extends ActiveAbility @export var shield_amount: float = 100.0 func unavailable_reason(ship: CharacterBody2D) -> String: if ship.get("shields") >= ship.get("max_shields"): return "Tarcze są pełne" return "Wymagana pełna energia" if ship.get("energy") < ship.get("max_energy") else "" func activate(ship: CharacterBody2D) -> void: ship.set("energy", 0.0) ship.set("shields", minf(ship.get("max_shields"), ship.get("shields") + shield_amount)) ship.call("_update_shield_visual")