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
-
View User Profile
-
Send Message
Posted Sep 14, 2013@nisovin
srry i though you've forgoten to update the source, I saw the date 8/26 and didn't seem like version 3.0 had been released that long ago
-
View User Profile
-
Send Message
Posted Sep 13, 2013@machado197328
That is the up-to-date source code, I'm not sure why you think it isn't. However, they don't even need to look at it. Bukkit does some kind of trick to make it so that there can be two different methods with the same name but different return types. This is to maintain compatibility with old plugins after Minecraft switched health values from int to float. It doesn't look like MCPC+ does that little trick, so the backwards compatibility does not work. This is where the errors are coming from.
-
View User Profile
-
Send Message
Posted Sep 13, 2013@mike0fmikes
This is an cool idea, but I don't know if it would be a worthwhile addition, personally.
I do know of a plugin that may be able to handle such a thing, though. It's called CustomProfessions. It's still in beta, and is lacking a few of the planned features, but it's in a functional state.
The guy behind the documentation, Lukethenuke, seems to be very active and is quick to respond to questions.
You can find a brief demonstration video of it here(YouTube).
-
View User Profile
-
Send Message
Posted Sep 13, 2013NISOVIN can you update the source code available in your topic? I think I can get MCPC+ developers to fix those errors over here (http://dev.bukkit.org/bukkit-plugins/magicspells/forum/57561-bug-reports-instant-particle-projectile-spell-and-targeted/#p4)
you said you had to mantain 1.5.2 compatibility until 1.7 comes out, although mcpc+'s developers are the same as spigot (another craftbukkit's fork), which runs your plugin without any problems for as far as I could test. So maybe if I let them know about the missfunction of magicspells they can do something before, they even have a forum for this kind of stuff, but I need the current source code
here's the topic in case you want to add something: http://www.mcportcentral.co.za/index.php?topic=5674.0
-
View User Profile
-
Send Message
Posted Sep 13, 2013I just had an interesting idea for an add on: a "karma" system.
You assign a value, either positive or negative to a spell. The more you cast specific spells, the more your karma slides one way or the other. Perhaps even a flag for "targeted player" or "targeted monster" would be in order; so for example the drain life spell would always be bad karma, while the explode spell would only be bad if targeted a player.
When the player reaches an admin defined upper or lower limit an admin defined command could be executed ie to change the player's permissions group and (depending on configuration of perms of course) the spells they have access to. So you could effectively have black mages, white mages.
Hell, if you really wanted to get into it you could start with a player defined group of schools. For example white, black, gray, red, etc. Then define multiple colors for a spell. ie fireball = +1 red +1 black.
To leave a school you would have to do something like /cast forget all or something like that then start over with a clean slate...idk I'm just spit balling here. What do you think?
-
View User Profile
-
Send Message
Posted Sep 13, 2013hi geyser spell i change the type of geyser spell is still a water geyser!
-
View User Profile
-
Send Message
Posted Sep 13, 2013@elysianhero
there are dozens of quest plugins that offer exactly those features you're requesting, all you need is one of them and a permission plugin.
-
View User Profile
-
Send Message
Posted Sep 13, 2013I'm trying to get the particle projectile spell to cast two potion effect spells on targets it hits. I've tried using both multi spells for this but neither works when used with particle projectile. Can anyone else make it work?
-
View User Profile
-
Send Message
Posted Sep 12, 2013Nisovin, have you considered adding scoreboard objectives as CastModifiers conditions? With the new objectives being added to Minecraft 1.7, spells would become even more versatile. Given the conditionvar was the objective score, a spell could become more powerful as the player breaks certain blocks, become enabled after they've killed a certain number of mobs or a specific mob, or have reduced cooldown after they have played on the server for a certain number of hours.
Since objectives can be created and their value modified using commands, command blocks, or even command spells, a spell-maker could modify any spell based on any arbitrary value they set. For example, economy could be managed with the objective "Money". A command spell could require 5 Money to cast, then execute a command spell that reduces the Money objective by 5 points and then allows them to place a shopkeeper (using Shopkeepers) as one example.
This would make MagicSpells even more potent, in my opinion.
-
View User Profile
-
Send Message
Posted Sep 12, 2013Is the passive spell working for anyone else with either blockplace, or rightclickblocktype? I cant seem to get this to work correctly at all.
-
View User Profile
-
Send Message
Posted Sep 11, 2013May i ask how do we specify potion effects onto monster with the new update?
-
View User Profile
-
Send Message
Posted Sep 11, 2013Would it be possible to make it so we can choose what mobs are friendly when a player is disguised with the disguise spell? Like a spell that turns you into a zombie and everything will behave normally except zombies which would ignore the player.
EDIT: Also using the item <itemid> for disguises always results in the player being disguised as a stone block regardless of what you set the id to.
-
View User Profile
-
Send Message
Posted Sep 10, 2013@nisovin
You... are... Santa Claus.... That's it! You're fantastic! All these new features, it's just- There's was so much one could do with MagicSpells before, but all these little things build something much greater. My heart can't handle it!
-
View User Profile
-
Send Message
Posted Sep 10, 2013@CbblCraft
Only if you are a server op. Nobody else should have any spells by default.
-
View User Profile
-
Send Message
Posted Sep 10, 2013Why are all spells bound to sticks off a fresh install? No permissions or anything, if you pick up a stick, you immediately have access to all the spells...
The hell?
-
View User Profile
-
Send Message
Posted Sep 10, 2013Second beta build uploaded. It has several bug fixes and a couple new features.
http://dev.bukkit.org/bukkit-plugins/magicspells/files/39-v3-0-b2/
As always, report bugs in the ticket system!
-
View User Profile
-
Send Message
Posted Sep 9, 2013@evilgoer
i don't think dancing is working either
instant.ParticleProjectileSpell and .targeted.ChainSpell are working good for you guys? if they are, I think the problem might be come incompatibility with mcpcplus
check out this topic: http://dev.bukkit.org/bukkit-plugins/magicspells/forum/57561-bug-reports-instant-particle-projectile-spell-and-targeted/#p1
-
View User Profile
-
Send Message
Posted Sep 9, 2013Trying to do a move with dance cast, but not seem to work, any tips? It works fine on its own, I followed the instructions: To begin a dance cast, first right click with the dance-cast-item, then perform the moves, then right click again with the item to cast. But work it won't.
http://dev.bukkit.org/paste/8478/
-
View User Profile
-
Send Message
Posted Sep 7, 2013omg, thank you so much for this update! I can't wait to try dance-cast-sequence! <3 <3
-
View User Profile
-
Send Message
Posted Sep 7, 2013Having an issue getting the passive spell to work with the rightclickblocktype trigger - http://pastebin.com/BAnNxawM Not sure if its me or the plugin. I have tried changing the block to click on, and serveral other option for passive spell, and the command spell. The spell is supposed to run the 2 commands in the external spell when a player clicks on a bed. Id 26. I notice that the config does say 48 for mossy cobble, but that was set to test a standard block instead of special block like a bed.