Comments (4)
Currently damage is passed to shield logic raw before any other logic or checks at TechnoClass
level are applied to it. This means no TypeImmune
or armor modifiers from veterancy, crates etc. or Immune
(which is checked much later) for an instance but things like ProneDamage
, DamageSelf
and Sonic=true
parasite removal are applied since they are done at a higher level.
Shield logic itself checks temporal, IC and AffectsAllies/Owner/Enemies
and adding bespoke check for Immune
or TypeImmune
would be an easy job, although question lingers if this (and possibly the iron curtain check) should be customizable for shields to some degree or if such thing isn't really necessary.
from phobos.
Personally i don't see a reason for why someone would want to make something that is completely immune to damage have shields that can be damaged (tbh i don't think there's a reason to give such objects shields in the first place).
I can think of cases where a shield could be used to prevent a weapon from reducing the IC timer, but i suppose that might be out of the question anyway since IC timers are an Ares thing. Don't think it would be needed for anything else.
I can also see someone wanting to make TypeImmune=yes objects still damage their own shields when firing, but then, same can be said about ImmuneToPsionics, ImmuneToRadiation, ImmuneToPoison, Parasiteable, Warpable etc. If TypeImmune can be customized per shield, shouldn't those be added too?
Nah, i think those are fine to be customizable just for the owner of the shield, not shields.
from phobos.
Should be fixed in 0c8173e, please test. Damage should now bypass the shield if TechnoType has Immune=true
or if it has TypeImmune=true
and damage source is instance of same TechnoType owned by same house.
from phobos.
Fixed. No issues found.
from phobos.
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