Agentes Shield ((hot)) -

onCooldown = true; yield return new WaitForSeconds(cooldownDuration); onCooldown = false;

IEnumerator CooldownRoutine()

The Agentes Shield is not a simple damage blocker. It is an energy-absorbing barrier that stores absorbed kinetic/energy damage and then releases it as a short burst of enhanced speed, counter-attack power, or team healing. agentes shield

public enum ReleaseMode Retribution, Recharge, Overclock

[Header("Stats")] public float damageReduction = 0.7f; public float absorptionRatio = 0.5f; public float maxShieldCharge = 200f; public float cooldownDuration = 25f; private float currentShieldCharge = 0f; private bool isActive = false; private bool onCooldown = false; private HealthComponent playerHealth; onCooldown = true

if (!isActive) return incomingDamage; float reducedDamage = incomingDamage * (1 - damageReduction); float absorbedEnergy = incomingDamage * damageReduction * absorptionRatio; currentShieldCharge = Mathf.Min(currentShieldCharge + absorbedEnergy, maxShieldCharge); // Shield break if overloaded beyond capacity + 10% if (currentShieldCharge >= maxShieldCharge * 1.1f) DeactivateAndRelease(ReleaseMode.Retribution); // emergency release return reducedDamage;

| Player Level / Power | Shield HP Equivalent | Max Charge % of HP | Damage reduction | |----------------------|----------------------|--------------------|------------------| | Early game | 50 | 150% | 60% | | Mid game | 100 | 200% | 70% | | Late game (upgraded) | 150 | 300% | 80% | yield return new WaitForSeconds(cooldownDuration)

void Start() playerHealth = GetComponent<HealthComponent>();

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