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 17, 2013@ZwPBerserk
1. Not possible the Telekinesis type spells are ONLY for buttons and levers. If you want to move players use a levitate spell or if you want to pull or push players use a toss or push type spell.
2. You can't. If you want different types of projectiles use the projectile spell, throwblock spell or some combination of other spells like particleprojectile spells.
3. Beacons effect can't be used. It also can't be turned on its side, thats a minecraft limitation.
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Posted Oct 17, 2013@ZwPBerserk
Well, the Telekinesis spell affects levers and buttons. Players and monsters do not have any levers or buttons on them, so that is your issue right there.
Just out of curiosity, what were you expecting to happen by making it target players?
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Posted Oct 17, 2013Hi,
I got a few questions.. :P
1. I tried to make telekinesis work on monsters and players. But when i enable that in the config it still doesn't work. Am i doing something wrong?
forcegrip: spell-class: ".targeted.TelekinesisSpell" name: forcegrip spell-icon: lever description: Manipulate switches and buttons remotely. cast-item: stick target-players: true can-target: players,monsters cooldown: 15 range: 30 cost: - mana 5 str-cost: 5 mana str-no-target: You must target a switch or button.>>
2. And how can i change the projectile that is launched from a skill like fireball?
3. Can you use the beacon beam for a fireball to create a energy beam like a kamehameha or something.. :P
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Posted Oct 17, 2013MagicSpells Memory is not work on this version , isn't it ? I needed to use that , Thanks And sorry for bad English . :I
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Posted Oct 14, 2013@KingOfHunting
Hey, no problem! If you continue to have issues, then perhaps someone more knowledgeable than me could still help you out.
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Posted Oct 14, 2013@centaurianArcher
The problem was that all players, even those who didn't have the permissions could cast spells. I thing it is that default all perms thing. Thank you.
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Posted Oct 14, 2013@KingOfHunting
I'm not entirely certain what the problem is. I would try setting default-all-perms-false to "true" to ensure that players have no MagicSpells permissions by default. That way, the only permissions granted are ones that you specifically assigned. (I found this on the General Configuration Page.)
Also, to assign a mana rank, give the player the magicspells.rank.<rankname> permission node, where "<rankname>" is the name of the rank(remove the "<" & ">"). You can find this information on the Mana Configuration Page.
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Posted Oct 14, 2013So I have a block for players to learn the spells, but only VIP players have the actual cast permission and still everyone can cast all spells.. Could you help me with that? (Default users don't even have any magic related spell)
The easiest way I found to solve this was just to create a rank (on the mana config) without any mana, but how can I actually use that rank? I've created 3 ranks, one with 0, one with 150 and one with 300 mana but I don't know the permission to give to the player for it to work. Help?
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Posted Oct 14, 2013@jessefjxm
Check to make sure you don't have "default-all-perms-false: true" in the general.yml file.
In my usage I have it set that way and it does block even me at /op level from using anything in-game unless I have the required permissions.
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Posted Oct 14, 2013It's strange that when my op use /cast reload in game to reload configs ,it'll tell me "You do not know a spell with that name." But if I type it in the console, it works.
Is there a way to reload in game? 0.0
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Posted Oct 12, 2013@Keyman1986
You can use the Cleanse spell to remove buffs.
EDIT: Also, you can post spell requests in the Spell Request Forum, which is a part of the MagicSpells Forum.
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Posted Oct 12, 2013I love love love your plugin. Well thought out. One hope for 1.7 update is that you add a dispel target spell, so we can cast it on a flying wizard. Thanks great job. Oh I could prob do it, but would just love to see it part of the default spells.
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Posted Oct 10, 2013Hey i updated my spells and /cast is working but it wont register any wands now. something im missing in the update maybe?
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Posted Oct 10, 2013@Faldonboy
send me an example of your passives and ill check it against mine
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Posted Oct 10, 2013Is it possible to only activate the mana system for a certain permission group?
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Posted Oct 10, 2013@jrdnlsk
All of my passive spells are working fine, check your spells again or post an example of them so one of us can check it. A lot of spells had new options added to them, you might have just missed a few or you might be targeting things incorrectly.
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Posted Oct 9, 2013@Faldonboy none of my config is wrong. i tested all of my skills on a previous version of the plugin and everything works perfectly. i noticed in the update notes, all passives were extensively redone and have not been tested yet, and i believe that to be the issue.
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Posted Oct 9, 2013@Pixiyo
Yes read here.
@BerryMe
No but if you post a suggestion to the forums I'm sure Nisovin will give it a gander.
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Posted Oct 9, 2013Is it possible to conjure items that you can't remove similar to the armor spell, where you can't take off the armor?
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Posted Oct 9, 2013Is it possible to disable a spell in a worldguard region?