you can find the broken elemental crystal as a unique loot from the ominoous vaults in trial chambers
use the materials from all around the world to repare the crystal and then activate it using one of the elements
in case you change your mind about the element you can "re-activate" it using the same crafting recipe as fpr reparing it
(the recipe is shown on broken crystal as lore)


abilities of each element:

 FIRE:
 pasive:
 - constant fire res effect
 - when you punch entity it ignites on fire
 - when you punch ground it ignites on fire
 - when entity punches you it ignites on fire
 - immune to damage from your own explotions
 active:
 - summons the fire ball

 WATER:
 pasive:
 - addaptive depending on the users preference
 active:
 - set the preference for passive effcts

 WIND:
 pasive:
 - can walk thru walls / transparent blocks (due to the limitations of the block detection sometimes you need to hold shift for non-full blocks like glass panes)
 - reduced  gravity
 - reduced fall damage
 active:
 - launches player into the air

 EARTH:
 pasive:
 - diferent movement settings
 - constant resistance (60% damage reduction from most sources)
 - has 20% chance to deflect incoming arrows (its set to 20% but idky it feels like a lot more, maybe a misscalculation?)
 active:
 - ((sorry no tome for good idea for this))

1 admin commad ( /function .g4:admin_settings )
it allowes you to set the cooldowns for each active abbility
it also has access to /give for custom items
and test for each player to confirm if they have resource pack installed or not

tricks:
 - resource pack detection using translated text and fallback to display buttons in diferent size depending on translation
 - using large character with high resolution (in resource pack) to make it look like picture is changing depending on witch "single_option" is selected (using the negative space library)
 - using "tickless cooldown" for cd to avoid having ticking functions
 - using ticking enchantments to avoid using ticking functions
 - using (most of the time deactivated)advancements to detect triggers to avoid having ticking functions
 - (not that big feature tbh) using damage type to make items undistructable (void still works and maybe i missed something)
 - using tp ^ ^ ^0.2 to clip player into the block in front so tat it looks like player can walk thru leaves (etc.)

 - few more little tricks that i picked up over time or figured out while working on this pack (thx organizators for this jam)
