Open Son-Guhun opened 3 years ago
One way this could work would be to create categories for units:
Each one of these categories would represent a different base unit. This way, actions that would normally work on a selection of the same unit type (such a double-clicking a unit to select all nearby units of the same type) would instead work on a selection of units in the same category.
A special "Unique" category would represent a units that aren't skins, but are base units themselves.
Using unitskins.txt, one could simply define new custom skins instead of an actual unit and apply those skins to units that actually exist in the map. For example, a Reforged footman could be a normal footman, but with a Reforged skin applied to it.
When dealing with units that have distinct abilities, that could be handled through code and a table containing default abilities for each unit type.
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