Now I did actually have a similar thing made by Enerdy a while back, but because he, to my knowledge, dropped support of that plugin, I decided to venture on an adventure with these on my own.
There may be questions here, about ‘Balance’. I will welcome any feedback for balance. The idea is that you will pick one of the abilities listed when you first join the Trading System (current players will chose them when they release). The abilities are based on the faction you chose. At this point, 2 unique to each faction, and 1 present in both. The stats listed for each ability below are just a general pointer for the ability. The actual idea is that your ability will be weak when you first get it, but as you improve the ability by upgrading it, it will become stronger. The point is that these don’t provide any insta-kills or game-winning advantages, but rather an aid and fun addition to PvP. Note that, any damage dealt by these commands will not kill a person (intentionally), the plugin will look at the health of the player, and will try to make sure that after the damage, they have at least 1 HP.
Here’s my initial proposed list:
Command Abilities
[PvP]
Key:
GR - Genetic Rebellion
PR - (Dark) Precursors
/wish
Faction: GR
A player is granted a wish to regain 30% of their total HP over a period of 5 seconds. If before the timer is up, their current HP reaches their total HP, the effect will be cancelled.
Old Ability: A player wishes for 150 HP heal. It has a 50%75% chance to heal them for 150, and a 50% 25% to damage them for 150 damage (it will factor their defense). The outcome is revealed 8 seconds after the commands use. If the person is not in pvp, it will do nothing.
/divert [player]
Faction: PR
A player will divert the next attack done on them to another player. If the attacking player is the subject of divert, the attacker is healed instead of damaged. If the subject is not in pvp, no damage is dealt.
/curse
Faction: PR
Your next hit will curse a player. 25% of the players total HP is taken over a period of 7 seconds. If the player heals using a potion before the time is up, the curse is cancelled.
Old Ability: After 10 seconds, there is a 25% chance the player is damaged (for some amount). Otherwise, nothing happens.
/snipe [player]
Faction: GR/PR
The users next bullet damage is doubled if it hits the subject. If the next damage does not hit the subject, the snipe is cancelled.
/bond [player]
Faction: GR
The subject and user share a bond (only works if they’re on the same team). If one of them leaves the team, pvp or the server, the user or subject is ‘killed’ (1000 damage is dealt to the player). However, when a healing potion is used by one of the players, both players are healed.
There is one more. The reason this next one is here because I feel that it can significantly change the way you PvP:
RoD
Faction: GR/PR
The ability to use the Rod of Discord.
“But how would this ability be upgraded? What would it add?” you may ask. Well, the only way really is to provide a healing effect after using it. That is, it will heal a portion of the damage done when you use it while the debuff is active. Fully upgraded means that it would simply heal you for all the damage it deals.
So there is a few questions:
What do you think of the proposed list?
Should RoD be a Command Ability instead of a Cmd Item?
Do you have any Balance suggestions?
Do you have any ability suggestions?