If you look at PathOfTheWarrior (in coreabilities.xml) you'll see at the end of it that
Code: xml
- AbilityBonus InternalName="PathOfTheWarriorAbility">
- <AbilityBonusType>Unit_Level</AbilityBonusType>
- <AbilityBonusOption InternalName="PathOfTheWarrior">
- <DisplayName>Path of the Warrior</DisplayName>
- <Description>+3 Attack, +20 Weight Capacity and unlocks traits that enable special attacks and improve damage</Description>
- <Icon>Ability_PathOfTheWarrior_Icon.png</Icon>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>AdjustUnitStat</Attribute>
- <StrVal>UnitStat_Attack_Boost</StrVal>
- <Value>3</Value>
- <Provides>+3 Attack</Provides>
- </GameModifier>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>AdjustUnitStat</Attribute>
- <StrVal>UnitStat_WeightCapacity</StrVal>
- <Value>20</Value>
- </GameModifier>
- <HideWhenUpgraded>0</HideWhenUpgraded>
- <Likelihood>1</Likelihood>
- <RarityDisplay>Rare</RarityDisplay>
- <MinimumLevel>4</MinimumLevel>
- <RequiredLevel>4</RequiredLevel>
- <Type>Aggressive</Type>
- <AIData AIPersonality="AI_General">
- <AIPriority>5</AIPriority>
- </AIData>
- </AbilityBonusOption>
- </AbilityBonus>
That likelihood being 1 means it always appears? Also using the tags Minimum Level and Required Level I was able to give my new paths ability to be chosen at level 8. The way I am doing it is I have made a abilities.xml file in its own folder for that mod in my mods folder. Since I am merely adding content, I am leaving the core files alone.
This is an example of one of the paths that come at level 8 if you had picked Path of the Assassin earlier.
Code: xml
- <AbilityBonus InternalName="PathOfTheNinjaAbility">
- <AbilityBonusType>Unit_Level</AbilityBonusType>
- <AbilityBonusOption InternalName="PathOfTheNinja">
- <DisplayName>Path of the Ninja</DisplayName>
- <Description>+3 Attack, +10 Dodge and unlocks traits that enable special attacks and improve damage and evasion.</Description>
- <Icon>Ability_PathOfTheWarrior_Icon.png</Icon>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>AdjustUnitStat</Attribute>
- <StrVal>UnitStat_Attack_Boost</StrVal>
- <Value>3</Value>
- <Provides>+3 Attack</Provides>
- </GameModifier>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>AdjustUnitStat</Attribute>
- <StrVal>UnitStat_Dodge</StrVal>
- <Value>10</Value>
- <Provides>+10 Dodge</Provides>
- </GameModifier>
- <HideWhenUpgraded>0</HideWhenUpgraded>
- <Likelihood>1</Likelihood>
- <RarityDisplay>Rare</RarityDisplay>
- <MinimumLevel>8</MinimumLevel>
- <RequiredLevel>8</RequiredLevel>
- <Type>Aggressive</Type>
- <Prereq>
- <Type>AbilityBonusOption</Type>
- <Target>Unit</Target>
- <Attribute>PathOfTheAssassin</Attribute>
- </Prereq>
- <AIData AIPersonality="AI_General">
- <AIPriority>5</AIPriority>
- </AIData>
- </AbilityBonusOption>
- </AbilityBonus>
This is an example of a Path I made that shows up at level 4 along with the others. It's called Archer.
Code: xml
- <AbilityBonus InternalName="PathOfTheArcherAbility">
- <AbilityBonusType>Unit_Level</AbilityBonusType>
- <AbilityBonusOption InternalName="PathOfTheArcher">
- <DisplayName>Path of the Archer</DisplayName>
- <Description>+3 Attack, +20 Weight Capacity and unlocks traits that enable special attacks and improve ranged damage.</Description>
- <Icon>Ability_PathOfTheWarrior_Icon.png</Icon>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>AdjustUnitStat</Attribute>
- <StrVal>UnitStat_Attack_Boost</StrVal>
- <Value>3</Value>
- <Provides>+3 Attack</Provides>
- </GameModifier>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>AdjustUnitStat</Attribute>
- <StrVal>UnitStat_WeightCapacity</StrVal>
- <Value>20</Value>
- </GameModifier>
- <HideWhenUpgraded>0</HideWhenUpgraded>
- <Likelihood>1</Likelihood>
- <RarityDisplay>Rare</RarityDisplay>
- <MinimumLevel>4</MinimumLevel>
- <RequiredLevel>4</RequiredLevel>
- <Type>Aggressive</Type>
- <AIData AIPersonality="AI_General">
- <AIPriority>5</AIPriority>
- </AIData>
- </AbilityBonusOption>
- </AbilityBonus>
You can then use those internal names as pre-reqs for new abilities you make and/or spells. I could easily make a spell require say "PathOfTheRedMage" in addition to "Water2" by just adding in more prereqs tags..
Code: xml
- <Prereq>
- <Type>AbilityBonusOption</Type>
- <Attribute>Water2</Attribute>
- </Prereq>
- <Prereq>
- <Type>AbilityBonusOption</Type>
- <Attribute>PathOfTheRedMage</Attribute>
- </Prereq>
sorry for the wall of text. Wish I could show/hide it. Well that's how I've done it so far.