Agentes Shield __exclusive__ -

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;

public void DeactivateAndRelease(ReleaseMode mode)

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

public enum ReleaseMode Retribution, Recharge, Overclock

onCooldown = true; yield return new WaitForSeconds(cooldownDuration); onCooldown = false; if (!isActive) return incomingDamage

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());

IEnumerator CooldownRoutine()

I will develop it as a that fits well in a tactical or RPG context. 1. Feature Concept: Agentes Shield Tagline: "Convert incoming pressure into tactical advantage."