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 Jun 14, 2014Sorry if i'm posting this in the wrong place, but does anyone know how to make a spell that will cast one spell if targeting a mob, but another if it is not? I can be multiple spells, which it probably will be anyway.
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Posted Jun 11, 2014@wander2072
If you like anyone help with spell then describe this spell cause one phrase won't really explain anything, also there is Magic Spell forum where you can post it.
So first tell what this spell do, how it look like, mechanic of this spell and more. If you can you can show this spell if it is from other game or spell similar to it.
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Posted Jun 11, 2014Tell Me Somebody How Create Spell Which will looks like icesnake
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Posted Jun 10, 2014@davocraftero
Yes, you could just put them in seperate permissions groups.
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Posted Jun 10, 2014Can I separate spells in teams that each has specific spells?. Sorry for my bad english
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Posted Jun 9, 2014@kludermor
This is an interesting problem. Is there no way for you to update to a newer version of Minecraft? Anything 1.6+ would be much preferred. The problem sounds like its more on TreasureChests side of things, I know it used to have issues with stripping items of their name, lore, attributes, etc but that was fixed in later versions, as were all bugs with Citizens when they changed to Citizens2. TreasureChest CAN run commands when a chest is opened though I'm unsure if it was in versions that old.
You might try posting this on the MagicSpells forums too. I'm sure you could get a lot of extra help from people there.
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Posted Jun 9, 2014I tried updating and now I can't target cows. :/ I tried using
can-target: players,nonplayers,animals
but that did not work. Apparently there were some big changes in this update, can somebody explain them so I can make my spells work again? Thanks for the item name tip, Mordrogg, by the way.
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Posted Jun 9, 2014I use this plugin with great success on a server at a children recreation center. I also use "treasure chest" which can save the content of a chest and have everyone find the content one time. I wanted to use the plugins in combination for distributing tome for teaching the players spells when they found the treasure chest. But when I place the spell book in the treasure chest, the "magic" from the book is deleted. It becomes a regular book. I must admit we run a very old version of bukkit 1.4.7 and the corresponding plugins for that version. But does anyone know of a workaround?
If i could find a way to use this command "/cast teach <player> spell" But using a command parameter for the <player> name to tell the plugin the name of who found the treasure. Then I could have the treasure chest plugin issue the teach command via the console. Don't know if this is possible at all.
How do you distribute tomes to players in a good, fun and easy way? Any advice? Tried to have my citizens trader sell the tome, but the tome effect is deleted here to.
I sometimes use the "quests" plugin and have a NPC teach a spell after the quests is completed but it takes to long times to make a NPC and a quest for every spell I want the children to learn.
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Posted Jun 8, 2014Please somebady tell me how to make spell like snake :X ?
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Posted Jun 7, 2014@Mordrogg
Sadly this only works if the item's name is spelled without spaces (like Dragon_Sword) It would really be awesome if this could work with spaces.
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Posted Jun 6, 2014@WolfieWaffle
I am almost sure it work, well at least it work in FINAL SPELLS II version, even with color! Like this:
There in spells-Damage.yml you can find this.
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Posted Jun 6, 2014Hello! I have a suggestion, and I think it would be very helpful. Where you define certain modifiers, like holding an item, you should be able to use the names and enchants, as you would when defining cast item. For example:
- holding 1|Magic__Stone required
would need you to be holding a stone named "Magic Stone"
It should also work on passive spell, so you could make a "Fire sword" that would catch on fire the things it hits. You can't do this currently, because it will catch fire for ALL swords not just "Fire sword."
Sorry if that was hard to understand XD
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Posted Jun 6, 2014I tried to add global to the zone restriction but that obviously doesn't work. Whats the best way to configure no magic for an entire world?
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Posted Jun 4, 2014@Rishnock
http://nisovin.com/magicspells/passivespell
Use the trigger kill and then a conjure spell.
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Posted Jun 4, 2014Hi there i am having trouble understanding the predefined scrolls and was wondering if you could paste a raw example of say the haste spell as a predefined scroll so i can use it in a drop plugin. thank you
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Posted Jun 4, 2014Hey Nisovin! i suggest you to remake the ritual spell with a dedicated modifier: The number of ritualists in a ritual spell increase the spell power. so the ritual spell can success with 2 ritualists but it'll be weak. A ritual spell casted by 5 ritualists will be so much stronger. This would be great for Faction-based spells that require teamwork.
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Posted Jun 3, 2014Hello!
I have a quick question. When a player kills a mob such as a zombie or creeper with a spell, is there a way to configure the plugin to tell the client that the player killed the mob, thus awarding xp and drops? Currently if a player casts a damaging spell to kill a mob, no xp will drop.
Thanks
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Posted May 31, 2014Hi. I'm having some trouble with predefined-items and was hoping someone could help me out. I've created a basic_wand item with type "Stick" (I've also used 280 item id), name is Basic Wand, and gave it 3 small lines of lore. I then went into the spells-regular file and replaced the cast item for the Blink spell with basic_wand. I also added bindable-items to Blink and placed basic_wand there. Lastly, I go into the game, and using quests plugin, I complete a quest that generates my Basic Wand item with the same name and lore. For some reason, I cannot bind the spell to the wand. What values have to match up and where? If the item is called basic_wand with name Basic Wand, do I place basic_wand or Basic Wand in the "bindable-items" section? I believe I've tried all combinations and still no luck. Help would be much appreciated.
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Posted May 31, 2014if i compile this plugin with bukkit 1.7.2 it can work?
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Posted May 30, 2014Is it possible to make a homing missile spell impact with blocks? I'm making a sentry gun-esque spell with a Pulser, and I don't want the missiles to go through walls like they are now. In addition, is line-of-sight something that doesn't work with Pulsers?
Right now, my sentries are rapid-firing, wall-tracking and wall piercing death machines. ;_;