Age of Empires 2: The Conquerors Trigger help! ************************ josh360 ************************ The slightly confusing interface is what often cause new designers to become confused, but once you get through it, you'll find it's as easy to use as your computer's 'on' button. First, go to the 'Triggers' menu in the Scenario Editor, and beneath the box with the title 'Scenario Triggers', click 'New', and click the trigger that appears (Trigger 0). Now there should be the interface at the bottom of the screen, so you have an idea what I'm going on about. 1) TRIGGER NAME - This is a field to type in the name of your trigger. If you're using more than 10, I suggest you name them. 2) DESCRIPTION ORDER - Here you can set in which order the Objectives will appear. Remember that the objective with the highest number appears first in the Objective Screen. 3) TRIGGER DESCRIPTION - This field is to type in an objective. For example, if you wrote 'Go to the flag' in that box AND made sure 'DISPLAY AS OBJECTIVE' was set to yes, this objective would appear in the Objectives box in the game screen. Once the condition in the trigger was forfilled, the objective would be crossed out, and the 'Objective Change' message would appear on-screen. 4) TRIGGER STARTING STATE - This decides whether the trigger is 'On' or 'Off' when the game starts. If it is set to 'On', the trigger will activate automatically. If it is set to 'Off', the trigger has to be activated by another trigger (Using the 'Activate Trigger' effect, explained later) in order for it to work. 5) TRIGGER LOOPING - This decides if, once the trigger has been activated, it keeps going over and over again. For example, if you used the 'Create Object' trigger to create a Camel, it would keep creating one again and again. Conditions When it comes down to it, the conditions are really easy to use. Here is a list of the triggers in the Scenario Editor, and what they do. 1) BRING OBJECT TO AREA - This condition is forfilled when a certain object goes to a certain area. - To use it, simply click Set Object in the interface, and select a unit (EG, a Militia) and then, set an area by clicking the Set Area button, and dragging an area in which the unit will enter to activate the trigger. The trigger will be activated when the MILITIA enters the area you marked out. 2) BRING OBJECT TO OBJECT - This condition is forfilled when a certain object goes to another object. - To use it, simlpy click Set Object in the interface, and select a unit (EG, a villager) and then, click the Set Next Object button, and click the object where the unit will go to in order to activate the trigger (EG, a Forage Bush). The trigger will activate when the VILLAGER goes to the FORAGE BUSH. 3) OWN OBJECTS - This condition is forfilled when a player owns a certain number of objects. - To use it, you must first set the player who will own the objects from the Source Player list box (EG, player 1). Then you must set how many objects (In the Quantity box) that the player has to own in order to activate the trigger (EG, 5). Then, you must set a unit type. This can be done in 3 ways: 3a) Using the Object List Type and Object List. - The objects in the Object List are decided by what is in the Object List Type box. For example, if the Object List Type was set to Units, then the Object List would list all the units you can use. For example, if you set the list to Monk, the trigger would activate if PLAYER 1 had 5 MONKS (in the case of the example settings mentiond earlier). If the Object List Type was set to Buildings, then the Object List would have all the buildings available. For example, if Object List Type was set to Buildings and Object List was set to Castle, the trigger would activate when PLAYER 1 had 5 CASTLES (in the case of the example settings mentioned earlier) 3b) Using the Object Type list. - If for example, the Object Type was set to Building, the trigger would activate if PLAYER 1 had 5 BUILDINGS (In the case of the example settings mentioned earlier). If the Object Type list was set to Units, the trigger would activate if PLAYER 1 had 5 UNITS (In the case of the example settings mentioned earlier). 3c) Using the Object Group list - Using this defines what type of object will activate the trigger. For example, if it was set to ARCHERS, the trigger would activate if the player had the required number (In the Quantity box) of Archer units. This means Archers, Skirmishers, Hand Cannoneers, any unit that is an Archery Range unit. In the case of the example I have been using, the trigger would activate when PLAYER 1 had 5 ARCHER units. 4) OWN FEWER OBJECTS - This condition is forfilled when a player owns exactly (or less) a number of units.- This trigger works exactly like OWN OBJECTS, only the trigger will only activate when a player owns exactly or less than the number of units than in the Quantity box. Assuming we have typed '5' in the Quantity box. Whereas OWN OBJECTS activates when 5 OR MORE objects are owned, OWN FEWER OBJECTS activates when 5 OR LESS objects are own. The basic interface for this is exactly the same as OWN OBJECTS, so I don't need to go through that again. In the case of the example I have been using, the trigger will activate when PLAYER 1 has 5 OR LESS MONKS. This works for buildings too. Say that player 1 owned 8 Barracks, the trigger would activate when 3 of the were destroyed, IE, the trigger will activate when PLAYER 1 owns ONLY 5 BARRACKS. 5) OBJECTS IN AREA - This condition is forfilled when a certain number of objects enters a certain area. The main interface is the same as in OWN OBJECTS, with one exception. 2 buttons, labelled Set Area and Go To Area have been added. - To use this, first, set up the parts you know (As mentioned in OWN OBJECTS). To set the area, click Set Area and drag the area on the map in which the units will go to activate the trigger. The area dragged will be darkened, so you know where it is. In the case of the example I have been using, the trigger will activate if 5 MONKS belonging to PLAYER 1 go in to the AREA. Again, this can be used for buildings too. 6) DESTROY OBJECT - This condition is forfilled when a certain object is destroyed. - To use this, click the Set Area button and then select the object that has to be destroyed to activate the trigger. For example, if the object to be destroyed is a Castle, the trigger will activate when THAT CASTLE is destroyed. This also works for units as well. For example, if the object to be destroyed is Charles Martel, the trigger will activate when THAT CHARLES MARTEL is destroyed. 7) CAPTURE OBJECT - I knew what this trigger did but I created a test to make sure. When I tested it the trigger activated straight away. This means that this condition doesn't work. Avoid using it. 8) ACCUMILATE ATTRIBUTE - This trigger activates when a player achieves a current statistic. There are 13 ways that it can be used: *NOTE* For all these examples, assume the number in the Quantity box is 20 (Of course this can be changed according to your needs) 8a) Food Stockpile. - The trigger will activate when the selected player (from the drop-down menu) has accumulated 20 food. 8b) Gold Stockpile. - The trigger will activate when the selected player (from the drop-down menu) has accumulated 20 gold. 8c) Population. - The trigger will activate when the selected player (from the drop-down menu) has got a population of 20 (Any units, military or civilian) 8d) Stone Stockpile. - The trigger will activate when the selected player (from the drop-down menu) has accumulated 20 stone. 8e) Wood Stockpile. - The trigger will activate when the selected player (from the drop-down menu) has accumulated 20 wood. 8f) Conversions. - The trigger will activate when the selected player (from the drop-down menu) has converted 20 units. 8g) Kill Ratio. - The trigger will activate when the selected player (from the drop-down menu) has killed 20 units taking in to account his own losses. Example. If the player has lost 10 units, he would have to get 30 kills to get the ratio up to 20. 8h) Kills. - The trigger will activate when the selected player (from the drop-down menu) has killed 20 units. 8i) Military Population. - The trigger will activate when the selected player (from the drop-down menu) has got 20 military units (Monks, Siege Weapons, Cavalry, Archers etc) 8j) Razings. - The trigger will activate when the selected player (from the drop-down menu) has destroyed 20 buildings. 8k) Relics. - The trigger will activate when the selected player (from the drop-down menu) has got 20 relics (Although this would only be possible on a map with 20 or more Relics) 8l) Technologies. - The trigger will activate when the selected player (from the drop-down menu) has researched 20 technologies. 8m) Villager Population. - The trigger will activate when the selected player (from the drop-down menu) has got 20 civilian units. Civilian Units also includes Trade Carts and Trade Cogs. 9) RESEARCH TECHNOLOGY - This trigger will activate when research of a selected technology (In the first drop-down menu) for a certain player (in the second drop-down menu) is complete. 10) TIMER - This trigger will activate when a certain amount of time has passed. The time (In seconds) should be written in the Timer field. Don't forget, the time can only be entered in seconds so if you want to do 1 minute, you need to enter "60" in the Timer box; or if it's 2 minutes, you need to enter "120" in the Timer box. The timer can also be rather tricky because of the game speed, a timer with 60 in the box will be already timed out in 40 seconds on fast game speed. 11) SELECT OBJECT - This trigger will activate when a certain object is selected. - To use this, click the Set Object button, then click on the object that must be selected for the trigger to activate. This can be any selectable object, EG Units, Buildings, Trees etc. 12) AI SIGNAL - This trigger requires basic knowledge of Ai. For example, in the Ai script there's an Ai condition of owning 20 military units. When the condition is fulfilled the Ai will send a Signal, determined by a number (eg. Ai Signal 12). When you put up a condition of Ai Signal 12 this signal will activate the effects which you have added to the trigger. - To use this, set the Ai Signal number as specified in the Ai script and the player number of the computer player which uses the Ai scipt. 13) PLAYER DEFEATED - This trigger will activate when a certain player is defeated. - To use it, simply select the player that must be defeated in order for the trigger to activate, from the drop-down menu labelled Source Player. 14) OBJECT HAS TARGET - This trigger is also faulty. Do not use it. If you're still planning on using it, althought it can cause game crashes, it works like this: if an archer sees an enemy unit the condition will be fulfilled as soon as the archer tries to shoot at it. 15) OBJECT VISIBLE - This trigger will activate when a certain object becomes visible. - To use it, click the Set Object button, then click on the object that must be visible for the trigger to activate. 16) OBJECT NOT VISAIBLE - This trigger will activate when a certain object is not visible. - To use it, click the Set Object button and then click the object which must not be visible for the trigger to activate. 17) RESEARCHING TECH - This trigger will activate as soon as the button for the technology is clicked. - To use it, you must first select the player who will research the technology from the drop-down menu labelled Source Player. Then, in the lower drop-down menu labelled technologies, select the technology which the person must begin researching for the trigger to activate. EG, if the Source Player was set to PLAYER 1 and the Technologies box was set to LOOM, then the trigger would activate as soon as PLAYER 1 clicked the 'RESEARCH LOOM' button at the Town Center. 18) UNITS GARRISONED - This trigger will activate when a certain number of units are garrisoned in a certain building. - To use this, click the Set Object button and select the building in which the units will be garrisoned (EG, Castle). Then, in the Quantity box, type in the number of units that are to be garrisoned in the selected building in order for the trigger to activate (EG, 10) From the values above, the trigger would activate when 10 UNITS are garrisoned inside the CASTLE (The one which was set) 19) DIFFICULTY LEVEL - This trigger will activate when the player plays the scenario on a certain difficulty level or higher. - To use this, select the difficulty in the drop-down menu labelled Difficulty Level. EG, if the difficulty level was set to EASY, then the trigger would activate if the player played the scenario on EASY difficulty or higher. Effects Okay...now we're getting to the fun stuff. An effect is an actual thing happening, such as an object being created, or instructions being displayed. Whatever it is, this next section shows you what each of them are and what they do. 1) CHANGE DIPLOMACY - This effect changes the diplomacy of one player to another player. - To use this, first select which player who's diplomacy towards another is being changed from the drop-down menu labelled Source Player, EG, Player 1. Then, select the player who the first player is changing their diplomacy toward from the drop-down menu labelled Target Player, EG, Player 2. Then, in the drop-down menu labelled Diplomacy State, select the type of alliance that the player in Source Player will be towards the player in Target Player, EG, Enemy. From the examples given above, the trigger would go: PLAYER 1 changes diplomatic state with PLAYER 2 to ENEMY. 2) RESEARCH TECHNOLOGY - This effect researches a technology for a given player. - To use this, first select the name of the technology you wish to be researched from the drop-down menu labelled Technologies, EG, Blast Furnace. Then, select the player who will get this technology from the drop-down menu labelled Source Player, EG, Player 1. From the examples above, the trigger would research BLAST FURNACE for PLAYER 1. **IMPORTANT** - You CANNOT research a technology for a civilisation that can't have it. EG, In the example above, if Player 1 was Byzantines, this trigger would not work, as Byzantines don't get Blast Furnace. If you wanted this to work, you would have to turn on 'Full Tech Tree' in the 'Options' menu. 3) SEND CHAT - This effect sends a chat to a given player. - To use this, select the player who you wish to see the chat from the drop-down menu labelled Source Player, EG, Player 1. Then, in the text field below, type the message that you want the source player to see, EG, "You have found the secret area!" From the examples above, PLAYER 1 would receive the message "You have found the secret area!". If you want to, you can select a sound file to accompany the message from the drop-down menu labelled Sound File. This is a list of all the sound files in the Age of Empires II Sound folder. This folder can be accessed by: "X:\Program Files\Microsoft Games\Age of Empires II\Sound\Scenario" (Where X is the letter of the drive on which AoK is stored). You can put in your own sound files in here for use in scenarios. It is recomended that they be mp3 files, which are smaller and of higher quality. 4) PLAY SOUND - This effect plays a sound for a given player. - To use this, first select the sound you want played from the drop-down menu labelled Sound File (See the details of this in the above effect, "Send Chat"). Then, select the player who you want to hear the sound, EG, Player 1. From the examples given above, this effect will play a sound for Player 1. 5) TRIBUTE - This effect tributes resources from one player to another. - To use this, first select which resource you want tributing from the drop-down menu labelled Tribute List, either food, wood, stone or gold. For this example, we will use wood. Then, select the player who will be sending the tribute from the drop-down menu labelled Source Player, EG, Player 1. Then, you must select the player who will receive the tribute from the drop down menu below labelled Target Player, EG, Player 2. Finally, in the Quantity box, you must type how much you want to tribute, EG, 200. From the examples above, this effect would tribute 200 WOOD from PLAYER 1 to PLAYER 2. 6) UNLOCK GATE - this effect unlocks a selected gate. - To use this, first click the Set Gate button, then click the gate that you wish to be unlocked. 7) LOCK GATE - This effect locks a selected gate. - To use this, first click the Set Gate button, then click the gate that you wish to be locked. 8) ACTIVATE TRIGGER - This effect activates another trigger. - To use this you must first have at least 2 triggers. One of which is set to OFF. This is explained in the first section of this tutorial. While a trigger is off, it lays dormant. Even if it is a "Timer = 10" trigger, it will not activate until the "Activate Trigger" command has been given. Once you have the triggers set, you must select the trigger you want activated from the drop-down menu labelled Trigger List. On this list are all the triggers you have used in your scenario. EG: Let's assume that the condition in TRIGGER 1 is set to TIMER = 10 and the trigger is OFF. Also assume that the condition in TRIGGER 2 is set to OBJECTS IN AREA = 1 (Man-At-Arms), with the effect set to ACTIVATE TRIGGER (Trigger 1). This trigger is ON. When the MAN-AT-ARMS gets to the area set in TRIGGER 2, it will activate TRIGGER 1, causing the 10-SECOND TIMER in TRIGGER 1 to start then. *Extra Note* You can use activate trigger on a trigger that is set to ON. It will just do the same thing, IE it will play that trigger through again. 9) DEACTIVATE TRIGGER - This trigger deactivates a selected trigger. It is often used to stop LOOPING triggers (Explained in the first part of this tutorial) - To use this, let's assume TRIGGER 1 is a LOOPING trigger set to CREATE A KNIGHT (Creating explained later in this section) every 2 SECONDS. Let us also assume that TRIGGER 2 is a trigger with the condition TIMER = 20 and has the effect DEACTIVATE TRIGGER 1. When the timer in TRIGGER 2 hits 20, the trigger will DEACTIVATE TRIGGER 1, causing the looping KNIGHT production to stop. 10) AI SCRIPT GOAL - An Ai script goal is some kind of Ai effect. The goal will activate a part of the Ai script so the computer player will behave differently. Check it out for yourself, although this effect is almost never used and very hard to learn since you need to be able to work with Ai scripts. 11) CREATE OBJECT - This effect causes a certain object to be created for a certain player in a certain place. - To use this, you must first select what type of object is to be created from the drop-down menu labelled Object List Type. In this list you select from either BUILDINGS, UNITS, HEROS, or OTHER. In this example, we will use UNITS. Then you must select which unit you want created from the drop-down menu labelled Object List. Because we set UNITS in the Object List Type, a list of all the available units will appear in the Object List. If you had set Object List Type to BUILDINGS, a list of all the available buildings would appear in the Object List. But since we are using UNITS in this example, we will set the Object List to MANGONEL. Then we must select which player to create the Mangonel for from the drop-down menu labelled Source Player, EG, Player 1. Finally, we must select the location where the unit will be created. To do this, just click the button labelled Set Location and click a place on the map where you want the object to be created. From these examples, a MANGONEL would be created for PLAYER 2 (In the location you set) 12) TASK OBJECT - This effect makes an object move from one location to the next. - If you wish ALL THE OBJECTS OF ONE TYPE ON THE MAP to be moved, there are 3 different ways you can do this: 12a) Using the Object List Type and Object List. - Example: You want to move some Skirmishers to a point on the map: First, you must select UNITS from the Object List Type drop-down menu, as you already know that whatever you select in Object List Type decides what is listed in the Object List drop-down menu. Then, select SKIRMISHER from the Object List drop-down menu. After this, you must select which player's Skirmishers you want to move, from the drop-down menu labelled Source Player, EG, Player 1. Finally, set a location on the map where you wish the Skirmishers to move by clicking the button labelled Set Location, then clicking the place on the map where you want the units to move. From these settings, the effect would MOVE ALL PLAYER 1's SKIRMISHERS to the point on the map you set. 12b) Using the Object Type list. - Example: You want to move all Archery units to a certain point on the map: You must select which type of objects you want moved from the drop-down menu labelled Object Type. In this list are all the types of units available. EG, Archers (Skirmishers, Archers, Cavalry Archers, Hand Cannoneers etc), Cavalry (Any Horse/Camel/Elephant unit) and many more besides. In this example we are doing, it needs to be set to ARCHERS. Then, you must select which player's units are to be moved, EG, Player 1. Finally, set a location by clicking the Set Location button then clicking the location on the map where you want the units to move. From these settings, the effect would MOVE ALL PLAYER 1's ARCHERY UNITS (Archers, Skirmishers, Ranged Unique Units etc) to the point on the map you set. 12c) Using the Object Group list: - Example: You want to move all Heroes to a point on the map: You must first select HEROES from the Object Group drop-down menu. Then, select which player's Heroes you want to move, EG, Player 1. Finally, set a location by clicking the Set Location button then clicking the location on the map where you want the Heroes to move. From these settings, the effect would MOVE ALL PLAYER 1's HEROS to the point on the map you set. *NOTE* If you want all units WITHIN A CERTAIN AREA to move rather than all of them on the entire map, you can set an area by clicking the Set Area button and then dragging an area which the units that are to be moved are within. If you want just ONE UNIT to move, click the Set Object button and then select the unit you wish to move. Then, set a location by clicking the Set Location button then clicking the location on the map where you want the unit to move. You do not have to set unit types or players. *EXTRA NOTES ON TASKING* - If you set the location on and allied/your building, the unit(s) will go to it. - If you set the location on an allied/your unit, it will go to its location. - If you set the location on an enemy unit/building, it will attack it. - If you task a/some Villager(s) to a resource (Berries, Gold, Stone, Deer, Boar, Javalina, Sheep, Turkeys, Fish, Trees, Farms) it will begin work on that resource. - If you task a Monk to a Relic, it will collect it. - If you task a Monk to your/an allied unit, it will heal it (If it is injured) - If you task a Monk to an enemy unit/building, it will attempt to convert it (If necessary technologies have been researched) - If you task a Trade Cart to a Market, it will trade with it. The same goes for Trade Cogs and Docks. - If you task a foot unit to your/allied Ram, it will garrison inside it. - If you task a unit to your/allied Transport Ship, it will garrison inside it. - If you task a Fishing Ship to a fish, it will begin to collect it. 13) DECLARE VICTORY - This effect declares victory for a certain player. - To use this, simply select the player who you want the victory to fall upon, from the drop-down menu labelled Source Player. If you set this to a player other than yourself, it will declare victory for them, meaning you will be defeated. 14) KILL OBJECT - This effect kills objects. - If you wish ALL THE OBJECTS OF ONE TYPE ON THE MAP to be killed, there are 3 different ways you can do this: 14a) Using the Object List Type and Object List. - Example: You want to kill some Skirmishers: First, you must select UNITS from the Object List Type drop-down menu, as you already know that whatever you select in Object List Type decides what is listed in the Object List drop-down menu. Then, select SKIRMISHER from the Object List drop-down menu. After this, you must select which player's Skirmishers you want to kill, from the drop-down menu labelled Source Player, EG, Player 1. From these settings, the effect would KILL ALL PLAYER 1's SKIRMISHERS. 14b) Using the Object Type list. - Example: You want to kill all Archery units on the map: You must select which type of objects you want killed from the drop-down menu labelled Object Type. In this list are all the types of units available. EG, Archers (Skirmishers, Archers, Cavalry Archers, Hand Cannoneers etc), Cavalry (Any Horse/Camel/Elephant unit) and many more besides. In this example we are doing, it needs to be set to ARCHERS. Then, you must select which player's units are to be killed, EG, Player 1. From these settings, the effect would KILL ALL PLAYER 1's ARCHERY UNITS (Archers, Skirmishers, Ranged Unique Units etc). 14c) Using the Object Group list: - Example: You want to kill all Heroes on the map: You must first select HEROES from the Object Group drop-down menu. Then, select which player's Heroes you want to kill, EG, Player 1. From these settings, the effect would KILL ALL PLAYER 1's HEROS. *NOTE* If you want all units WITHIN A CERTAIN AREA to be killed rather than all of them on the entire map, you can set an area by clicking the Set Area button and then dragging an area in which the units will be killed. If you want just ONE UNIT to be killed, click the Set Object button and then select the unit you wish to be killed. You do not have to set unit types or players. *ALSO NOTE* Kill object works for BUILDINGS as well. 15) REMOVE OBJECT - This effect removes objects. - If you wish ALL THE OBJECTS OF ONE TYPE ON THE MAP to be removed, there are 3 different ways you can do this: 15a) Using the Object List Type and Object List. - Example: You want to remove some Skirmishers: First, you must select UNITS from the Object List Type drop-down menu, as you already know that whatever you select in Object List Type decides what is listed in the Object List drop-down menu. Then, select SKIRMISHER from the Object List drop-down menu. After this, you must select which player's Skirmishers you want to remove, from the drop-down menu labelled Source Player, EG, Player 1. From these settings, the effect would REMOVE ALL PLAYER 1's SKIRMISHERS. 15b) Using the Object Type list. - Example: You want to remove all Archery units on the map: You must select which type of objects you want removed from the drop-down menu labelled Object Type. In this list are all the types of units available. EG, Archers (Skirmishers, Archers, Cavalry Archers, Hand Cannoneers etc), Cavalry (Any Horse/Camel/Elephant unit) and many more besides. In this example we are doing, it needs to be set to ARCHERS. Then, you must select which player's units are to be removed, EG, Player 1. From these settings, the effect would REMOVE ALL PLAYER 1's ARCHERY UNITS (Archers, Skirmishers, Ranged Unique Units etc). 15c) Using the Object Group list: - Example: You want to remove all Heroes on the map: You must first select HEROES from the Object Group drop-down menu. Then, select which player's Heroes you want to remove, EG, Player 1. From these settings, the effect would REMOVE ALL PLAYER 1's HEROS. *NOTE* If you want all units WITHIN A CERTAIN AREA to be removed rather than all of them on the entire map, you can set an area by clicking the Set Area button and then dragging an area in which the units will be removed. If you want just ONE UNIT to be removed, click the Set Object button and then select the unit you wish to be removed. You do not have to set unit types or players. *ALSO NOTE* Remove Object works for BUILDINGS as well. 16) CHANGE VIEW - This effect changes the map view from one place to another. - To use this, you must first set the location you want the view to change to by clicking the button labelled Set Location, and then clicking the location on the map you want the view to change to. Then, select whose view is to be changed from the drop-down menu labelled Source Player. 17) UNLOAD - This effect is supposed to be used to unload Transports, yet can be used for all the same functions as TASK OBJECT. Therefore, you can use it in exactly the same manner...only with one difference - The units just 'slide' across the map. They just stay in the standing still animation whilst moving! The Ice Hockey scene seen at the end of Yogurt's scenario 'Christmas Morning' are an example of this. Because of the fact that you may use it as TASK OBJECT, I feel I do not need to explain the ways you can do this again. Instead, I'll explain how this effect is supposed to be used. - To use this trigger, first click the Set Object button, and select the transport which is to be unloaded. The, click the Set Location button, and click the place on the shore where the transport is to be unloaded. If you wish, you could unload multiple transports at once by clicking the button labelled Set Area and dragging an are around the Transports which are to be unloaded. 18) CHANGE OWNERSHIP - This effect changes the ownership of an object from one player to another. - To use this, you must first select which units are to change hands. There are 5 ways to select which units are to change ownership: 18a) Using the Object Group drop-down menu. As explained before, this list selects a type of unit, such as an Archer unit, or a Cavalry unit. For this example, we will use CAVALRY units. Then, select the player whose units are to change ownership, from the drop-down menu labelled Source Player EG, Player 2's. Then, select the player who will gain control of the units from the drop-down menu labelled Target Player, EG, player 1. This effect would change the ownership of all PLAYER 2's CAVALRY units to PLAYER 1. 18b) Using the Object List drop-down menu. This list contains every object you can use in the AoK scenario editor. However, it is recommended that you DO NOT select objects that can only be controlled by 'Gaia' (The 'Earth' player - Gaia objects include Gold Mines, Berry Bushes, Trees, Paths, Flowers etc and cannot be controlled by a normal player) because this can crash the editor. For this example, we will select Hussar. And as before, we will set the Source Player to Player 2 and the Target Player to Player 1. This effect would change ownership of all PLAYER 2's HUSSARS to PLAYER 1. 18c) Using the Object Type drop-down menu. This is a list of all the categories of the AoK editor objects, IE, Units, Buildings, Heroes and Other. For this example, we will set this to Heroes. And, as in the previous examples, we will set the Source Player to Player 2 and the Target Player to Player 1. This effect would change ownership of all PLAYER 2's HEROES to PLAYER 1. *NOTE* All these examples above would change ownership of all objects on the map. However, if you wish to change ownership of just a selection of units, click the Set Area button and select the area in which the units will change ownership. 18d) Using the Set Area button. If you just select an area around the units you want to change ownership and just leave the other boxes set to '', it will just change the ownership of the units no matter what they are, provided they are in that area. Of course you would still have to set up the Source Player and the Target Player. 18e) Using the Set Object button. If you want just one unit to change ownership, click the Set Object button and click the unit you wish to change ownership. As always, remember to set the Source Player and the Target Player. Don't forget - this effect will also work for buildings. 19) PATROL - This effect makes units patrol between one location and another. - To use this trigger, you must first select which unit is to patrol by clicking the Set Objects button and then clicking the unit which is to patrol. Then click the Set Location button and select the location that the unit will patrol to. When tested, the unit will keep patrolling back and forth between it's starting location and the location you set, until it either goes to attack another unit, gets killed, or is assigned a new task. 20) DISPLAY INSTRUCTIONS - This effect shows instructions on the screen visible to all players. - To use it, you must first type what is to be displayed, in the text-box. Then, in the Timer box, type in how many seconds you want it to be displayed for (Obviously it has got to be long enough so that the person can read it) If you want you could add an accompanying sound from the drop-down menu labelled Sound File, and you could use the box labelled Number to control where it will be displayed on screen: 0 = Top 1 = Middle 2 = Bottom. A new advance in The Conquerors allows you to add a bit of colour to the text! Example: < BLUE >Hello everybody! Will appear as: Hello everybody! Here are the other colour codes. You must put them before the main text in order for it to change to that colour. Put each color between < and >. For example: < your colour here > . RED BLUE YELLOW GREEN GREY PURPLE AQUA ORANGE 21) CLEAR INSTRUCTIONS - This effect clears instructions off the screen from Display Instructions. - To use this, just type in the number of the location of the instructions to be cleared in the box labelled Number. Typing in '0' will clear any instructions currently being displayed at the top of the screen. '1' will clear any currently in the middle, and '2' will clear any at the bottom of the game screen. 22) FREEZE UNIT - This trigger freezes a unit in its current position. - If you wish ALL THE OBJECTS OF ONE TYPE ON THE MAP to be frozen, there are 3 different ways you can do this: 22a) Using the Object List Type and Object List. - Example: You want to freeze some Skirmishers: First, you must select UNITS from the Object List Type drop-down menu, as you already know that whatever you select in Object List Type decides what is listed in the Object List drop-down menu. Then, select SKIRMISHER from the Object List drop-down menu. After this, you must select which player's Skirmishers you want to freeze, from the drop-down menu labelled Source Player, EG, Player 1. From these settings, the effect would FREEZE ALL PLAYER 1's SKIRMISHERS. 22b) Using the Object Type list. - Example: You want to freeze all Archery units on the map: You must select which type of objects you want frozen from the drop-down menu labelled Object Type. In this list are all the types of units available. EG, Archers (Skirmishers, Archers, Cavalry Archers, Hand Cannoneers etc), Cavalry (Any Horse/Camel/Elephant unit) and many more besides. In this example we are doing, it needs to be set to ARCHERS. Then, you must select which player's units are to be frozen, EG, Player 1. From these settings, the effect would FREEZE ALL PLAYER 1's ARCHERY UNITS (Archers, Skirmishers, Ranged Unique Units etc). 22c) Using the Object Group list: - Example: You want to freeze all Heroes on the map: You must first select HEROES from the Object Group drop-down menu. Then, select which player's Heroes you want to freeze, EG, Player 1. From these settings, the effect would FREEZE ALL PLAYER 1's HEROS. *NOTE* If you want all units WITHIN A CERTAIN AREA to be frozen rather than all of them on the entire map, you can set an area by clicking the Set Area button and then dragging an area in which the units will be frozen. If you want just ONE UNIT to be froze, click the Set Object button and then select the unit you wish to be froze. You do not have to set unit types or players. 23) USE ADVANCED BUTTONS - All this effect does is turn on the advanced buttons in the game, IE, Formations, Map Display Types etc 24) DAMAGE OBJECT - This effect damages objects by a chosen amount. - If you wish ALL THE OBJECTS OF ONE TYPE ON THE MAP to be damaged, there are 3 different ways you can do this: 24a) Using the Object List Type and Object List. - Example: You want to damage some Skirmishers: First, you must select UNITS from the Object List Type drop-down menu, as you already know that whatever you select in Object List Type decides what is listed in the Object List drop-down menu. Then, select SKIRMISHER from the Object List drop-down menu. After this, you must select which player's Skirmishers you want to damage, from the drop-down menu labelled Source Player, EG, Player 1. Finally, you must type in how much you want the units to be damaged by in the Quantity box, EG, 20 Hitpoints. From these settings, the effect would DAMAGE ALL PLAYER 1's SKIRMISHERS BY 20 HITPOINTS. 24b) Using the Object Type list. - Example: You want to damage all Archery units on the map: You must select which type of objects you want damaged from the drop-down menu labelled Object Type. In this list are all the types of units available. EG, Archers (Skirmishers, Archers, Cavalry Archers, Hand Cannoneers etc), Cavalry (Any Horse/Camel/Elephant unit) and many more besides. In this example we are doing, it needs to be set to ARCHERS. Then, you must select which player's units are to be removed, EG, Player 1. Finally, you must type in how much you want them to be damaged by in the Quantity box, EG, 15 Hitpoints. From these settings, the effect would DAMAGE ALL PLAYER 1's ARCHERY UNITS (Archers, Skirmishers, Ranged Unique Units etc) BY 15 HITPOINTS. 24c) Using the Object Group list: - Example: You want to damage all Heroes on the map: You must first select HEROES from the Object Group drop-down menu. Then, select which player's Heroes you want to damage, EG, Player 1. And finally, in the Quantity box, type in how much you want the units to be damaged by, EG, 20 Hitpoints. From these settings, the effect would DAMAGE ALL PLAYER 1's HEROS BY 20 HITPOINTS. *NOTE* If you want all units WITHIN A CERTAIN AREA to be damaged rather than all of them on the entire map, you can set an area by clicking the Set Area button and then dragging an area in which the units will be damaged. If you want just ONE UNIT to be damaged, click the Set Object button and then select the unit you wish to be damaged. You do not have to set unit types or players. *NOTES* - Damage Object also works for Buildings - If you damage an object by more hitpoints than it has, it will be destroyed. EG, an Elite War Elephant has 600 Hitpoints. If you type in 610 in the Quantity box, the Elephant will die. 25) PLACE FOUNDATION - This effect places the foundation of a building. - To use this trigger, you must first select 'Building' from the Object List Type menu, which will show a list of buildings in the Object List. Then, select a building foundation to use, EG, University. Finally, set a location for its place ment by clicking the Set Location button and clicking the place on the map where you want the foundation to be placed. This effect would create the foundation of the building, ready to build, in the location you set. *NOTES* - If you set it to a building that DOESN'T HAVE a foundation, EG, Cathedral, it will build it straight away. - You can use this effect to create Units/Heroes, but you may as well just use Create Object. 26) CHANGE OBJECT NAME - This effect changes the name of an object. - To use this effect, first, type in what you want its new name to be in the large text box. Then, click the Set Objects button and click the object whose name you want to change. *NOTES* - Change Object Name also works for Buildings - DO NOT try and rename Gaia objects - it crashes the game 27) CHANGE OBJECT HITPOINTS - This effect changes the amount of hitpoints an object can have. - If you wish ALL THE OBJECTS OF ONE TYPE ON THE MAP to be have their Hitpoints changed, there are 3 different ways you can do this: 27a) Using the Object List Type and Object List. - Example: You want to change the hitpoints of some Militia: First, you must select UNITS from the Object List Type drop-down menu, as you already know that whatever you select in Object List Type decides what is listed in the Object List drop-down menu. Then, select MILITIA from the Object List drop-down menu. After this, you must select which player's Militia you want to have their Hitpoints changed, from the drop-down menu labelled Source Player, EG, Player 1. Finally, you must type in how many Hitpoints you want the units to be changed by in the Quantity box, EG, 20 Hitpoints. From these settings, the effect would INCREASE ALL PLAYER 1's MILITIA by 20 HITPOINTS to 60 HITPOINTS (Since Militia have 40 Hitpoints, 40 + 20 = 60) 27b) Using the Object Type list. - Example: You want to change the hitpoints of all Archery units on the map: You must select which type of objects whose hitpoints will be changed from the drop-down menu labelled Object Type. In this list are all the types of units available. EG, Archers (Skirmishers, Archers, Cavalry Archers, Hand Cannoneers etc), Cavalry (Any Horse/Camel/Elephant unit) and many more besides. In this example we are doing, it needs to be set to ARCHERS. Then, you must select which player's units are to have their hitpoints changed, EG, Player 1. Finally, you must type in how much you want them to be changed by in the Quantity box, EG, 15 Hitpoints. From these settings, the effect would INCREASE ALL PLAYER 1's ARCHERY UNITS (Archers, Skirmishers, Ranged Unique Units etc) BY 15 HITPOINTS. 27c) Using the Object Group list: - Example: You want to change the hitpoints of all Heroes on the map: You must first select HEROES from the Object Group drop-down menu. Then, select which player's whose Heroes' hitpoints are to be changed, EG, Player 1. And finally, in the Quantity box, type in how much you want the units to be changed by, EG, 50 Hitpoints. From these settings, the effect would INCREASE ALL PLAYER 1's HEROS BY 50 HITPOINTS. *NOTE* If you want all units WITHIN A CERTAIN AREA to have their hitpoints changed rather than all of them on the entire map, you can set an area by clicking the Set Area button and then dragging an area in which the units will be changed. If you want just ONE UNIT to have its hitpoints changed, click the Set Object button and then select the unit whose hitpoints are to be changed. You do not have to set unit types or players. *NOTES* - Change Object Hitpoints also works for Buildings - If you want to LOWER an object's hitpoints, you must use the number you want to decrease the object by, and take it from 65536, then use the total. EG. You want to remove 100 hitpoints from an Elephant. You first create a trigger with the effect "Change Object Hitpoints" and select the Elephant as the object. Then subract 100 from 65536 (65536 - 100 = 65436) and put the number 65436 in as the number it is increased by.