feat: Spell damage types case-insensitive, begin migration from none
to true
#5916
+35
−27
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Checklist
Required
main
so it won't cause conflict when updatingmain
branch later.Optional
doc/
folder.Purpose of change
Case sensitivity is annoying, especially when it was already inconsistently applied to begin with. Additionally, I recently found out that we were using
none
as the word for true damage, which is absurd given that DT_NONE is a real damage type that should error.Additionally, any unrecognized damage type string defaulting to true damage is absurd.
Describe the solution
TRUE
to the if-else list as the correct method of getting true damageDescribe alternatives you've considered
If they're not specifying the damage type, I think it's reasonable to presume they want the truest form of damage that does exactly what they tell it to.
Testing
It builds, it loads, the casing works, and I can even do bullet damage
Additional context
Proper removal of
none
from the function (or harder load-errors) can probably occur in a few months