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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).
By wnunnuns
| 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
BepInEx pack for TABS. Preconfigured and ready to use.
Preferred version: 5.4.16README
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
CollisionWeaponactually deals damage, the target is staggered fordamage × 0.005seconds (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
- Install BepInExPack_TABS
- Install this mod with a mod manager, or extract into
BepInEx/plugins/ - 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/SurfaceBlockcomponents, or names containingshield/buckler/pavise - Broken shields are renamed with
_Brokenand 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
CollisionWeaponcomponent (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