Now I understand this better, and now I understand that I was wrong.
I realized that the effects of skills are gathered together in at least three different places:
SkillData
StatusData
Stats > Potion
The last most unobvious. And I even found a skill with two simultaneous summons.
But I still want to do skills with effects that are not in the game. That's why I very much counted on examples.
For example.
2 skills for crossbowmen or archer:
1) I called him "On guard". The Character 1 is attached status of "On Guard". When someone (let's call him Character 2) in a certain radius from Character 1 shoots somewhere or in someone (for example, in Character 3), Character 1 shoots at Character 2.
2) I called him "Covering". Character 1 selects the allied target (Character 2) and gets the status of "Status 1". Character 2 gets the status "Status 2". When Character 3 deals Characters 2 damage in any way, Character 1 shoots at Character 3.
I wanted to make this one for a spear:
3) Attach a status that works as an opportunist, but attacks the enemies that approach the character from the front instead of trying to run past him.
4) Magic skill. You need to choose 2 targets in a row (like in the "Ice Fan" skill, only there are 3 targets). The first specifies the element from the surface. The second sets the target for the attack.
I assume that all this can be done through scripts. I was looking for samples for an accelerated process.
In any case, I will continue to try to understand how this works. And I will be happy with your thoughts on this matter.