Table of Contents I. Introduction
II. How to Play
III. Characters/Classes
IV. Premium Version & Future Ideas
V. Setup
Hello, everyone. I've had an idea that I was thinking about for a very long time. As some of you might know,
Teamfight Tactics, it's a gamemode for
League of Legends. It's an auto-chest game. If any of you don't know what that is, it's a auto-battler strategy game. You can find out more about this genre
here, and I will also be explaining how to play in the next section. We've created Minecraft themed version of an auto-battler. This could even potentially be a new minigame, with both an unranked and ranked gamemode, if not an entirely new app in general. In addition, in this minigame, it's
impossible to cheat while playing it. Ladies and gentlemen, We present to you "
Minefight Tactics":
" MFT is a round-based strategy game that pits you against seven opponents in a free-for-all race to build a powerful team that fights on your behalf. Your goal: Be the last person standing. "
(Version 0.1 gameplay)
(Default Red Team Island)
Minefight Tactics games
features 8 players,
each with 100 health. Each round will feature a set of opponents for the players to battle, whether it be themselves or an
NPC-Controlled monster board that the player can loot for items or golds. Players will earn gold each round passively, and depending on how much they win and the amount of gold they have saved, the player can earn more gold. In addition, going on a losing streak might also net the player some bonuses to help them catch back up, such as a decrease to damage received or an increase in gold revenue.
Gold can be used in a shop, where players can purchase battlers. 5 random battlers will be drawn into the shop every round, which the player can choose to buy from. In addition, players will be given levels, with higher levels meaning you can put more troops on the field of play. Players will receive experience points passively throughout the round, but can also purchase additional XP in the shop to get ahead of their opponents. Finally, if players are unhappy with the battlers that are available for purchase, they can spend gold to reroll the shop, and draw new battlers to buy. All players share the same deck of battlers, so if one player has multiple of one unit, it is highly unlikely that the other players will roll that unit in the shop.
Upon losing to another opponent's army, whether it is an NPC or not, the player will take damage according to the amount of units on the field and their cost. Upon reaching 0 health, the player loses, and all of their units are re-shuffled into the deck that everyone else uses.
The last player to remain will win the game.
(unit shop example)
(your team vs. NPC controlled units)
It's time to meet the cast of Minefight Tactics. Each character has the following: a name, a class, a unit cost, and an ability. Unit costs are the amount of gold that one must spend to purchase the unit in the shop, ranging from 1 to 5. As the player levels up, they will find less of the lower cost units, and more of the higher ones. Higher cost units are harder to level up than the lower cost ones, but in return are more powerful than the lower cost units. Abilities are unique skills that can be learned by the individual units, and each of them help make the unit stronger.
Units also have the following stats: attack damage, hp, attack speed, spellpoints, crit chance, defense, magic resistance, evade chance. Spellpoints are the amount of spellpoints needed to cast an ability; 25 spellpoints are gained each time the unit attacks.
Character abilities and stats will scale as the unit is leveled up. Players can do this by combining three of the same level unit to form a higher level one. MFT has three levels: 1 star, 2 star, and 3 star, and as the unit levels up, it will become more powerful.
(Level 1 Snow Golem)
Without further ado, here is a list of the units you can buy in Minefight Tactics:
Upon hitting a target, enemy's attack speed is 40/80% lowered.
More 50/70% spell damage for End units.
Glacial units' damages slow enemies.
More 40%/60% damage for Humanlike units.
Nature units gain x1.5/2/3 damage reduction.
Removes 10/30 spellpoints from enemy on each hit by Nether units.
Undead units gain 25%/50%/80% magic resistance.
Random one enemy has 90%/50% health at the start of the battle.
Defense is increased 30%/60% for Cube units.
Arachnids have 30%/80% crit chance.
Units deal 10%/30%/50% increased damage to enemy.
The effects of this unit's primary class are 2 times as effective.
Cave units have more chance 15%/25%/35% to evade attacks.
Level Scaling is the minimum number (or only number) of units that can be on the field for the effect to activate at a certain level. Ability Scaling is the effectiveness of each class effect at each level. For example, if a class has a 2/4/6 level scaling with 20/40/60% effectiveness, its effect is 20% effective with 2 units on the field, 40% with 4 units, and 60% with 6 units.
This resource took 100+ hours to do. So there will be a premium version to support us. Main systems of free and premium versions will be same but units may be different.
Free version won't have "unit abilities and class perks" If you want to support us and see these features on your server. You can buy the premium one. ^^
Download requirement plugins (check README file) and put them to plugins folder. Then put scripts to plugins/Skript/scripts.
MFT folder is default map for this minigame made by me. Copy and import it to your worlds.
To create an arena watch this video:
Once you done, you can enable bungee mode by editing "MFT_main.sk" file. Go line 3 and set {SAC:
ata::Bungee_Mode} to true. Bungee mode means when player join the server, system will automaticly scan arenas and there is available one, player will join in. (If you don't want to use bungee you can leave it false but you will need to use /mft join <arena> command.)
In next updates, we'll make config.yml for these options don't worry!