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 Oct 2, 2013Problem I'm having with the new magicxp, experience is still being granted even if the player fails to actually cast the spell because its on cooldown. or because of missing regeants
EDIT: 2nd problem. If a spell was granted by xp gain and that spell replaces the previous spell and the player logs out and back in the spell is lost and it returns to being the original spell.
EDIT 2: Regarding the 2nd problem - gaining any exp in that school will restore the lost spells - if this isn't a bug perhaps leave a warning about it.
-
View User Profile
-
Send Message
Posted Oct 1, 2013Hi nisovin, Big fan of your plugin have been using it for ages now, and have started creating custom spells etc. I had a few questions/suggestions:
1. Will you be considering some physical skills in the near future, maybe a sister plugin. I have seen this mentioned elsewhere but people say "MCMMO noob" but I was thinking something more aligned to the options available in Magicspells. i.e Double Axe strike - hit twice with your axe % chance (you can fake this with a generic damage spell but it does not scale with the weapon or strength modifiers which is the problem I have encountered) Kick - again you can fake it with a generic damage spell, but it does not scale with strength
2. I had a second idea but after typing it out it I decided it sucked (would have been too spammy :).
3. Camoflage spell? - Fade by x% (configurable), moving breaks the spell (again configurable). Mobs less likely to attack you (configurable). Good for assassins/hunters... I guess this is more aligned to the physical skills plugin lol
4. Passive: "when standing on block type" or "in biome type". i.e hunters on grass/forest do more damage. Necromancers standing on soulsand do more damage. assassins in full sunlight do less damage? Again this might be a physical thing
5. Thanks for taking the time to read my post :)
-
View User Profile
-
Send Message
Posted Oct 1, 2013New beta build uploaded (pending approval). It has a bunch of new passive triggers and the new magic xp system.
@fuzyfeet
Thanks for the input, I've made some changes in this new build that should resolve everything you mentioned.
@centaurianArcher
Not currently.
-
View User Profile
-
Send Message
Posted Oct 1, 2013Is there a way to make a buff spell or the Disguise spell(which is targeted) cancel when the caster moves?
-
View User Profile
-
Send Message
Posted Sep 30, 2013@nisovin
Been playing with the MagicXP and I have to say I'm digging it. So far there is one problem and I have one suggestion:
Problem: In the console it tells me this
And the only thing I changed from the example was arcane to fire (paste here). You'll also note I made it so that the fire spell gives negative water xp (I love that, that was already there) :)
The suggestion is a way to turn off the auto learning so that while a player needs 10 Fire XP to learn burn, they still need to find a teacher. I'm all for it being the way it is right now but I would like the book/player learning with this XP system for that extra layer.
And a followup question, will the memory restriction still hold with this new XP system? I don't see why it wouldn't, but figured I'd ask.
-
View User Profile
-
Send Message
Posted Sep 30, 2013@nisovin
Passive spell, fly and stopfly trigger doesn't seem to be working, and could we please get an example for Stun.Spell on the spells page.
-
View User Profile
-
Send Message
Posted Sep 30, 2013I've begun working on a Magic XP system, which allows your players to gain magic XP in various magic schools. Gaining XP can unlock new spells and empower old spells as well. If you are interested in testing it, download the latest dev build. You can see some basic information here:
http://nisovin.com/magicspells/magicxp
-
View User Profile
-
Send Message
Posted Sep 30, 2013@nisovin
Thank you very much! That finally solved that problem. I will play around with particle values some more and see what I can find. Until then, I now have a nice disguise plugin as well as spells!
-
View User Profile
-
Send Message
Posted Sep 30, 2013@joehardy8
You don't have ProtocolLib installed.
-
View User Profile
-
Send Message
Posted Sep 29, 2013@nisovin
Thanks, I will have to play around with the speed value some more. I will post my findings.
It should be loading, as I have the newest version of the spell. I believe the Disguise spell is included in 3.0-b4. I have used /cast reload after updating the config file to include this, however it still does not show up in the scrolling on the Blaze Rod. I just updated the server to 1.6.4, and it still does not show up.
There are errors, I have posted them here:
http://pastebin.com/asmnLr8X
Thanks!
-
View User Profile
-
Send Message
Posted Sep 29, 2013@joehardy8
No, not all particles change color. Many of them actually change their speed with the speed value (that's why it's called speed in the first place). There are only a couple that change color (reddust, mobSpell, note, that I know of). I believe reddust is fully red at speed 0, then turns colorful as the speed gets higher.
Is your disguise spell loading? Do you actually have it? Are you getting errors? It should work fine.
-
View User Profile
-
Send Message
Posted Sep 29, 2013Hi guys, I created a mini-game where you play as blocks, I would like to automate my permissions, can I make a targeted auto-selector to set their groups? I am currently using group manager but can switch.
Thanks for any help!
-
View User Profile
-
Send Message
Posted Sep 29, 2013@nisovin
Ahh, Fireworks fixed, thank you.
Also, do all particles change colour with speed? Because I have played around with a few and they have not looked any different.
And, is there any reason why smoke, reddust, flame, etc. should all look like dark multicoloured puffs of smoke? I cannot figure that out.
And also, the Disguise spell does not seem to work for me.
sheep:
spell-class: ".targeted.DisguiseSpell"
name: sheep
cast-item: blaze_rod
entity-type: baby blue sheep
target-self: true
toggle: true
This spell does not show up when scrolling through the spells I have on the Blaze Rod. am using the newest version of the Plugin.
-
View User Profile
-
Send Message
Posted Sep 28, 2013@joehardy8
Your effect is missing a position. Just mess with speed values, you'll figure it out. It varies by particle type.
-
View User Profile
-
Send Message
Posted Sep 28, 2013The reddust is the same as the smoke when I use it; just multicoloured puffs of the particles. I do not know why, but it will not work for me. I do not know how to change the saturation with speed, but it would be useful if you had documentation somewhere to explain that!
Or if anyone can give me the effects part of the spell, which shoots a line of red particles between the caster and the target, that would be wonderful! Also, this is what I have to make fireworks with a Dummy Spell, but it is not working. Any thoughts? firework:
spell-class: ".instant.DummySpell"
name: Fireworks
modifiers:
- outside required
cast-item: stick
effects:
1:
effect: fireworks
flicker: true
trail: true
type: 4
flight: 3
colors: FF0033
fade-colors: FF0000
str-cast-self: You cast Fireworks. The spell shows up in the list when right-clicking with the stick, but it does not do anything when I left click, besides say "You cast Fireworks." in chat. And before anyone asks, I do have 'Particles: All' in my options.
-
View User Profile
-
Send Message
Posted Sep 27, 2013Come on! Please make it so you can find tomes and scrolls in dungeons and stuff!
-
View User Profile
-
Send Message
Posted Sep 27, 2013@joehardy8
The reddust effect is red. You can change the "speed" option to change the color saturation on certain particles (this is mentioned on that page). There is no way to change the color of most effects.
-
View User Profile
-
Send Message
Posted Sep 27, 2013@nisovin
I have scoured this page many times, but it seems that the only particle effect you can change the colour of is fireworks. And these are not the type of particles that I wanted. Is there any way to change the colour of any particles in the effect?
Also I set my particles to smoke on some spells, and they are now puffs of multicoloured smoke. I wanted them to just be the dark colour.
-
View User Profile
-
Send Message
Posted Sep 27, 2013@DiscipleGeek
You should use the predefined item name for the cost, so charged_feather. The items must also match exactly. Your predefined item has a lore, but your recipe does not add lore, so the items are not the same.
You can use /cast reload to reload the plugin.
-
View User Profile
-
Send Message
Posted Sep 27, 2013@DiscipleGeek
/c reload