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wnunnuns-BreakableShields-2.0.0 icon

BreakableShields

Shields have HP and drop when broken. Base 200 HP + 3x holder max health, 3x melee damage taken. Invisible 30% larger catch zone with hits projected onto the visible shield. Shield bash staggers targets (100 dmg = 0.5s).

Date uploaded 2 weeks ago
Version 2.0.0
Download link wnunnuns-BreakableShields-2.0.0.zip
Downloads 1220
Dependency string wnunnuns-BreakableShields-2.0.0

This mod requires the following mods to function

BepInEx-BepInExPack_TABS-5.4.16 icon
BepInEx-BepInExPack_TABS

BepInEx pack for TABS. Preconfigured and ready to use.

Preferred version: 5.4.16

README

Breakable Shields

Shields in Totally Accurate Battle Simulator are no longer invincible.

They gain their own health, take damage from melee hits and blocked projectiles, and drop from the unit's hands when broken.

Features

  • Shield HP: 200 + 3 × holder max health (configurable); melee damage taken ×3
  • Melee damage: Hitting a held shield damages the shield instead of ignoring it
  • Projectile blocks: Successful blocks also chip shield HP
  • Catch zone: An invisible collider 30% larger than the visible shield catches projectiles that would barely miss; the collider is shifted fully outward so it never extends into the holder's own body, and hits are projected back onto the visible shield so arrows and VFX always land on the shield, never in the air
  • Shield bash stagger: When the shield's own CollisionWeapon actually deals damage, the target is staggered for damage × 0.005 seconds (100 damage = 0.5s). Stagger prevents moving and attacking but the unit stays standing — no ragdoll. Self and friendly hits never trigger
  • Break behavior:
    • Shield drops as a physics prop
    • Blocking is disabled
    • Two-handed grips release both hands
    • Empty hands are filled with fist weapons so one-hand shield units stay playable

Install

  1. Install BepInExPack_TABS
  2. Install this mod with a mod manager, or extract into BepInEx/plugins/
  3. Launch the game

Config

After first launch: BepInEx/config/local.breakableshields.cfg

Key Default Description
Enabled true Enable the mod
BaseHealth 200 Base shield HP
HolderHealthMultiplier 3 Extra HP = multiplier × holder max health
MeleeDamageMultiplier 3 Melee damage scale vs shields
ProjectileDamageMultiplier 1 Projectile damage scale vs shields
DropOnBreak true Drop shield on break
DisableBlockOnBreak true Disable blocking on break
ExtendedCatchScale 1.3 Invisible catch collider size relative to the visible shield
BashBaseDamage 100 Fallback bash damage when the shield's own CollisionWeapon deals none
BashStaggerPerDamage 0.005 Stagger seconds per point of bash damage (100 dmg = 0.5s)
DebugLog false Extra log spam

Notes

  • Detects shields via BlockMove / SurfaceBlock components, or names containing shield / buckler / pavise
  • Broken shields are renamed with _Broken and treated as dropped props
  • The catch collider is removed while the shield is not held, so dropped shields rest on the ground normally
  • Shield bash stagger requires the shield to have a CollisionWeapon component (i.e. the shield is configured as a weapon)

Changelog

2.0.0

  • Shortened manifest description to fit Thunderstore's 256 character limit

1.0.0

  • Initial release
  • Shield HP = 200 + 3 × holder max health; melee damage taken ×3
  • Invisible 30% larger catch zone with hit positions projected onto the visible shield
  • Shield bash stagger proportional to damage actually dealt; movement/attack lock without ragdoll
  • Shields drop when broken; empty hands receive fist weapons

CHANGELOG

2.0.0

  • Shortened manifest description to fit Thunderstore's 256 character limit

1.0.0

  • Initial release
  • Shield HP = 200 + 3 × holder max health; melee damage taken ×3
  • Invisible catch collider 30% larger than the visible shield, shifted fully outward so it never extends into the holder; blocked hits are projected back onto the visible shield so arrows/VFX land on the shield, not in the air
  • Shield bash stagger: only fires when the shield's CollisionWeapon actually deals damage (DealDamageAction, after all vanilla early-returns); duration = damage × 0.005 (100 dmg = 0.5s); stagger prevents movement and attacking without ragdolling the unit
  • Shields drop when broken; empty hands receive fist weapons