I made something like this for my map.
Whenever I need a damage effect, I make one damage effect for shielded targets, and one for unshielded targets. I then make a switch effect where it uses the shielded damage effect if the "Has Shields" validator returns true, otherwise it uses the unshielded damage effect. Only drawback here is that if the target only has 1 point left in shields, it will take damage as a shielded target, eaven if most of the damage will actually be done to the health.
I made something like this for my map.
Whenever I need a damage effect, I make one damage effect for shielded targets, and one for unshielded targets. I then make a switch effect where it uses the shielded damage effect if the "Has Shields" validator returns true, otherwise it uses the unshielded damage effect. Only drawback here is that if the target only has 1 point left in shields, it will take damage as a shielded target, eaven if most of the damage will actually be done to the health.