MagicSpells
Note: MagicSpells is being maintained on this GitHub fork and you can find help at the official Discord.
Info
MagicSpells is a Minecraft Bukkit plugin that creates magic spells your players can use. Its main purpose is to give your players access to certain abilities that you might not want to give them unlimited access to. However, instead of just giving them access to boring commands, they instead get more interesting spells. Each spell can be configured in many ways:
- Reagent costs (the cost of using the spell, including items, mana, health, hunger, experience, and item durability)
- Cooldowns (the amount of time a player must wait between uses)
- Durations (how long certain effects last)
- Ranges (how far away spells can be used from their target)
- Many more options, depending on the spell
Spells can be cast by using the /cast command, swinging a configurable wand item, or both. It's also possible to have them triggered from other actions the player may take. It's all customizable.
Usage
Before a player can cast a spell, they must already know it. There are several ways a player can learn a spell:
- Taught with the teach spell
- Learned from a spellbook
- Learned from a tome
- Gained from a grant permission
- Purchased from a shop
- Being a server op (they know all spells) For example, a server op can teach Bob the blink spell by typing: ''/cast teach bob blink''.
Once a spell is learned, it can be cast either by using the ''/cast'' command or by using a wand item. Now that Bob knows the blink spell, he can either cast it by command, by typing ''/cast blink'', or he can cast it with a wand item. To select the spell, he holds the wand in his hand and right clicks. Right clicking will cycle through any spells assigned to the item he is holding. When he has the one he wants, he left clicks to cast.
If Bob does not have the required reagents for the spell, or if he has cast it recently and it is still on cooldown, he will not be able to cast the spell and will instead receive an error message.
If mana is enabled, a player can use the ''/mana'' command to see how much mana they currently have. Mana can also be configured so it is displayed on the experience bar.
Useful Links
Videos
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Posted Oct 26, 2012@Faldonboy
ok I will try either bpermissions or YAPP because I had the same issue with another plugin called magical spells so maybe its just my permissions
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Posted Oct 26, 2012@zarakh01
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Posted Oct 26, 2012also, with the wearing condition, if i specify the target require wearing all the pieces of leather armour for the effect to work, will it require all the pieces, or just 1 of any of them? And do values such as movement speed and power% stack with each other, for example, wearing leather helm gives 5% increased spell power and wearing chest gives 10% increase spell power, does that mean the user has 15%? or just the higher out of the two?
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Posted Oct 25, 2012The MagicSpells cast modifiers, does the jar make a file, or is it like vault where there is no file? because mine isnt making any files.
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Posted Oct 24, 2012@watdidyusaey
I don't believe "cancel-on-damage" works with "cast-time" spells, but it does work with Ritual Spells. Simply make a ritual spell and have the "spell:" set to whatever spell you want to use. (You'd have to set cancel-on-damage and cancel-on-move to false, as taking damage does move you.)
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Posted Oct 23, 2012Thank you for the case sensitive fix.
Is anyone having trouble with the cancel on damage config option to work properly for cast-time spells? My players still have their spells interrupted when they take damage on a spell I specifically configured to not be interrupted on damage/movement.
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Posted Oct 23, 2012Just read the upcoming changes for version 2.10 thanks so much for the case sensitive fix!
- Updated latest bukkit works nicely!
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Posted Oct 22, 2012@deleted_8537216
Works fine for bpermissions.
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Posted Oct 22, 2012Did anyone get the grant, learn, cast etc. permissions to work properly for any permissions plugin?
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Posted Oct 20, 2012@IISpeedyCamelII
Max-distance is the block range that it can activate from. For example, if you have it set to 1, it won't activate unless you are, at most, 1 block away from where it hit. Try setting it to 0 and seeing what happens.
@zarakh01
You can use the TargetedMultiSpell and set a delay on the spells. I.e. http://pastebin.com/dfPNcciK
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Posted Oct 18, 2012@Faldonboy
Thanks for the response but it hasn't worked do you ahve skype I can add you on or something you seem to know alot about Magicspells and I would love your help in it :D
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Posted Oct 18, 2012@IISpeedyCamelII
For starters you have two max-distance both having different values. If removing one of them doesn't work try setting require-hit-entity to false
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Posted Oct 18, 2012Why doesnt this work?
Im trying to get it when the stick fires the fire it does damage to the target http://pastebin.com/PT8kKLdu
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Posted Oct 17, 2012This is currently the featured plugin on the Taclys Realm server, IP of 184.164.141.78. My members are liking it so far, so we'll see how it goes.
I've used this with commandsigns, and have set up learning spells costs money by clicking on signs. Useful for giving out spells autonomously, and keeping some spells easy to get (water, fireball, mark/recall) while some very hard to get (firenova, stonevision, flamewalk). So far I like it, good job so far.
Though, what does /cast summon_helper do? I type it in, and it says there is no spell by that name. I haven't altered config at all, don't know what that means. Everything else works fine.
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Posted Oct 17, 2012@Faldonboy
Ok i tested it, it works, but does WAY too much damage, i tried restricting the damage by setting the strength in a negative number, but it just did no damage.. seems the only way is to poison them or set them on fire ;/
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Posted Oct 17, 2012@Faldonboy
thx, i'll try this, one more thing, i set up sounds for my spells, but none seems to work?
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Posted Oct 17, 2012@zarakh01
You could try a potioneffect spell that uses a potion of harming and set it so it has a duration, this wouldn't hurt undead mobs though. However, you could do the same thing but use a potion of healing effect with a duration and it would hurt undeads ONLY, using it on anything else would just heal it.
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Posted Oct 17, 2012Is there any way to make a spell deal damage over time, like fire ticks and poison ticks? Because as much as i like poison and fire, poison doesnt deal damage to some mobs, and i cant have every dot use fire damage...
So if there is a way please tell me, or if there is'nt, can i request it?
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Posted Oct 16, 2012@YotsugiOnonoki
Sounds like a plugin conflict, do you use nocheatplus or something else that prevents flying, not taking fall damage etc? You may need to configure it to be more lenient on those things.
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Posted Oct 16, 2012Force Toss spell doesnt throw players in air but instead lags them.