Elementals MINIGAME IDEA! ---------------------------- > THE GAME < This game is like MobClash and Snipers, only with a few differences. There are 4 kits, FIRE, WATER, EARTH and AIR. Each kit has special abilities to aid them in battle. Then once you’ve equipped your abilities, you fight to the DEATH! > THE LOBBY < This lobby is quite different from MC and Snipers. There are tons of signs instead of just kits signs. Each sign represents an ability for a kit. ---ABILITY SIGNS--- FIRST LINE = [Elementals] ----> [Kitname] (Bold) SECOND LINE = [Kit] ----> Equip or Buy (you know what to do) THIRD LINE = [Ability] ----> [Ability name] (Bold) FOURTH LINE = [A/U/S/P] ----> [Attack/Utility/Support/Passive] ---OTHER STUFF--- I’m pretty sure you know what to do with the ability equipping. When you click the sign, you can buy it or equip it with the essentials eco. Then, you bring that ability ingame to use. You can only bring ingame 1 ability of each category. > CATEGORIES < These are the types of abilities you have ingame to aid you in battle. Attack (Red Dye) - These types of abilities tend to damage your opponent or help you damage them in some way. Utility (Yellow Dye) - These types of abilities aid you when dealing with tough situations ingame in some way. Support (Green Dye) - These types of abilities help you survive or escape enemies in some way. Passive - These types of abilities cannot be activated except by special means, and are global through the game. > COMMANDS AND PERMISSIONS < Same as MobClash and Snipers. >=======THE ACTUAL KITS =======< ***NOTE: NO ABILITIES DESTROY BLOCKS UNLESS SAID SO*** ***NOTE: ALL DAMAGE CAN BE CONFIGURED*** > FIRE < ---BASICS--- This kit specializes in destroying it’s opponents with devastating attacks and deals extreme damage to enemies with fire-based abilities. ---ATTACK ABILITIES--- • Fireball Cooldown: 6 Seconds Cost: Free Extra Config: fireballRange: range of fireball before it explodes fireballFireDuration: duration of fire inflicted fireballCost: cost fireballCooldown: cooldown of ability fireballKnockback: amount of knockback dealt Fire a ghast fireball at enemies, exploding (explosion radius 5) when hitting the ground or an enemy. Deals medium knockback and inflicts fire on enemies for 2.5 seconds. Also damages enemies within the explosion (3-5 damage). Flame Ring Cooldown: 9 Seconds Cost: 1000 Extra Config: flameringRange: range of the ring flameringSize: size of the ring flameringFireDuration: duration of fire inflicted flameringCooldown: cooldown of ability flameringCost: cost flameringKnockback: amount of knockback dealt Launch a ring of a ton of flame particles that move away from you like a shockwave, moving at a speed of 4 blocks per second, for a maximum of 6 blocks. The size of the ring is 1 block. Deals 1-3 damage and inflicts fire for 2.5 seconds. Deals little knockback. ---UTILITY ABILITIES--- Magma Dash Cooldown: 13 Seconds Cost: Free Extra Config: magmadashSpeed: how many blocks per second you move magmadashLength: how many blocks you dash magmadashCooldown: cooldown of ability magmadashCost: cost Dash forwards at great speeds with a fiery trail behind you (particles, not actual fire). You travel at a rate of 8 blocks per second, up to 14 blocks. Right click the ability again to cancel the dash midway. ---SUPPORT ABILITIES--- Blaze Bonds Cooldown: 20 seconds Cost: Free Extra Config: blazebondsHeal: how much health you get healed per blaze attack on enemy blazebondsDuration: how long the blaze lasts before despawning blazebondsKnockback: amount of knockback blazes give to enemies blazebondsCooldown: cooldown of ability blazebondsSpeed: how fast the blaze travels towards enemies blazebondsCost: cost Summon a blaze 5 blocks away from you, and it travels slowly towards enemies and will try to melee them instead of using ranged attacks. On hit (blaze attacking enemy) (the hits deal no damage but some knockback), you gain 1-2 health. The blaze despawns after 5 seconds. ---PASSIVE ABILITIES--- Scorching Armor Cost: Free Extra Config: scorchingarmorChance: chance of getting ignited scorchingarmorDuration: duration of fire inflicted scorchingarmorCost: cost Enemies that hit you have a 10% to become ignited for 6 seconds. Obsidian Padding Cost: 1000 Extra Config: obsidianpaddingCost: cost You are immune to fire. > Water < ---BASICS--- This kit specializes in freezing and slowing it’s enemies into submission and making itself a force to be reckoned with. ---ATTACK ABILITIES--- Tsunami Cooldown: 7.5 Seconds Cost: Free Extra Config: tsunamiCost: cost tsunamiCooldown: cooldown of ability tsunamiKnockback: knockback dealt to enemies tsunamiRange: range of tsunami tsunamiSize: size of tsunami tsunamiSpeed: how many blocks per second the tsunami travels Shoot a wave of water in front of you, traveling at a rate of 5 blocks per second, for a maximum of 8 blocks. Wave deals 12 damage, but loses 1 damage per block traveled. Geyser Cooldown: 10 seconds Cost: 1000 Extra Config: geyserCost: cost geyserCooldown: cooldown of ability geyserRange: range of geyser geyserHeight: height of geyser geyserDuration: duration of geyser before it despawns Place a 10 block tall geyser on the nearest player within 6 blocks, dealing 1-5 damage. The enemy will be traveled to the top of the geyser. Geyser lasts 3.5 seconds. Shift while activating to shoot yourSELF upwards with the geyser instead. ---UTILITY ABILITIES--- Water Octopus Cooldown: 13 Seconds Cost: Free Extra Config: wateroctupusCost: cost wateroctupusCooldown: cooldown of ability wateroctupusKnockback: knockback dealt to enemies wateroctupusRange: range of water spew things wateroctupusDuration: duration of ability In 8 directions, spew out tons of water particles (max 7 blocks) that knockback (a lot of knockback) any enemies that touch it. Ability lasts 5 seconds. ---SUPPORT ABILITIES--- • Aqua Shield Cooldown: 18 seconds Cost: Free Extra Config: aquashieldProtection: percentage of incoming damage to reduce aquasheildCooldown: cooldown of ability aquashieldSize: size of shield aquashieldCost: cost aquasheildDuration: duration of shield Surround yourself in a shield of water particles (different ones then octopus ability), reducing incoming damage by 40%. Shield lasts for 6 seconds. ---PASSIVE ABILITIES--- Water Shoes Cost: Free Extra Config: watershoesCost: cost watershoesSlowness: level of slowness to give when walking on water Walk on water but with slowness 1. Aquatic Armor Cooldown: 5 Seconds Cost: 1000 Extra Config: aquaticarmorCost: cost aquaticarmorCooldown: cooldown of ability Shift + Right Click + Jump to remove all fire status effects from you.