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Shield Status Effect
The player has a rechargeable shield with two activation modes.
The rechargeable Shield API below is separate from the Team 5 inventory consumable. The checked main keyboard handler does not bind 9/0 to these modes. In remote items 9eb2186, 8 uses the inventory Shield, 9 uses Speed and 0 uses Strength. The previous 9/0 activation instructions are obsolete.
Team 5 Shield consumes one inventory item for an 8-second damage-blocking effect and refreshes its duration on reuse. Its top-right duration bar is not the rechargeable shield-point display. See Team 5 shield comparison.
Absorb mode uses the shield as a damage pool.
- Maximum shield capacity:
20 - Activation requires a full shield.
- Incoming damage is deducted from the shield first.
- Any damage remaining after the shield reaches
0is applied to health. - The shield remains active for up to
5 seconds. - Absorb activation is rejected while the shield is not full.
- An activation request does not refill the shield.
- Recharge follows this shared shield API's delay and refill rules; this is not the Team 5 consumable cooldown.
If the shield has 20 points and the player receives 8 damage:
Shield: 20 -> 12
Health: unchanged
Timed mode is exposed through the shared shield activation API, not a default 9-key binding.
When activated:
- The shield must be full:
20 / 20. - The entire shield is consumed immediately.
- The player becomes invulnerable for
3 seconds. - All incoming damage is blocked during this period.
- The ability cannot be activated again while active.
- After 3 seconds, the shield begins its recharge delay.
- After the 2-second delay, the shield refills over 7 seconds.
Before activation:
Shield: 20 / 20
Health: unchanged
After a successful Timed activation:
Shield: 0 / 20
Invulnerable: yes
Duration: 3 seconds
After delay shield gradually fills up