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 9, 2013@jrdnlsk
Post an example of one of the passives and the spell it casts and one of us can help out.
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Posted Oct 8, 2013after these new updates all of my passive spells quit working. i reworked all of my targeting options to all of my spells and passive spells will still not activate, even with 100 percent chance. ive gone through everything i can think of to fix it and i cant figure it out
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Posted Oct 8, 2013Nisovin
Can You Please Make A Video Tutorial On How To Make Spells. That Would Be A Great Help, Just The Basics Would Be Good. Thank You For Your Effort For Making This Plugin.
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Posted Oct 8, 2013@jrdnlsk
Most likely, do it even if you don't need to though, its much nicer and cleaner looking.
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Posted Oct 8, 2013due to the rework of the target-player option, will i need to go through all of my preconfigured spells and change target-player and target-nonplayer to the new can-target option?
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Posted Oct 7, 2013@nisovin
Well, the problem stops whenever the spell is visible to /c list but is still there when it doesn't show up in it. I can't think of anything else that could cause it, also, a spell that is hidden from /c list but is learned automatically from gaining experience will still show up in /c list until the plugin is reloaded.
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Posted Oct 7, 2013@Faldonboy
http://nisovin.com/magicspells/commands
The spells-to-hide option on the list spell does not affect the rest of the plugin in any way, so that can't be the cause of your problem.
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Posted Oct 7, 2013Hrm, having another problem. The precludes option isn't working for spells that are hidden from /c list. I'm trying to make a self-upgrading mana system and am using a placeholder spell to stop the problem I posted about in my last post about spells being re-learned. The placeholder spell is auto-learned at the same time the mana upgrade is but its hidden from /c list and is supposed to stop you from auto-learning the upgrade spell again when you gain experience but as long as I have it hidden from the list spell you still re-learn the upgrade spell. Unhiding it from /c list fixes this though.
here is the example
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Posted Oct 7, 2013Is there any way besides a server restart or reloading MagicSpells to force a players mana group to update when they obtain the permission for it? I was hoping using /mana would update it to their new max-mana or that casting a spell would update it but no such luck.
EDIT: Also, using the new spell xp system if you have a spell set to be auto learned at a certain xp lvl and it is later forgotten in some way gaining any experience in that school will cause you to learn it again. Could you add an optional way of stopping this? Something like can-learn-once: true/false
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Posted Oct 7, 2013How do you make a statue of somesort that follows you, can you put a link to tutorial or a code.
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Posted Oct 6, 2013due to the rework of the target-player option, will i need to go through all of my preconfigured spells and change target-player and target-nonplayer to the new can-target option?
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Posted Oct 6, 2013@DraGon1X
@centaurianArcher
I'm quite fond of RacesAndClasses then using ExpSkills for progression.
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Posted Oct 6, 2013@DraGon1X
That sounds like a lot of effort on the developer's part. Why not just use another plugin? A permissions plugin, for example, could handle the permissions that MagicSpells uses.
You can use passive spells to trigger magical effects for "non-magic-using" classes. Also of interest: nisovin is currently working on a MagicSpells experience system to attach to the plugin.
Normally, I'd mention some plugins that I know of to help you, but all of the ones I have bookmarked are out-dated! Sorry!
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Posted Oct 6, 2013I've tried this plugin and its amazing, but can you create a separate plugin with classes, but the same skill effects, wand item types, and class aspects(such as armor specification and limits and double damage on item)? That would be amazing. Im only asking you if you have a HUGE amount of time, I dont want you to think Im greedy :(. Thanks :)
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Posted Oct 6, 2013@lvlercenary
To turn off invisibility better use Cleanse Spell with it you should make it.
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Posted Oct 5, 2013@nisovin
I'm having an issue getting predefined items to work. I'm looking at documentation and then mine, and I see nothing different other than I'm not putting lore onto the items.
http://pastebin.com/xa2LQKhK
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Posted Oct 5, 2013trying to make a passive invisibility on sneak, got it working for the most part, but i want it to play an effect when they go into sneak and out of sneak, but im not sure if i should make a trigger on stop sneak....
problem im having is if the player attacks during sneak it cancels the sneak, then when they stop sneaking it makes them invis again...not sure how to work around this without durations....
i want them to have to sneak to be invis....
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Posted Oct 5, 2013Amazing spell mod for minecraft, the best one I saw !
Just an issue with minion spell, when the minion pop he just stay here and don't move or fight, except to hit me sometimes. How to change his behavior ? (I play with another mod : Mobarena)
Sorry about my poor English, I'm only a French guy.
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Posted Oct 5, 2013@nisovin
Thanks for the information, the strange outcomes make sense now, and I see from your change log that the passive "kill player" has been fixed.
I guess as your still working on the asterisk changes your already know that the passive "blockplace 98:*" doesn't register yet in build MagicSpells-3.0-100314
Could I ask for an additional option please, cost items that have durability only work if they are in perfect condition, is this likely to change? For example an option in the general config like "ignore-cost-item-durability: [ 276, 261 ]"?
Thanks again for the awesome plugin!
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Posted Oct 5, 2013spelltarget, spelltargeted and spellcast triggers don't seem to be accepting specific spells for casting, they work if I don't try and make them work only with a specific spell though.