Agentes Shield !full! -

public float ProcessIncomingDamage(float incomingDamage)

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

public void Activate()

IEnumerator CooldownRoutine()

| 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% | agentes shield

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

if (onCooldown) return; isActive = true; currentShieldCharge = 0f; // Play shield-on VFX/SFX yield return new WaitForSeconds(cooldownDuration)

if (!isActive) return; isActive = false; switch(mode) case ReleaseMode.Retribution: AoEDamage(currentShieldCharge); break; case ReleaseMode.Recharge: playerHealth.Heal(currentShieldCharge * 0.5f); ReduceAbilityCooldowns(currentShieldCharge); break; case ReleaseMode.Overclock: ApplyBuff(moveSpeedBonus, critBonus, duration: 8f); break; currentShieldCharge = 0f; StartCoroutine(CooldownRoutine());