|  | YATETrigger Editor:
 Programmer:
 M0nTy_PyTh0n
 
 YATE is an advanced trigger editor for maps of the game
 Age of Mythology™ ,
 © 2002, Microsoft Corporation
 It is for advanced users of the map editor and/or random map scripters!
 
 YATE Tutorial:
 
 What is YATE?
 What is YATE not?
 How to use YATE
 How to use YATE View
 How to name map, armies and triggers – Conventions
 How to create a quick mapsize/terrain template
 How to use the ‘Sync’ option
 How to use ‘Player Sync (+1)’ option
 How to use the ‘Base’ in triggers
 How to use the created map files
 I get an error message while creating the map – 
              What’s wrong?
 Credits
 Disclaimer
 
 
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                |  | Features:· YATE creates both Scenario map and RMS templates
 · Creation of map templates of size up to 2048x2048 
                    meters within 1 minute!
 · Creation of armies, triggers and placing units for 
                    every player/amount with just a few mouse clicks!
 · Easily finding of list items using hotkeys
 · Perfect control of all made changes in a console
 · and much more ...
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                        | If 
                            you are interested in other language versions for 
                            YATE,you can vote in our poll ...
 
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          |  | What 
            is YATE? |  | YATE 
              means ”Yet Another Trigger Editor” and is created for 
              the gameAge of Mythology™ , © 2002, Microsoft Corporation. All 
              rights reserved.
 You must have a legal copy of the retail version of Age of Mythology™ 
              to use it!
 YATE is freeware and not supported.
 YATE allows you to create your own custom maps with easily editable 
              triggers (game switches). It is a very powerful tool especially 
              if you want to create many triggers which are similar or equal for 
              each player. YATE creates map files in a random map script (RMS) 
              code.
 You don't need any knowledge of RMS if you want to use it for a 
              scenario!
 YATE works with any language version of Age of Mythology™.
 YATE creates powerful templates for Scenarios and Random Maps.
 YATE does not contain any modding application, so everyone can use 
              these map templates in single or multiplayer mode.
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          |  | What 
            is YATE not? |  | YATE 
              is no replace for the map editor of Age of Mythology™ in any 
              way, but it strongly simplifies the creation of armies and triggers.YATE does not create 'ready to play‘ random maps or scenarios. 
              Despite the fact that proper set map templates made with YATE are 
              playable like a regular random map, it is not recommended to play 
              them or even upload them without making changes for terrain design, 
              fixes for game balancing, etc.
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          |  | How 
            to use YATE: |  | There 
              are 3 basic steps you have to follow to successfully create your 
              custom map:
 1. Create the basic map file
 2. Add your armies and triggers
 3. Finalize your map file
 
 1. 
              Create the basic map file:
 Press the Preset button in the MAP box to load the default settings
 Insert you map name
 Select the number of players
 Select a terrain type. This option chooses the texture the map will 
              be covered with.
 Chose the alignment of the player’s base
 Choose your map size. Two different sizes possible. You can select 
              them later in the map editor.
 Press the Create button when all settings are correct!
 2. 
              Add your armies and triggers:Before you use a trigger with an army you have to create the army 
              first.
 Once you created an army in ARMY by pressing Add, the army will 
              appear in the ‘Army related’ box of TRIGGER.
 TRIGGER creates all triggers with its conditions and effects. Press 
              Add button in the upper right corner of the TRIGGER box to create 
              new triggers. Press the Add button in the condition and effect box 
              to add a condition or effect for the this trigger. If your trigger 
              is multiple in player or amount it will add each condition and effect 
              to these triggers.
 You are allowed to switch between ARMY and TRIGGER at any time, 
              but you can not change the map name of MAP or finalize it in 
              FINALIZE in between, unless you want to finish your map or create 
              a new one.
 3. 
              Finalize your map file:This step (FINALIZE) is most important to make your map functional 
              in game. Check the Include D/N checkbox to add a trigger cycle for 
              Day/Night effect. Then press the Finalize button and the map is 
              ready to load.
 
 YATE also contains two types of selection boxes:
 
 There are Combo boxes with Pulldown menu. You can 
              either choose the parameter you want from the pulldown list or straight 
              type the value into the box. But, make sure to enter a valid parameter!
 
 Units, terrains, technologies, etc. have List boxes. 
              You can use the scroll arrows if you like, but the fastest way to 
              find and select an item in this box is to use your cursor keys (if 
              you want to scroll) or even better just type the first letter or 
              the first letters of the item you want into the list field, and 
              the item will straight appear.
 Example: Type 'ka' into the unit list and 'Kamos' 
              will appear.
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          |  | How 
            to use YATE View: |  | YATE 
              View is a separate program you can run while using YATE. 
              It allows you to directly see what you have added to your map file. 
              Press the Update list button to load all available YATE LOG files. 
              Then select your map and press Update. Here you can see how the 
              armies and triggers are named/renamed in the map.
 
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          |  | How 
            to name map, armies and triggers – Conventions: |  | Map 
              names:The name you select here is the name of the map it will appear in 
              the map editor and in the map menu of the game. You can use spaces 
              here. YATE generated 3 files. A map script file (*.xs), a map info 
              file (*.xml) and a map log file (*.ylf)
 Avoid nonregular letters like ” / = ? ; , < > ... .
 Army names:
 The first letter has to be alphabetical. Do NOT use spaces or nonregular 
              letters! Depending on the army name, amount and player you choose, 
              the army will be renamed.
 Example: You have chosen the army name MyHero.
 
 
   
 Army names for every player (here: 8) and amount (here: 10):
 MyHeroP1No1.. MyHeroP1No10,
 MyHeroP2No1.. MyHeroP2No10,
 ...
 MyHeroP8No1.. MyHeroP8No10
 Army names for every player and amount=0:
 MyHeroP1.. MyHeroP8
 
 
  
 Note:
 If you select ‘Amount’=0 for army or trigger, the amount 
              will be set to =1, but not renamed into ‘...No1’
 Army names for player (here: 0 = Gaia) and amount (here: 10):
 MyHeroNo1.. MyHeroNo10
 Army names for player (here: 0 = Gaia) and amount=0:
 MyHero
 There is no renaming then!
 
 Trigger names:
 The first letter has to be alphabetical. Do NOT use spaces or nonregular 
              letters!
 Depending on the trigger name, amount and player you choose, the 
              trigger will be renamed the same way as for armies!
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          |  | How 
            to create a quick mapsize/terrain template |  | To 
            create a map template with a fixed size and terrain, just use the 
            field MAP, insert a map name and choose the other settings. For 
            map size you can go up to 2048x2048 meters max for both Normal or 
            Large. Click 'Create' in MAP and then click 'Finalize' in FINALIZE 
            and the map is ready! ( 
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          |  | How 
            to use the ‘Sync’ option: |  | The 
              Sync option can be used in combination with conditions 
              and effects which use armies, objects or player numbers.It is important that trigger and army have the same following settings:
 ’For player’, ’For every player’ and ’Amount’
 Sync assigns each army, object or player with a certain index (’For 
              player’, ’For every player’ and ’Amount’) 
              in a condition/effect each trigger with the same index.
 
 Example:
 You have created a trigger for every player (here=8) and amount 
              (=20).
 
 
   
 Then you want to add a condition which includes an army.
 If you use Sync, the army has to be created with the same index 
              as the trigger: So your army is created for every player (=8) and 
              amount (=20).
 
 
   
 When 
              you add the condition, it will add:
 Conditon (with army for player 1 and number 1) to trigger player 
              1 number 1
 ...
 Conditon (with army for player 8 and number 1) to trigger player 
              8 number 1
 Conditon (with army for player 1 and number 2) to trigger player 
              1 number 2
 ...
 Conditon (with army for player 8 and number 2) to trigger player 
              8 number 2
 ...
 ...
 Conditon (with army for player 1 and number 20) to trigger player 
              1 number 20
 ...
 Conditon (with army for player 8 and number 20) to trigger player 
              8 number 20
 
 
   
 This example show the efficiency of YATE. Now you have added 160 
              conditions with similar but different values for a parameter (here 
              army) into 160 triggers ... with ONE mouse click!
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          |  | How 
            to use ‘Player Sync (+1)’ option: |  | Some 
              conditions and effects contain a parameter for player selection. 
              If you load the condition or effect, you can find the option 'Player 
              Sync' and 'Player Sync +1' at the bottom of the pulldown menu of 
              the parameter ‘Player’.When you select 'Player Sync', it will assign player (with number 
              #i) to every condition/effect added to the trigger for player (with 
              number #i). This will also work even if additional parameters contain 
              armies/objects of amount larger that 1.
 If you choose 'Player Sync +1' it will assign player (with number 
              #i+1) to every condition/effect added to the trigger for player 
              (with number #i). If '#i+1' is larger than the player number, it 
              will switch to '#i + 1 - player number'.
 
 Example:
 You have created a trigger for every player (here=8).
 When you use for example a condition with player = 'Player 
              Sync', it will add the following:
 Conditon (with player 1) to trigger player 1
 ...
 Conditon (with player 8) to trigger player 8
 
 When you use a condition with player = 'Player Sync +1', 
              it will add the following:
 Conditon (with player 2) to trigger player 1
 ...
 Conditon (with player 8) to trigger player 7
 Conditon (with player 1) to trigger player 8
 
 The 'Sync' button has to be enabled in both cases when you use it! 
              See 
              above for details.
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          |  | How 
            to use the ‘Base’ in triggers: 
 |  | The 
              Base is a predefined army for your base unit you created in ‘MAP’.
 
   
 It is created with the index ’For every player’ and 
              ‘Amount’ = 0 (which is amount = 1, NOT numbered). The 
              base can be used with the Sync option, if the trigger is set for 
              ‘For every player’. The ‘Amount’ settings 
              of the trigger are not important when using the base!
 
 
   
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          |  | How 
            to use the created map files: |  | YATE 
              creates three files for you map. If you have chosen a map name like 
              MYMAPNAME, you will get these files:‘MYMAPNAME.xs’, ‘MYMAPNAME.xml’ and ‘MYMAPNAME.ylf’.
 - ‘MYMAPNAME.xs’ contains the source code with all information 
              about the map, armies, and triggers.
 - ‘MYMAPNAME.xml’ contains the information about the 
              map icon you will see in game.
 - ‘MYMAPNAME.ylf’ is the YATE Logfile and contains all 
              saved changes you made while creating your map file. This is the 
              file YATE View can read, and interprets your settings into an readable 
              table list.
 When the map is succesfully finalized, you will find all created 
              files in the same directory as your ‘YATE.exe’ file.
 Now 
              follow these steps:Close your Age of Mythology game if running!
 Copy both files (‘MYMAPNAME.xs’ and ‘MYMAPNAME.xml’) 
              into the 'rm' directory of your Age of Mythology game!
 This is usually the path ‘C:\Programs\ 
              ...\Age of Mythology\rm\’
 Run your Age of Mythology game and open the map editor!
 On the start screen click More - then Editor.
 Create your map in the map editor:
 In the top menu select 'File' - then 'New'.
 Now, in the opened 'New Scenario' window select 'Type'
 and scroll down, until you find your map name. Click on it and press 
              ok!
 
 IMPORTANT:
 Select the same player number you have chosen in YATE!!!
 Let the start value be default ‘-1’. Check the map size 
              you want to have:
 Normal and Large correspond to the map size you defined in YATE.
 Press generate! That’s it!
 Edit your map in the map editor:
 Now you can do you paintings and move your units to any place your 
              want.
 It is STONGLY recommend to test your map before you upload it.
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          |  | I 
            get an error message while creating the map – What’s wrong? |  | If 
              you get an error message during map generation, please check the 
              following:Make sure you have select the same player number you have chosen 
              in YATE!
 Make sure you have chosen the name conventions above
 Make sure you have NOT changed the settings of the basic map information 
              in MAP when adding armies and triggers
 To find other errors you can use the RMS debugger (for advanced 
              users). Start the game from the command line using your path of 
              the game. Example:
 "C:\Programs\ ... \Age of Mythology\aom.exe" 
              +debugRandomMaps
 
 If you still need help, we would be glad to 
              help you. Please post you questions in this forum section: Click 
              here!
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          |  | Credits |  | No program is perfect!To make it close to it help is needed. We would like to thank our 
              testers:
 
 1. Ykkrosh (from http://mods.dgdn.net)
 2. peterjtheman
 
 If you find some bugs or something which could be improved in YATE,
 feel free to post it in our
 
  and your name will appear here!
 
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          |  | Disclaimer |  | The 
              use of this program is at your own risk.I will not be responsible for any kind of damage that happen to 
              your files or your hardware.
 However, care was taken to make this program save and virus free.
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          |  | Age 
            of Mythology™ is a game by Ensemble 
            Studios / Microsoft. |  |  
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