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; agentes shield
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()); // emergency release return reducedDamage
onCooldown = true; yield return new WaitForSeconds(cooldownDuration); onCooldown = false; if (!isActive) return
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.
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());
onCooldown = true; yield return new WaitForSeconds(cooldownDuration); onCooldown = false;
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.
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