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 Mar 16, 2013@Kid_Meets_World
Bukkit only has a development build for 1.5 and Spigot runs off bukkit (but they did some patching to let 1.5 clients connect to servers running Spigot, but it's not 1.5, it's 1.4.7 still) so it's not 100% yet. I can say I've tested it with a copy of the Dev Build (1.5-R0.1 #2663) and it worked fine. Nisovin has been coding and it looks like he has already updated the code in perpetration on the Recommend Build's release.
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Posted Mar 16, 2013@fuzyfeet
Does this happen to work on 1.5? or will i have to wait for the update?
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Posted Mar 16, 2013@Zoagel
That's kinda intentional so you can use "custom" items. See items types in the manual.
@youshigo
If your not use to editing (or have never edited) config files this may go right over your head. To edit (or add) spells you need to open the config file for spells. Default spells are located in the MagicSpells folder (in you plugin folder) and are called "spells-regular.yml". If you need more help than that and can't understand how the manual then you need more help than should be explained in this comment section (maybe open a thread in the forum area).
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Posted Mar 15, 2013Thanks for the quick update :D
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Posted Mar 15, 2013Dear nisovin <3 please update to allow volatile spells with magicspells <3 ty!!
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Posted Mar 15, 2013Fireworks don't work in 1.5 please fix ASAP. A lot of my spells depend on them to actually look good.
My config file. It was working right before I updated, so I doubt it's that. http://pastebin.com/vm4zHUPe
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Posted Mar 15, 2013fuzyfeet => i don't understand how i do this :( i must go in a folder ?
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Posted Mar 15, 2013Hello. When i make for instance, a bone, the cast item of ''firenova'', but then change the name of the bone with an Anvil or plugin (like, i rename the bone from bone to FirenovaWand), the bone doesnt work. Same as items for reagents. Could that please be fixed?
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Posted Mar 13, 2013@youshigo
Yes you have to change the cast-item to stick on all the spells. Right now they either use stick (mostly no combat spells) and blaze rod (mostly attack spells) but that is what the author set as the default to show off. Just set them to what ever and have a blast.
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Posted Mar 13, 2013Help please !! Can i cast "all the spells with the stick ?? Is it possible ? thanks to response :)
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Posted Mar 12, 2013is there a way to make classes with this? and let them pay "iconomy" to rechange after a amount of time
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Posted Mar 11, 2013/cast resetcd <player> doesn't seem to reset cooldowns.
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Posted Mar 11, 2013I would like to tell everyone what we have done with this awesome plugin, then I will request some assistance.
First I have to say this plugin is one of the top 5 MOST EPIC plugins I have ever seen. And, coupled with the '-CastModifiers' and '-Memory', it's versatility is absolutely amazing!
What I have done so far with the help of one of my moderators:
Via PermissionsEx, we grant a few common spells to everyone. Then we fabricated 4 base classes, created a permissions group for each, and divvied up the spells according to what fits each class (combat/stealth/healing/magic). Then we created combination classes and created custom spells that each would have so they could have special perks and bennies that the rest do not get (combat-stealth, combat-healing, magic-healing, magic-stealth). Then to end the class creation process, we made upgraded elite classes with special names and powerful abilities.
Thanks to MagicSpellsCastModifiers, the classes that are 'not-so-magical' have automatic abilities that are activated without "casting a spell" (Warrior heals 1HP every time he takes damage from any source to simulate that he is tougher and can take a beating, and rogues tap the sneak key to auto-shadowstep their target, etc...)
We then made 'ExternalCommandSpells' that are available on the correct class' spells lists to enable the changing/upgrading of classes. These spells perform console commands using PermissionsEx to add the permissions group of the class(which contains the "grant" permissions for each spell I want that class to have, and removes the rest), then performs a console command to wipe their spellbook clean(cast forget %a *), then boots them to allow their new spells to be loaded via permissions grants("kick %a Log back in as the new you! :)")
Just wanted to share my experiences with just how amazing this project is. Now that being said, the issue I want help with is this: My ultra-spellcaster class is called Archmagi. I made a custom spell called Teleport for the Archmagi that is a ritual spell(can be interrupted if you move or take damage, not for escaping combat) that teleports the caster up to 150 blocks away(modified blink spell). I want my archmagi to be able to take a group of players along with him when casting this one spell.
I noticed that the Summon spell can be configured to accept participants(I disabled that, but it is a beautiful option!) and recently has been split into 2 separate spells(Summon =".instant.RitualSpell", and Summon_Helper =".targeted.SummonSpell"). I tried to replicate that duality to no avail. I tried console commands to use the "tp" command but I cant get past the issue of targetting. The initial casting of the spell requires careful aim in the distance with the crosshairs on a safe block... block=target of spell. Then all nearby the caster get a message saying "Player is gathering energy for a teleportation circle. Right click to join." If they join, it tells them they did, but nothing becomes of it.
My problem is that in order to teleport anybody else, THEY have to be the target, not the destination block in the distance. A .MultiSpell is still cast as one spell with one target. I cant seem to make it target the block(primary target), then target an AoE around the caster to collect passengers(secondary targets), teleport to the block(primary target), then summon/teleport the passengers(secondary targets) to the caster
I want to have a 15 second casting delay in which others can right click if they want to, then the caster teleports to away... at the destination stands the caster and everybody that right clicked near him. That is my dream. Any ideas? How would you do it?
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Posted Mar 11, 2013Awesome plugin, but, there is any way to use id damage for scrolls and ids for tomes? like, the a book, that is not readable, that will teach me a magic when i press right click? and also left click support for scrolls?
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Posted Mar 10, 2013can someone message me how i can Stop this plugin from blowing up blocks and causing explosions? pm me thanks
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Posted Mar 8, 2013Thank you for this amazing plugin, I would like to change the way to cast spells, can i select spells and made them castable by a stone block for exemple ? (i am french, i am sorry if my english is bad :p)
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Posted Mar 8, 2013@NeonJ
i think it makes sense, magically reload config using a spell
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Posted Mar 8, 2013@pepper82: MagicSpells is weird in that it requires you to cast a Reload spell (which reloads MagicSpells) in order for it to realise the NEW permissions you've changed or made. (Or just relog, that sometimes works too)
/cast reload (from op or console) iirc
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Posted Mar 8, 2013@MerchantoDeath:
You need to set up your config properly so that explosions by each explosion spell you gave permissions to does not do block damage :
no-explosion: true no-explosion-effect: true
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Posted Mar 7, 2013@MERCHANToDEATH
Make sure the spell is true for check-plugins