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new category of unit?

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Nop, unless you have a hacked editor. Well, the only way to do this is make a boolean type variable in triggers and a table to place all unit-types you want with a new classification type, e.g. Drenai. E.g.
  • Trigger
  • If (All conditions are true) then do (Actions) else do (Actions)
    • If - Conditions
      • (Load (Key(drenai)) of (Key(Triggering unit)) from (Hashtable)) Equal to True
    • Then - Actions
      • //This is supposed to do the actions if the unit you want is pseudo-classified as Drenai
      • Else - Actions
You can also add an ability, e.g. a bash-based ability with all values to 0 and targets allowed "None", add it in a spellbook item and use the
  • Trigger2
  • Events
    • Map Initialization
  • Conditions
  • Actions
    • For each (Integer A) from 1 to 12, do (Actions)
      • Loop - Actions
        • Player - Disable (your spellbook ability) for (Player(IntegerA))
and then make this chck:
  • Conditions
  • (Level of (Drenai Ability) for (Triggering unit)) Greater than 0
The second is better, you won't have to make a table to store the unit-types. You only need to add the spell book ability, which contains the bash-based ability and add it via the Object Editor to the units you want.
 
You would have to rename an old one through advanced -> gameplay
 
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