So what if there is a triggered ability that decided to deal +1 more damage than the one put in the data field
does Hardened Skin also only block damage from attacks or does it also take damage from abilities into factor? If the latter, then you are probably right to say that what I provided is not needed.
Hm, excellent points... I had not considered spell or triggered damage.
Well, for the latter, I can just say "naw"; I don't do that. No triggered damage = no problemo.
But spell damage... You could just say "Unholy Armor only protects against physical attack" and get away with not fixing it. But if you
really wanted to make it "the right way"... And you can't use a trigger-forced, self-casted Divine Shield (because then he's "Invulnerable" and no one attacks him, right? (does this work for "Invulnerable" the ability, too?))... Well, we're already attached a modified Hardened Skin, which (for command card purposes) means we're already using a disabled Spellbook. So let's just throw "Spell Immunity" on there as well; that way he's immune to damage (spells & physical), with the side-bonus of being immune to spells (Unholy Armor originally did that, right?).
Good catch.
KILLCIDE said:
It would still be better to use a DDS for this. On-Attack events can easily be abused, and it's not even the moment a unit deals damage to the unit....
I have heard this argument before, and it's an interesting one... Perhaps if I was trying to make a "critical strike" kind of ability, maybe. But think about it; just run through this with me. With the trigger
Code:
EVENT - Unit is attacked
ACTION
- IF Attacked Unit has X Buff
- THEN Add (mod Hard. Skin ability & Spell Immunity)
- ELSE Remove (mod Hard. Skin ability & Spell Immunity)
What can go wrong? "Is attacked" procs before damage is dealt (isn't it technically on the "upswing" or something?), so it's always an accurate "snapshot" of the attacked unit's buff-state... And if someone "cheats" by attack-canceling, all they've done is update the ability status with the buff (properly, I might add).
So it's actually pretty neat. : )
KILLCIDE said:
Regardless, I prefer having complete freedom over the ability than sticking with whatever is hardcoded in the default object editor abilities.
Fair enough. / prefer the freedom of working without encumbering systems and other dependencies, and relish the challenge of working within the hard-coded limitations to achieve amazing things. : )
Also I can't code. :<