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
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Posted Oct 30, 2013ive been using your plugin since your 1.1 version. it has come a longggg way man i appreciate all the hard work!
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Posted Oct 25, 2013I am getting a warning in console about this version not being compatible with the server version. I have filled out a ticket/posted it on the forums. Thanks for your hard work.
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Posted Oct 24, 2013@zedarean
You are correct in the part that the item is what would be used for the trigger of the spell for the passive spell setup, and from there you can set a cool down, cost, and a % chance for it to cast. Since I set up a class for swords and a class for axes this just worked out better for me as they are more of a classic combat damage dealer, and for those spells that didn't fit a passive like armor or invulnerability I just tied it to a book. For my server it will work out to be far less confusing (my kids have a lot of their friends playing with them) than having to explain conflicts between mcMMO and MagicSpells on a regular basis.
It did work out a lot easier in my case/setup to just keep a book item next to the weapon and cycle to it with mouse or pressing 1-8 (depending where it was).
If that won't really work for your design idea there isn't a whole lot of options, but outside what you did say you try did you try setting allow-cycle-to-no-spell: false to "true" yet?
Players can then cycle to the blank spot so that they can activate and use mcMMO abilities, but I myself didn't like it as it just felt awkward and slower though maybe it will help you out if you haven't found/tried that yet.
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Posted Oct 24, 2013@poncjusz
Add it manually using the settings found here or regenerate your files. Also those commands will not show anything(they will appear as if they didn't even run) unless you actually have experience in a school of magic.
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Posted Oct 24, 2013Config for xp system (general.yml) is not formed in this file.
Commands do not work: /spellxp or /magicxp (no effect).
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Posted Oct 24, 2013@nisovin
Thanks! I feel so stupid. But i rarely check the command spell list XD
Another question that came to mind:::
What would be the best way to imitate a lightsaber skill. Anyone has a thought for it? Like gaining a temporary boost to your sword? With a nice effect on it? or something.. :P
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Posted Oct 24, 2013@zedarean
There's not really a solution to this, sorry. The best thing is to not use items that McMMO uses.
@ZwPBerserk
http://nisovin.com/magicspells/helpspell
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Posted Oct 23, 2013Hey!
Is there a way so players can cast /cast help spellname before they learn/buy the spell.
Players keep asking me what a spell does.
But /cast help only works on spells that they have already learned.
Im selling spells for a pretty big amount of money. So it would be nice to let them know what the spell does.
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Posted Oct 23, 2013@zempire2010mjk
Thanks, but I don't think this will work for me. The problem is that my players have a number of spells to select from while wielding a sword or an axe, which is done by right clicking, which unfortunately is also how MCMMO active abilities are activated. If I were to use passive spells it would essentially just buff the sword or axe, and not allow the players to toggle between different spells, or at least that's how I think it works. What I think I need is a way to change how spells are toggled, or a way to change how MCMMO active abilities are toggled (I already tried the shift click option, still didn't work because MagicSpells uses that also).
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Posted Oct 22, 2013I add permission to groupmanger but member can't use magic help me please
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Posted Oct 22, 2013is the minion spell ever going to be fixed?
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Posted Oct 20, 2013@zedarean
I just ran into this as well last week while starting to work on an RPG class setup and added MagicSpells (to fill in the gaps) after starting to group the mcMMO skills into classes assigned through a permissions group.
So in my case not everyone has the swords and axes ability, and I solved the activation issue by using passive spells (givedamage or takedamage triggers) while using a sword or axe, and set some buff spells using a book.
An example for using any type of sword regardless of durability;
swords2: spell-class: ".PassiveSpell" triggers: - givedamage 268:*,272:*,267:*,283:*,276:* chance: 30 cooldown: 4 spells: - pain
Now pain is an already existing spell, but you can also make a potion effect spell based on confusion/weakness then tie that to an AOE spell then use that AOE spell in the passive instead. Keep in mind that you can come up with a lot of interesting aspects using passive while also fixing the mcMMO conflict issue.
EDIT: Just remembered in general.yml you could also set "allow-cycle-to-no-spell: false" to true so that there is no active spell selected. Totally forgot about that since I went the above direction to keep things the least confusing for players as possible.
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Posted Oct 20, 2013Hi, I love this plugin, but I'm trying to use it with MCMMO, is there some setting so that I can still use activated abilities from MCMMO? I've tried changing the settings in MCMMO so that the abilities only active on shift click, but it seems shift click just selects the previous spell and overrides the activated ability. Any workarounds for this I'm not seeing?
edit - I should clarify, I have some spells that use swords and axes to cast.
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Posted Oct 19, 2013someone please help me I'm using iconomy and can't get the spell shops to work this is what i type
[SPELL SHOP] fireball 500
but nothing happens, why?
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Posted Oct 18, 2013@centaurianArcher
wow thanks for the reply. Im gonna try some of this later today, im having fun with creating these skills. Much better then coding them like in most plugins.
This plugin is awesome! :P
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Posted Oct 18, 2013LooooooL
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Posted Oct 18, 2013Is it possible to use predefined items in modifiers?
such as: - wearing sun_helmet required ?
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Posted Oct 18, 2013@ZwPBerserk
You could use a buff spell with a Spell Effect to produce the visual flare you seek. Also, if you want to use... say... potion effects as your "buff" instead of an actual buff type spell, then you could make use of a Dummy Spell. The dummy spell would carry your visual flare while another spell would handle the actual buffing.
EDIT: The reason why you'd want to use a dummy buff spell in the first place is because it has a duration. Many spells don't have durations.
EDITx2: Oh, you're looking for "buffing" spells, too? Try a Passive Spell, the Potion Effect spell, or anything listed as a "Buff Spell." I would really recommend perusing the Spell List page. (For convenience, here is a list of all of the potion effects: http:minecraft.gamepedia.com/Potion_Effects#List_of_effects
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Posted Oct 17, 2013Sorry i cant edit my post on my ipad.
But what would be the right spell to change to make a spell that makes a player power up with particle effects.
Like a player going supersaiyan (if u know what i mean:p)
Power up effects and make em stronger for a little while.
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Posted Oct 17, 2013I probably wasnt thinking right on the first question i totally forgot about the levitate spell. That was what i was aiming for with telekinesis lol.
I think i know what i needed to know and create some more skills. I see there is a seperate type of spell for almost anything.
Thanks