Agentes Shield 🆕 Limited Time

[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;

| 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

void Start() playerHealth = GetComponent<HealthComponent>(); [Header("Stats")] public float damageReduction = 0

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." [Header("Stats")] public float damageReduction = 0.7f

public float ProcessIncomingDamage(float incomingDamage)

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;

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());