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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.
well, i knew about modifying actual unit classification but i thought it was possible to create a new one. I'll see what i manage to accomplish. Thanks to both of you.
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