Scenario Design Training: Giving Your Characters Special Abilities

Good day, folks! I am stopping by to give those of you who are new to the modding community some training on how to spice up your scenarios by giving your characters special abilities. Whether you are designing an RPG or want to implement some nifty abilities for your hero characters, you’ve come to the right place to learn how to do that.

Using triggers, you can lay out quests or objectives that can reward your characters with special abilities or you can grant special abilities at the start of the scenario–whichever you like! I will show you how to do this with several examples. Please feel free to tweak to your liking. If you have any trouble implementing ideas of your own, please comment to this post with a question and I will be happy to help you.

*** One important note before I begin!
If you utilize an auto-heal function for your character unit(s), it will cause a bug that will disable your character special abilities triggers. An auto-heal function is a looping trigger that uses the “Heal Object” effect every ‘X’ number of seconds. Some scenario designers use this function to mimic hero units’ healing ability. This bug seems to occur if you use the “Set Area” selector that covers the entire map. If you want your characters to auto-heal, try using the “Set Object” selector instead. Or I recommend either using a preset hero unit or creating a new unit in the Advanced Genie Editor (A.G.E.) and enable the “Hero Mode” attribute. (Using A.G.E. will, of course, make your mod both a scenario and data mod.)

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Executing the Concept - Method 1
Key bound special abilities:

  1. Design an area of your map that will be unplayable (i.e. use cliffs to isolate a section of the map that enemies cannot access).
  2. Divide the unplayable area into the number of special abilities that you intend to create for your hero character. (You may want to plan those out in advance.) You can have up to ten.
  3. In each divided section, place a non-playable unit (preferably as a different player, if you intend to add unlockable abilities). It can be anything you want, but it must be a selectable object that can be bound to number keys 1 through 9, plus 0 (0 represents 10 in unit key bindings).
  4. Use triggers to “Change Object Name” to set the name of each ability respective to each selectable unit.
  5. When a special ability becomes unlocked, use a trigger to change the ownership of the object that represents the respective special ability. Then the selectable unit will become visible to the player, and the player will be able to use unit key bindings (CTRL+#) to essentially set the special ability to a key 1-0.
  6. You will need to set up three triggers per special ability to a.) turn it on, b.) set an active timer and then turn it off, and c.) set a cool-down timer.
  7. The “Turn ON” trigger will require the “Object Selected” trigger. The selected object will point to the respective selectable object that you created. Set the effect of this trigger to whatever your special ability is. (See examples below.) Also add an “Activate Trigger” effect that points to the next trigger, the “Active Timer-OFF” trigger. – The “Trigger Starting State” needs to be set to OFF, if you intend to make your abilities unlockable. You will need to activate this trigger when the respective quest objective has been completed. (And don’t forget to do the same thing for your “Change Ownership” trigger.)
  8. The “Active Timer-OFF” trigger needs to be set to OFF by default. Set a “Timer” Condition to track how long the special ability will remain active. The Effects for this trigger will reverse the Effects from the previous trigger, which will turn off the special ability. Then add an “Activate Trigger” Effect to point to the “Cool-Down Timer” trigger. (Remember to set the “Trigger Starting State” to OFF for this trigger.)
  9. The “Cool-Down Timer” trigger needs to have a “Timer” Condition that sets the cool-down time for your special ability. You can also use the “Display Timer” Effect to make it easier for the player to know when the special ability will be available again. You will need to add an “Activate Trigger” Effect that points back to the “Turn ON” trigger. This will complete the loop for your special ability. (Remember to set the “Trigger Starting State” to OFF for this trigger.)

Executing the Concept - Method 2
Automated special abilities that fire based on timers (ideal for passive special abilities):

  1. You will need to set up two triggers per special ability to a.) turn it on, b.) set an active timer and then turn it off. The cool-down timer will be built into the “Turn ON” trigger.
  2. The “Turn ON” trigger will require a “Timer” Condition. Set the number of seconds that you want your special ability to fire. You can also use the “Display Timer” Effect to make it easier for the player to know when the special ability will activate. Set the effect of this trigger to whatever your special ability is. (See examples below.) Also add an “Activate Trigger” effect that points to the next trigger, the “Active Timer-OFF” trigger. – The “Trigger Starting State” needs to be set to OFF, if you intend to make your abilities unlockable. You will need to activate this trigger when the respective quest objective has been completed.
  3. The “Active Timer-OFF” trigger needs to be set to OFF by default. Set a “Timer” Condition to track how long the special ability will remain active. The Effects for this trigger will reverse the Effects from the previous trigger, which will turn off the special ability. Then add an “Activate Trigger” Effect to point back to the “Turn ON” trigger. This will complete the loop for your special ability. (Remember to set the “Trigger Starting State” to OFF for this trigger.)

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SPECIAL ABILITIES – EXAMPLES:
Note: These examples will follow Method 2 above for simplicity.

[[[[[ Archer Class Special Abilities ]]]]]
Examples of Archer Class Special Abilities detailed below:

Unit Used in this example: Longbowman

A. Multi-Shot
This special ability will enable your Archer to loose arrows rapidly for 4 seconds. (Does not affect accuracy.)

  1. TRIGGER 1: Trigger Name: “Archer MutiShot ON”
    Trigger Starting State: OFF
    (Turn ON if you want this to be active at the start of the scenario.)
    Trigger Looping: OFF
  • Condition:
    Timer: 12
  • Effect 1 of 2:
    Modify Attribute: Attack Reload Time: Divide by 4
    Source Player: 1
    Object List Type: Units
    Object List: Longbowman
  • Effect 2 of 2:
    Activate Trigger: “Archer MultiShot Active-OFF”
  1. TRIGGER 2: Trigger Name: “Archer MultiShot Active-OFF”
    Trigger Starting State: OFF
    Trigger Looping: OFF
  • Condition:
    Timer: 4
  • Effect 1 of 2:
    Modify Attribute: Attack Reload Time: Multiply by 4
    Source Player: 1
    Object List Type: Units
    Object List: Longbowman
  • Effect 2 of 2:
    Activate Trigger: “Archer MultiShot ON”

B. Flaming Arrow
This special ability will enable your Archer to loose a flaming arrow that deals increased damage. (Does not affect accuracy.)

  1. TRIGGER 1: Trigger Name: “Archer Flaming Arrow ON”
    Trigger Starting State: OFF
    (Turn ON if you want this to be active at the start of the scenario.)
    Trigger Looping: OFF
  • Condition:
    Timer: 19
  • Effect 1 of 3:
    Modify Attribute: Projectile Unit: 523
    Source Player: 1
    Object List Type: Units
    Object List: Longbowman
  • Effect 2 of 3:
    Modify Attribute: Attack: Add 8 Attack Type 3 (Pierce)
    Source Player: 1
    Object List Type: Units
    Object List: Longbowman
  • Effect 3 of 3:
    Activate Trigger: “Archer Flaming Arrow Active-OFF”
  1. TRIGGER 2: Trigger Name: “Archer Flaming Arrow Active-OFF”
    Trigger Starting State: OFF
    Trigger Looping: OFF
  • Condition:
    Timer: 3
  • Effect 1 of 3:
    Modify Attribute: Projectile Unit: 511
    Source Player: 1
    Object List Type: Units
    Object List: Longbowman
  • Effect 2 of 3:
    Modify Attribute: Attack: Subtract 8 Attack Type 3 (Pierce)
    Source Player: 1
    Object List Type: Units
    Object List: Longbowman
  • Effect 3 of 3:
    Activate Trigger: “Archer Flaming Arrow ON”

Other Ideas for Archer class special abilities:

  1. Eagle Eye - Grants your Archer a long range “snipe” attack. Briefly buffs your Archer’s range, accuracy, and damage for 2 seconds (1 shot).
  2. Golden Aim - Grants your Archer 100% accuracy for 10 seconds.
  3. Barrage - Grants your Archer the ability to loose 8 arrows in one volley at your target. (Use the “Modified Attribute” Effect to increase Total Missiles and Max Total Missiles to 8. Decrease accuracy and increase blast level and blast width to give a wide area of effect. Set active timer for 2 seconds to effect only 1 attack animation; 1 volley.)
  4. Spirit of the Wild - Grants your Archer 100% movement increase for 3 seconds. (Use Modify Attribute: Movement Speed: Multiply by 2, and then remember to divide by 2 for the OFF trigger.)

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[[[[[ Warrior Class Special Abilties ]]]]]
Examples of Warrior Class Special Abilities detailed below:

Unit Used in this example: Condottiero

A. Hurricane Blade (Whirlwind Attack)
This special ability will enable your Warrior to attack with a sudden burst of energy, dealing area damage at 700% DPS for 4 seconds.

  1. TRIGGER 1: Trigger Name: “Warrior Hurricane ON”
    Trigger Starting State: OFF
    (Turn ON if you want this to be active at the start of the scenario.)
    Trigger Looping: OFF
  • Condition:
    Timer: 18
  • Effect 1 of 4:
    Modify Attribute: Attack Reload Time: Divide by 8
    Source Player: 1
    Object List Type: Units
    Object List: Condottiero
  • Effect 2 of 4:
    Modify Attribute: Blast Level: Set to 2
    Source Player: 1
    Object List Type: Units
    Object List: Condottiero
  • Effect 3 of 4:
    Modify Attribute: Blast Width: Set to 1
    Source Player: 1
    Object List Type: Units
    Object List: Condottiero
  • Effect 4 of 4:
    Activate Trigger: “Warrior Hurricane Active-OFF”
  1. TRIGGER 2: Trigger Name: “Warrior Hurricane Active OFF”
    Trigger Starting State: OFF
    Trigger Looping: OFF
  • Condition:
    Timer: 4
  • Effect 1 of 4:
    Modify Attribute: Attack Reload Time: Multiply by 8
    Source Player: 1
    Object List Type: Units
    Object List: Condottiero
  • Effect 2 of 4:
    Modify Attribute: Blast Level: Set to 0
    Source Player: 1
    Object List Type: Units
    Object List: Condottiero
  • Effect 3 of 4:
    Modify Attribute: Blast Width: Set to 0
    Source Player: 1
    Object List Type: Units
    Object List: Condottiero
  • Effect 4 of 4:
    Activate Trigger: “Warrior Hurricane ON”

B. Armor of God
This special ability will bless your Warrior with 100 melee and pierce armor, making him nearly invulnerable to attacks for 4 seconds.

  1. TRIGGER 1: Trigger Name: “Warrior Armor of God ON”
    Trigger Starting State: OFF
    (Turn ON if you want this to be active at the start of the scenario.)
    Trigger Looping: OFF
  • Condition:
    Timer: 23
  • Effect 1 of 3:
    Modify Attribute: Armor: Add 100 Armor Type 4 (Melee)
    Source Player: 1
    Object List Type: Units
    Object List: Condottiero
  • Effect 2 of 3:
    Modify Attribute: Armor: Add 100 Armor Type 3 (Pierce)
    Source Player: 1
    Object List Type: Units
    Object List: Condottiero
  • Effect 3 of 3:
    Activate Trigger: “Warrior Armor of God Active-OFF”
  1. TRIGGER 2: Trigger Name: “Warrior Armor of God Active OFF”
    Trigger Starting State: OFF
    Trigger Looping: OFF
  • Condition:
    Timer: 4
  • Effect 1 of 3:
    Modify Attribute: Armor: Subtract 100 Armor Type 4 (Melee)
    Source Player: 1
    Object List Type: Units
    Object List: Condottiero
  • Effect 2 of 3:
    Modify Attribute: Armor: Subtract 100 Armor Type 3 (Pierce)
    Source Player: 1
    Object List Type: Units
    Object List: Condottiero
  • Effect 3 of 3:
    Activate Trigger: “Warrior Armor of God ON”

Other Ideas for Warrior class special abilities:

  1. Feral Wolf - Transforms your Warrior into a feral wolf for 10 seconds. In wolf form, your Warrior will have increased movement speed and deal 50% more damage to enemies. (For this to work, you will need to use A.G.E. to create the wolf unit that is set to infantry class instead of predator animal class. I recommend just copying the Militia unit and then changing the graphics to the Wolf, and then tweak the rest of the stats to your liking. You will then need to use the “Replace Object” Effect to change your Warrior unit to your new wolf unit. Remember to change them back in the OFF trigger.) (Note: Other special abilities will not work while in Wolf form!)
  2. Divine Intervention - Your Warrior will receive healing at 2 HP per second for 10 seconds. (You will need to add an additional trigger between the ON and Active-OFF triggers that handles the looping effect of Heal 2 HP per second. Remember to deactivate this looping trigger in your Active-OFF trigger.)
  3. Charging Bash - Your Warrior will charge into battle with an attack that deals 200% damage. (You will need to use “Modify Attribute” Effects to increase your Warrior’s movement speed and melee attack. I recommend setting your Active-OFF timer to 2 to 4 seconds.)
  4. Punishing Taunt - Your Warrior releases a taunt that weakens your enemies. (You will need to use “Modify Attribute” Effects to increase your Warrior’s range, blast level, and blast width. I recommend setting your Active-OFF timer to 2 seconds to effect only 1 attack. – This will effectively give your Warrior the appearance that he is taunting distant enemies, and any enemies in the area will receive damage.

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[[[[[ Arquebusier Class Special Abilties ]]]]]
Examples of Arquebusier Class Special Abilities detailed below:

Unit Used in this example: Hand Cannoneer

A. Dragon’s Breath
This special ability will enable your Arquebusier to release a burst of flames from his weapon for 6 seconds, dealing massive damage.

  1. TRIGGER 1: Trigger Name: “Arq DragonsBreath ON”
    Trigger Starting State: OFF
    (Turn ON if you want this to be active at the start of the scenario.)
    Trigger Looping: OFF
  • Condition:
    Timer: 42
  • Effect 1 of 3:
    Modify Attribute: Attack Reload Time: Divide by 16
    Source Player: 1
    Object List Type: Units
    Object List: Hand Cannoneer
  • Effect 2 of 3:
    Modify Attribute: Projectile Unit: 676
    Source Player: 1
    Object List Type: Units
    Object List: Hand Cannoneer
  • Effect 3 of 3:
    Activate Trigger: “Arq DragonsBreath Active-OFF”
  1. TRIGGER 2: Trigger Name: “Arq DragonsBreath Active-OFF”
    Trigger Starting State: OFF
    Trigger Looping: OFF
  • Condition:
    Timer: 6
  • Effect 1 of 3:
    Modify Attribute: Attack Reload Time: Multiply by 16
    Source Player: 1
    Object List Type: Units
    Object List: Hand Cannoneer
  • Effect 2 of 3:
    Modify Attribute: Projectile Unit: 380
    Source Player: 1
    Object List Type: Units
    Object List: Hand Cannoneer
  • Effect 3 of 3:
    Activate Trigger: “Arq DragonsBreath ON”

B. Burst Shot
This special ability will enable your Arquebusier to fire six repeating shots from his weapon. (Accuracy is not affected.)

  1. TRIGGER 1: Trigger Name: “Arq BurstShot ON”
    Trigger Starting State: OFF
    (Turn ON if you want this to be active at the start of the scenario.)
    Trigger Looping: OFF
  • Condition:
    Timer: 18
  • Effect 1 of 3:
    Modify Attribute: Total Missiles: Add 5
    Source Player: 1
    Object List Type: Units
    Object List: Hand Cannoneer
  • Effect 2 of 3:
    Modify Attribute: Max Total Missiles: Add 5
    Source Player: 1
    Object List Type: Units
    Object List: Hand Cannoneer
  • Effect 3 of 3:
    Activate Trigger: “Arq BurstShot Active-OFF”
  1. TRIGGER 2: Trigger Name: “Arq BurstShot Active-OFF”
    Trigger Starting State: OFF
    Trigger Looping: OFF
  • Condition:
    Timer: 2
  • Effect 1 of 3:
    Modify Attribute: Total Missiles: Subtract 5
    Source Player: 1
    Object List Type: Units
    Object List: Hand Cannoneer
  • Effect 2 of 3:
    Modify Attribute: Max Total Missiles: Subtract 5
    Source Player: 1
    Object List Type: Units
    Object List: Hand Cannoneer
  • Effect 3 of 3:
    Activate Trigger: “Arq BurstShot ON”

Other Ideas for Arquebusier class special abilities:

  1. Grenade Launcher - Your Arquebusier launches a grenade from his weapon, dealing area effect damage. (You will need to use “Modify Attribute” Effects to change the projectile unit to the mangonel primary projectile (656), increase his blast level, blast width, and attack damage. I recommend setting the Active-OFF timer to 2 seconds to effect 1 attack.)
  2. Fireball - Your Arquebusier launches a long-range fireball from his weapon, dealing massive damage to his target. (You will need to use “Modify Attribute” Effects to change the projectile unit to the trebuchet fire projectile (469), increase his range, attack damage, and accuracy (to 100%). I recommend setting the Active-OFF timer to 2 seconds to effect 1 attack.)
  3. Ember Explosion - Your Arquebusier launches a burst of fiery ember upon your enemies, dealing area effect damage. (You will need to use “Modify Attribute” Effects to change the projectile unit to the mangonel secondary fire projectile (468), increase the Total Missiles and Max Total Missiles to 10, and increase the blast level and blast width. I recommend setting the Active-OFF timer to 2 seconds to effect 1 attack.)

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Please leave a comment with any questions below.

Thank you, and happy modding!

4 Likes

Hello AetherWilder, thank you very much for your ideas!
Right now I am building a ability/potion system based on garrisoned units for AOE2DE.
I have stumbled upon the problem you mentioned with the “Heal Object” trigger. Currently I am avoiding to use any “Change Object […]” effect since they invalidate the effect of modify attributes which are more powerful and I use them extensively.
I noticed that the “Damage Object” effect does not have this problem, but I did not manage to use it to heal properly in DE. Also the Monk/Heal Range/Task method is a bit of a problem since my heroes can respawn and even modding the Monk data in AGE3 seems to not work for the auto-targeting system.
Do you happen to know any other method?
If the “Heal Object” is indeed bugged, was it reported?

Any way to change a drop off point for resources like food, wood with the trigger system in the scenario editor?

1 Like