0 [ex: $Indian] - Use attributes now as it explains the 'legacy flag' and mentions attributes.

I'll correct and upload the reference file once this is clear to me :bonk:
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Fri Oct 24, 2008 12:43 pm

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Pocus
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Fri Oct 24, 2008 1:19 pm

By the way: there is no need to keep the old way of doing things, aka 'IdFlag system'
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lodilefty
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Fri Oct 24, 2008 1:30 pm

Gray_Lensman wrote:Pocus is referring to the StrParams columns to the far right and not the Param columns. I made the same mistiake when I first read it.

In the AACW Abilities DB only the first one "StrParam0" exists at this time. His instructions are to create additional columns StrParam1 thru StrParam7 and then use StrParam6 and StrParam7 for these new Attribute names, which are then passed to the appropriate Attribute entry in the Models DB.


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Fri Oct 24, 2008 1:33 pm

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lodilefty
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Fri Oct 24, 2008 1:38 pm

Pocus wrote:By the way: there is no need to keep the old way of doing things, aka 'IdFlag system'


I left it in because BoA still has it...

Updating the reference. Please check it for accuracy :)
http://www.ageod-forum.com/showthread.php?p=97624#post97624
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Aphrodite Mae
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Pocus made my dream come true!

Fri Oct 24, 2008 3:58 pm

:w00t: Now I can make real assault balloons that can slingload cavalry!
YAAAAAY! :p ompom:

...And fix it so only "Siege Guns" can hit them!
YAAAAAY! :p ompom:

Dixiecrat's gonna lose so bad... oooh, I can't wait!

Tanks a lot!
Aphrodite Mae

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jastaV
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Fri Oct 24, 2008 4:27 pm

Pocus wrote:You can create abilities and even your own attributes in all AGE games.

An attribute allows you to check if an ability will work on the element or against the element.......


Thanks for the tools and the tips.
It's all to be tried :thumbsup:

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jastaV
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Fri Oct 24, 2008 5:29 pm

Aphrodite Mae wrote: :w00t: Now I can make real assault balloons that can slingload cavalry!
YAAAAAY! :p ompom:

...And fix it so only "Siege Guns" can hit them!
YAAAAAY! :p ompom:

Dixiecrat's gonna lose so bad... oooh, I can't wait!

Tanks a lot!


You should try with a Regiment of ferox Orc Boyz :w00t: :

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