.If you have any suggestions not in here, please feel free to post them and I’ll add them to the list. Or if you have any comments or corrections to make, please do so as well.
Age of Empires III – Ultimate Trigger Wishlist v1.5General Parameter Key- Source player: 1 (default), 2, 3, 4, 5, 6, 7, 8, 0 (Gaia), or Any. ("Any" won't always apply.)- Target player: 1 (default), 2, 3, 4, 5, 6, 7, 8, 0 (Gaia), or All. ("All" won't always apply.)- Source objects: All Units and Buildings, All Units, All Buildings, Selected Units, Protounit, Units In Army, or Units Within Area. (Some of these won't always apply.)- Target objects: All Units and Buildings, All Units, All Buildings, Selected Units, Protounit, Units In Army, or Units Within Area. (Some of these won't always apply.)- Operations: == (default), >, <, >=, <=, or !=.- Amount: Entered amount (integer) or a quest var (rounded float). (You should be able to place a +, -, *, or / sign before the number entered to add, subtract, multiply, or divide to/from the current amount. Otherwise, the effect sets the amount as equal to the number entered.)- Radius: Entered amount (float) or a quest var (float).
(Include a "Show" button that would create a circle around the target object/point that is of the approximate radius.)- Reset to default: On or Off (default). (Resets the stat of the effect to the default amount.)
In addition to the conditions and effects included in Age of Mythology and The Titans (aside from ones that wouldn’t work in AoE3, such as God Power Triggers), please have the following NEW triggers added to Age of Empires III:Conditions
Destroyed Objects By Source – Condition in which the specified player or units must have destroyed the specified objects.
Parameters:
- Source player.
- Source objects.
- Target player.
- Target objects.
(ie, if the source is an army of player 1 and the target is "All Buildings" of player 2, then that army must destroy all buildings of player 2 for the condition to be met.)Home City Level - Condition in which the player's home city level must meet the operaton's requirement to the specified amount.
Parameters:
- Operations.
- Amount.
(Credit to Mythos_Ruler.)Player Count - Condition in which the number of active players must meet the operaton's requirement to the specified amount.
Parameters:
- Operations.
- Amount.Player Culture - Condition in which the player must be of the specified culture.
Parameters:
- Source player.
- Culture.
(Credit to Mythos_Ruler.)Player Resigned - Condition in which the specified player has resigned.
Parameters:
- Source player.Unit HP – Condition in which the specified object’s HP must meet the operation’s requirement to the specified amount.
Parameters:
- Selected unit.
- Operations.
- Amount.Unit HP Percentage – Condition in which the specified object’s HP percentage must meet the operation’s requirement to the specified percentage.
Parameters:
- Selected unit.
- Operations.
- Amount.Unit Armor – Condition in which the specified object’s armor must meet the operation’s requirement to the specified percentage amount.
Parameters:
- Selected unit.
- Operations.
- Amount.
- Armor type.Unit Attack – Condition in which the specified object’s attack must meet the operation’s requirement to the specified amount.
Parameters:
- Selected unit.
- Operations.
- Amount.
- Attack type.Unit Has Name – Condition in which the specified object’s name must be the specified name.
Parameters:
- Selected unit.
- Name (string).Unit Has Portrait – Condition in which the specified object’s portrait must be the specified portrait.
Parameters:
- Selected unit.
- Portrait. Unit Has Scale Size – Condition in which the specified object’s size must be at the specified amounts.
Parameters:
- Selected unit.
- X value: Entered amount (float) or a quest var (float).
- Y value: Entered amount (float) or a quest var (float).
- Z value: Entered amount (float) or a quest var (float).
(Leave a value blank if any amount will do.)Unit Has Stance – Condition in which the specified object’s stance must be the specified stance.
Parameters:
- Selected unit.
- Stance: Aggressive, Defensive, or Passive.Unit Heading – Condition in which the specified object’s heading must meet the operation’s requirement to the specified amount.
Parameters:
- Selected unit.
- Operations.
- Heading: Entered amount (float) or a quest var (float).Unit HP Generation Amount – Condition in which the specified object’s regeneration or degeneration HP amount must meet the operation’s requirement to the specified HP amount.
Parameters:
- Selected unit.
- Operations.
- Amount.
(ie, if the operation is set as > and the amount set at -3 HP, then if the unit has a generation amount at -2 or higher, the condition is met.)Unit HP Generation Rate – Condition in which the specified object’s regeneration or degeneration rate must meet the operation’s requirement to the specified rate.
Parameters:
- Selected unit.
- Operations.
- Rate: Entered amount (float) or a quest var (float), in seconds.
(ie, if the operation is set as > and the rate set at 2 seconds, then if the unit has a generation rate at 3 or higher, the condition is met.)Unit Is Type – Condition in which the specified object’s protounit must be the specified protounit.
Parameters:
- Selected unit.
- Protounit.Unit Line of Sight – Condition in which the specified object’s Line of Sight must meet the operation’s requirement to the specified amount.
Parameters:
- Selected unit.
- Operations.
- Amount. Unit Max HP – Condition in which the specified object’s Max HP must meet the operation’s requirement to the specified amount.
Parameters:
- Selected unit.
- Operations.
- Amount.Unit Range – Condition in which the specified object’s range must meet the operation’s requirement to the specified amount.
Parameters:
- Selected unit.
- Operations.
- Amount.Unit Speed – Condition in which the specified object’s speed must meet the operation’s requirement to the specified amount.
Parameters:
- Selected unit.
- Operations.
- Amount.Unit Stat Value – Condition in which a the specified units' stat value must meet the operation’s requirement to the specified amount.
Parameters:
- Source player.
- Source objects.
- Stat value: Enemy Units Killed, Enemy Buildings Destroyed, Units Killed Cost, Buildings Destroyed Cost, or Units Converted (if in AoE3).
- Operations.
- Amount.
(This condition will count the number of kills, razzings, or converted units made by the selected units. If there is more than one unit selected, the number becomes the total of all the units. It then compares that number to the amount entered.)EffectsBuilding Enable Unit - Effect which enables a building to train the specified unit.
Parameters:
- Source player.
- Source objects.
- Protounit.
(Credit to Siewart.)Building Enable Tech - Effect which enables a building to reasearch the specified technology.
Parameters:
- Source player.
- Source objects.
- Technology.
(Credit to Siewart.)Camera Unit Follow – Effect which makes the camera lock on to a unit by centering itself on that unit and following it.
Parameters:
- Selected unit.
- Zoom distance: Entered amount (float) or a quest var (float).
- Tilt angle: Entered amount (float) or a quest var (float).
- Mode: On (default) or Off.
(This basically would give us a third person view of a unit, which would be an awesome feature in an RPG scenario.)Change Tech Description - Effect which can change a technology's description.
Parameters:
- Technology.
- Description (string).
- Reset to default.
(Credit to Siewart.)Change Tech Name - Effect which can change a technology's name.
Parameters:
- Technology.
- Name (string).
- Reset to default.
(Credit to Siewart.)Change Unit Armor - Effect which can change a unit's armor.
Parameters:
- Source player.
- Source objects.
- Amount.
- Armor type.
- Reset to default.
(In AOM, we had hack, pierce, and crush armor types.)Change Unit Attack - Effect which can change a unit's attack.
Parameters:
- Source player.
- Source objects.
- Amount.
- Attack type.
- Reset to default.
(In AoM, we had hack, pierce, and crush attack types.)Change Unit Description - Effect which can change a unit's description.
Parameters:
- Source player.
- Source objects.
- Description (string).
- Reset to default.
(Credit to Siewart.)Change Unit HP Generation - Effect which can change or provide an HP regeneration or degeneration ability to a unit. If the HP amount is set to 0, it turns off a regen or degen effect of a unit.
Parameters:
- Source player.
- Source objects.
- Amount.
- Rate: Entered amount (float) or a quest var (float), in seconds.
- Reset to default.
(ie, if set as +, the amount as 2, and the rate of 5, then every 5 seconds the unit gains 2 HP. Using -, you can have a poison affect. This trigger allows us to make our own hero units out of any unit.)Change Unit Line of Sight - Effect which can change a unit's Line of Sight.
Parameters:
- Source player.
- Source objects.
- Amount.
- Reset to default.Change Unit Max HP - Effect which can change a unit's Max HP.
Parameters:
- Source player.
- Source objects.
- Amount.
- Attack type.
- Reset to default.
(ie, using = would set the HP amount as the Max HP, + would add the HP amount to the Max HP, / would divide the Max HP by the HP amount, ect.)Change Unit Portrait – Effect which will change a unit’s portrait to the specified portrait.
Parameters:
- Source player.
- Source objects.
- Portrait.
(It’d be nice if we could choose from custom portraits too, without replacing existing ones by modding.)Change Unit Projectile - Effect which will change a unit's projectile type to the specified projectile type.
- Source player.
- Source objects.
- Projectile type.
- Splash radius.
(Credit to Siewart.)Change Unit Scale Size – Effect which can alter the size of unit(s).
Parameters:
- Source player.
- Source objects.
- X value: Entered amount (float) or a quest var (float).
- Y value: Entered amount (float) or a quest var (float).
- Z value: Entered amount (float) or a quest var (float).
- Duration: Entered amount (float) or a quest var (float), in milliseconds.
- Reset to normal.
(ie, if Z was set to say 0.1, then the unit would look like a pancake. Or if all values were set to 0, then the unit would be invisible. Duration determines how long it takes to scale from the original size to the new scaled size.)Change Unit Range - Effect which can change a unit's range.
Parameters:
- Source player.
- Source objects.
- Amount.
- Reset to normal.Change Unit Speed - Effect which can change a unit's speed.
Parameters:
- Source player.
- Source objects.
- Amount.
- Reset to normal.
(ie, can be used to create a run effect.)Disable Trigger Group - Effect which turns off a Trigger Group's Active status.
Parameters:
- Trigger group.
(Trigger Groups should have their own Active status. Disabling a Trigger Group should turn off the entire group of triggers. Credit to oddy.)Duplicate - Effect which copies the specified objects with all of it's stats and creates them in the specified location.
Parameters:
- Source player.
- Source objects.
- Army: None (default) or army name.
- Location: Selected object or point on map.
- Heading: Entered amount (float) or a quest var (float), in seconds.
- Stance: Aggressive, Defensive, or Passive.
(ie, if the source was units in area, the army set to "Plyr1Army11", the stance set to Passive, and the rest of the parameters were filled, then it would copy every unit within that area, set them in the army "Plyr1Army11", set their stance to Passive, and create them at the desired location with the desired heading. Credit to Divine kevo.)Enable Trigger Group - Effect which turns on a Trigger Group's Active status.
Parameters:
- Trigger group.
(Trigger Groups should have their own Active status. Enabling a Trigger Group should turn on only the triggers in the group that are set as Active. Credit to oddy.)Enable Unconcious Death - Effect which prevents a unit from having a permanent death and makes them unconcious instead.
Parameters:
- Source player.
- Source objects.
(This is the AoE3 equivalent of the AoM campaign hero's death. Credit to Lief Ericson.)Export Quest Var - Effect that will create a log file of a quest var.
Parameters:
- Quest var (string).
(ie, if the quest var was named "TVS_HeroHP" and had the value 257, then it creates a file called "TVS_HeroHP.var" that includes the variable data of 257. This can be useful in campaigns if you want to export certain information stored in a quest var from one scenario and then use that information in the next or a later scenario of a campaign using the "Import Quest Var" effect. I could then use the "Change Unit HP" effect and give the hero 257 HP.)Forbid And Disable Technology – Effect which prevents the specified technology from being researched.
Parameters:
- Source player.
- Technology.Import Quest Var - Effect that will load an exported quest var.
Parameters:
- Browse: File name (.var).Quest Var Store Chat - Effect which stores a player's next chat responce into a quest var.
Parameters:
- Source player.
- Quest var (string).
(If Quest Vars could contain strings, this effect would be much more useful. This effect isn't needed if "Chat Responce" is one of the Value types in Quest Var Store Data.)Quest Var Store Data – Effect which stores the specified condition's data in a Quest Var.
Parameters:
- Quest var (string).
- Data type.
(This makes it possible to record the values of certain conditions. Data type should contain conditional values such as "Home City Level", "Stat Value", "Unit Stat Value", "Player Resource Count", "Player Population", "Player Unit Count", "Unit HP", "Unit Attack", "Unit LOS", ect.. If Quest Vars could contain strings, then there could be data types like "Unit Name" and "Chat Responce" that would do the same as "Quest Var Store Chat". If ES won't make this effect, I hope we at least get a "Quest Var Stat Value" and a "Quest Var Unit Stat Value" effect. Note: The best way to incorporate this might be to just add a parameter to all the conditions that apply and call it "Store data in". Then have a text box to write the Quest Var name, in which the data is stored.)Save Progress - Effect which saves the game to the default save file.
Parameters:
(None)Set Elevation - Effect which changes the elevation of the selected area.
Parameters:
- Target unit.
- Radius.
- Hieght: Entered amount (float) or a quest var (float).
- Allow smoothing: On (default) or Off.
(Credit to Auron_.)Set Game Speed - Effect which changes the games speed to the specified speed setting.
Parameters:
- Game speeds: Slow, Normal, Fast.
(Credit to Mythos_Ruler.)Set Player Culture - Effect which overrides a player's culture to the specified culture.
Parameters:
- Source player.
- Culture.
(Credit to Mythos_Ruler.)Set Terrain - Effect which changes the terrain type of the selected area.
Parameters:
- Target unit.
- Radius.
- Terrain type.
(Credit to Auron_.)Set Water - Effect which creates water within the selected area.
Parameters:
- Target unit.
- Radius.
- Water type.
- Beautify: On (default) or Off.
(Credit to Auron_.)Unforbid And Enable Technology – Effect which re-allows the specified technology to be researched.
Parameters:
- Source player.
- Technology.
On another note, one problem with a lot of triggers is that there are sometimes several triggers that do the same things, but differently. Many of these triggers could be consolidated into a single trigger using additional parameter options. So, please have the following Age of Mythology and The Titans triggers updated or changed for Age of Empires III:ConditionsChat Contains – Condition in which a specified string of text appears in a player’s chat.
Update: This condition contains additional parameters.
Parameters:
- Source player.
- Message (string).
("Any" should be a choice of "Source player".)Destroyed Objects – Condition in which the destruction of the specified objects must be met.
Update: This condition contains a combination of different AoM conditions that should be consolidated into one condition with additional parameters. All Buildings Dead, All Units Dead, All Units and Buildings Dead, Army is Dead, and Is Dead conditions become obsolete.
Parameters:
- Source player.
- Source objects.
(ie, if set to "All Units and Buildings" and set to a player, then everything owned by the player must be destroyed for the condition to be met.)Distance Between – Condition in which the specified distance between an object and another object or a point must be met.
Update: This condition contains a combination of different AoM conditions that should be consolidated into one condition with additional parameters. Army Distance to Point, Army Distance to Unit, Distance to Point, and Distance to Unit become obsolete.
Parameters:
- Source player.
- Source objects.
- Location: Selected object or point on map.
- Range: Entered amount (float) or a quest var (float).Does Exist – Condition in which the specified objects must exist.
Update: This is an update of the Is Alive condition. Army is Alive and Is Alive become obsolete.
Parameters:
- Source player.
- Source objects.
(ie, if set to "All Units and Buildings" and set to a player, then as long as any unit or building exist for that player, the condition is met.)Percent Complete – Condition in which the specified building must meet the operation’s requirement to the specified percentage.
Update: This condition contains additional parameters.
Parameters:
- Selected object.
- Operations.
- Amount.
(Quest Vars should be allowed in the amount.)Player Resource Count – Condition in which a specified resource of a player must meet the operation’s requirement to the specified amount.
Update: This condition contains additional parameters.
Parameters:
- Source player.
- Resource type: Food, Wood, or Coin.
- Operations.
- Amount.
(Quest Vars should be allowed in the amount.) Player Unit Count – Condition in which the number of the specified units of a player must meet the operation’s requirement to the specified amount.
Update: This condition contains additional parameters.
Parameters:
- Source player.
- Source objects.
- Operations.
- Amount.
(ie, if the player is set to 3, the source objects set as "All Units", the operator as >=, and the amount 20, then player 3 must own 20 or more units for the condition to be met. Also, Quest Vars should be allowed in the amount.)Player Population – Condition in which the specified player’s population count must meet the operation’s requirement to the specified amount.
Update: This condition contains additional parameters.
- Source player.
- Operations.
- Amount.
(Quest Vars should be allowed in the amount.)Quest Var Check – Condition in which a quest var’s data must meet the operation’s requirement to the specified amount.
Update: This condition contains additional parameters. Quest Var Compare becomes obsolete.
Parameters:
- Quest var (string).
- Operations.
- Amount.
(By being able to type a quest var in the amount, Quest Var Compare becomes obsolete.)Stat Value – Condition in which a specified stat value must meet the operation’s requirement to the specified amount.
Update: This condition contains additional parameters.
Parameters:
- Source player.
- Stat value: Tribute Received, Tribute Sent, Enemy Units Killed, Enemy Buildings Destroyed, Units Killed Cost, Buildings Destroyed Cost, Units Lost, Buildings Lost, Units Lost Cost, Buildings Lost Cost, Map Explored, Trade Profit, Military Count, Research Count Complete, Research Total Cost, Wonder Time, Raw Score, Relic High, Economic Unit High, or Units Converted (if in AoE3).
- Operations.
- Amount.
(Quest Vars should be allowed in the amount.)Timer – Condition in which any further commands are delayed for the amount of time specified.
Update: This condition contains additional parameters. Timer ms becomes obsolete.
Parameters:
- Amount.
- Time type: Minutes, seconds (default), or milliseconds.
(Quest Vars should be allowed in the amount.) Unit HP Percentage – Condition in which the specified object’s HP percentage must meet the operation’s requirement to the specified percentage amount.
Update: This condition is an altered version of Percent Damage and has additional parameters. Percent Damaged becomes obsolete.
Parameters:
- Selected unit.
- Operations.
- Amount.
(Quest Vars should be allowed in the amount.)Unit Selected – Condition in which the specified object is selected by the specified player.
Update: This condition contains a combination of different AoM conditions that should be consolidated into one condition with additional parameters. Unit Type Selected becomes obsolete.
Parameters:
- Source player.
- Source objects.
(ie, if you choose Units In Army or Units Within Area, then if any of the units in the army or in the area are selected, the condition is met.)Units Owned – Condition in which the specified units must belong to the specified player.
Update: This condition contains additional parameters. Army Owned becomes obsolete.
Parameters:
- Source player.
- Source objects.Units Garrisoned – Condition in which the specified unit(s) must be garrisoned inside the specified object.
Update: This condition contains additional parameters.
Parameters:
- Source player.
- Source objects.
- Target: Selected object.Units In Area – Condition in which the specified unit(s) must be within the specified area.
Update: This condition contains additional parameters.
Parameters:
- Source player.
- Source objects.
- Target: Selected object.
- Radius.Within Player LOS – Condition in which the specified unit(s) enter the specified player’s Line of Sight.
Update: This is an update of the Units in LOS condition with additional parameters. Army in LOS and Units in LOS become obsolete.
Parameters:
- Source player.
- Source objects.
- Target player.
(Choosing "Any" as the source player counts for all players aside from the target player. If multiple units are selected, then if any of those units enter the LOS of the player the condition will be fulfilled.)Within Player Sight – Condition in which the unit(s) enter the view screen of the specified player.
Update: This is an update of the Visible to Player condition with additional parameters. Army Visible to Player becomes obsolete.
Parameters:
- Source player.
- Source objects.
- Target player.
(Choosing "Any" as the source player counts for all players aside from the target player. If multiple units are selected, then if any of those units enter the view screen of the player the condition will be fulfilled.)
EffectsBranch Scenario - Effect that determines the next scenario to play after the current scenario ends.
Update: This effect is revised version of the effect Branch Scenario.
Parameters:
- Scenario name (string).
(I'm unsure what the original Branch Scenario effect was supposed to do, but this effect makes it possible to choose the order of scenarios in a campaign based on events in the current scenario. The campaign editor should allow you to compile each scenario that applys into the campaign file and then lets you choose the root scenario.)Camera Track - Effect which plays a camera track.
Update: This effect should include additional parameters.
Parameters:
- Source player.
- Camera track.
(This effect should be able to be applied to a specific player or be set to ALL players.)Change Unit HP - Effect which can change a unit's HP.
Update: This effect contains a combination of different AoM effects that should be consolidated into one effect with additional parameters. Damage Unit, Damage Units in Area, and Set Unit HP (which was added to AoM by Larmir) become obsolete.
Parameters:
- Source player.
- Source objects.
- Amount.
- Reset to default.
(ie, if the amount is set as 20 then the current HP would be 20. If the unit has 60 current HP and the amount is set as +10 then the current HP would be 70. If the unit has 60 current HP and the amount is set as *2 then the current HP would be 120 as long as the Max HP is 120 or higher.)Change Unit HP Percentage - Effect which can change a unit's HP based on the percentage of the unit’s maximum HP.
Update: This effect is an altered version of Damage Unit Percentage and has additional parameters. Damage Unit Percentage becomes obsolete.
Parameters:
- Source player.
- Source objects.
- Amount.
- Reset to default.
(ie, if the percent amount is set as -20, and the unit has 80 Max HP with 60 current HP, the unit will then have 44 HP. If set as +10, the unit will then have 68 HP.)Change Unit Name - Effect which can change a unit’s name.
Update: This effect should include additional parameters.
Parameters:
- Source player.
- Source objects.
- Name (string).
- Reset to default.Change Unit Type – Effect which can change a unit’s type to a different type.
Update: This effect should include additional parameters. Change Units in Area and Army Change Type become obsolete.
Parameters:
- Source player.
- Source objects.
- Protounit.
- Reset to default.