New era! New units!
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Write an event into each of the unit files, that causes it to heal 1HP on the enemy right after it hits. That way, while you could still kill an 'immune' unit if it only HAD 1HP, the attack would otherwise effectively do 0 damage. Also set the 'natural' damage levels high enough that the 1-point heal doesn't make a difference.turin wrote:BTW, attacks have a minimum of 1 damage...is there any way to have an attack be completely useless against a unit? Probably WICOT.
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Or, if you are using the 'one-unit-per-side' idea described above, you could give all the attacks 0% chance to hit (a modified WEAPON_SPECIAL_MAGICAL), but whenever (for example) a Sword attacks it triggers this:
I may have the structure slightly wrong, but the basic idea should work.
Code: Select all
[event]
name=attacks
[filter]
type=sword
[/filter]
[kill]
[filter]
type=paper
[/filter]
[/kill]
[/event]
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That's way better than my idea! Make all the attacks do 1 damage, 1 strike with a 100% chance to hit. Give all the units Regeneration, and set their resistances so that they take 5 times as much damage from the attack that they are meant to be weak against. And give them all 5HP. That way you're guaranteed to kill an enemy who is weak against your type, but cannot possibly kill either of the other types.
Jetryl wrote:Normal people are like candy ravers. You look away for a moment and next thing you know they're spreading vaseline on your nipples and cooing like a pigeon.
No, the best way is what you mentioned earlier (and what I should have thought of). Give all units 100% defence on all terrains. Then, give the Rock unit a weapon special that makes it have 100% CTH when attacking Scissors, etc.
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