Explanation of What Every Classification Does

Nogusta

New Member
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Hi there, I read somewhere that if you check the "suicidal" classification on a unit in the object editor, it makes the unit automatically attempt to suicide on enemy units if it possesses the sapper's "suicide" ability.

I was wondering is someone could provide a list of what all the other classifications do such as giant, ancient, tree, summoned etc.

Also, when referring to these classicafications in the trigger editor, does the "summoned" classification in the trigger editor refer to the "ward" classification in the object editor? And what the heck does ethereal and resistant classifications imply (in the trigger editor)?
 

Lobster

Old Fogey ofthe site
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90
I think they're just references for targeting.

You could change the game interface for suicidal to a second race, or another classification.
 

PurgeandFire

zxcvmkgdfg
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509
A lot of it is just for targeting, eg:

- War Club targets widgets of the "tree" classification
- Some spells deal x damage to "summoned" units
- Some spells cannot target "debris" or "wards" etc.

You get the idea..'

EDIT: damn, beat to the post.
 

Nogusta

New Member
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1
This is not entirely true. Summoned units will get that summoned bar on them, suicidal units attempt to suicide, etc. I really want to know what Giant means and how to add ethereal and resistant to a unit.
 

Terrabull

Veteran Member (Done that)
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38
I am very interested in this as well, but I've asked before, and I don't think a lot of research has been done on this topic. One day I'm gonna make a test map w/ all the different targets and classicications and see what does what, but I haven't done that yet.
 

DrinkSlurm

Eat Bachelor Chow!
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50
Basically, what others have said--that the classifications are generally just references for targeting in combat and for abilities--is generally true, with certain exceptions for some hardcoded things. I'll just throw in what I know.

Summoned - This does not necessarily mean the unit will automatically have an expiration timer--expiration timers usually come from the abilities that summon the units. In terms of gameplay, a unit with the "Summoned" unit classification means that it will be affected by certain spells like Dispel Magic, Control Magic, Detonate, Abolish Magic, etc. I believe this is a hardcoded thing. In Gameplay Constants, there is also the "Hero XP Gained - Summoned Unit Factor."

Tauren - The ability "Ancestral Spirits" is hardcoded to work for any unit classified as Tauren.

Undead - "Holy Light" and "Death Coil" are hardcoded to work specifically on Undead and non-Undead units.

Ward - Giving a unit the Ward classification means that it will not have the typical command buttons (move, attack, patrol, etc.) that normal units have. Although, ward units can still be commanded to a limited extent by right-clicking.

Worker - Workers tend not to automatically attack enemy units (even if they are within Acquisition Range) unless they are attack first. If the worker is idle, the Idle Worker Icon will show up on screen for the player. In battle, enemies tend to treat workers as a lower priority target.

Town Hall - (not tested) I believe the ability "Call to Arms" is hardcoded to require a nearby unit with the Town Hall classification.

These are all just examples I could think of off the top of my head.
 

esb

Because none of us are as cruel as all of us.
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329
Nice description.

But yes, Classification is basicly just a way to target, usually through spells (Some Hardcoded).

Like Mass Teleport needs a town hall (I think) to teleport.
 
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