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 12, 2012@oceanor
You have your mana system turned off.
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Posted Jun 12, 2012@nisovin
sure, here it is ;) it's italian localized and mana-based (of course :P) thank you in advance!
PS: maybe, for what is zonedabone asking, you can add an "or" check when you cycle spells and when you try to cast (this is present if i had read well), checking if user has a special permission for that spell, like magicspells.temp.[spellname], bypassing check for cast, learn, grant, spellbook etc etc, and just allowing user to cast..
cycling spells to cast: if (player has this spell in his spellbook OR has the temp permission) select this spell
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Posted Jun 11, 2012@zonedabone
It actually does work that way, assuming you cast by command. However, there's no way to use a wand to cycle to the spell if you don't have it already.
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Posted Jun 11, 2012@nisovin
Why not just check it when a player casts a spell.
Basically:
Player casts spell:
If player has grant perm and player doesn't have spell, give it to them. If player has spell or player has temp grant perm, count them as knowing spell Else they don't know it.
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Posted Jun 11, 2012@oceanor
Can I see your config file?
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Posted Jun 11, 2012with craftbukkit last recommended build
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Posted Jun 10, 2012@zonedabone
It is not possible to create temporary grant permissions. There is no way for the plugin to know that a permission had been added for a player.
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Posted Jun 10, 2012Can I get an example of using a modifier to change mana regeneration in certain situations?(like you must be holding a certain item to get heightened regen) The best I could do was make it so you must have a certain item to get mana to regen at all
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Posted Jun 10, 2012@woodendinosaur
It's more than just for that. We also need to grant donation benefits for it that we might want to remove later, or have a certain group know a spell and lose it when they leave unless they learned it elsewhere.
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Posted Jun 10, 2012@zonedabone
restrict-to-worlds option is located in....http://nisovin.com/magicspells/spellconfiguration - is that what you need?
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Posted Jun 10, 2012Could you add a temporary grant permission that grants the player the spell for as long as they have the permission? We want players to be able to cast spells in a certain world but it needs to act like they don't know it at all in other worlds.
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Posted Jun 10, 2012@Killer2demon
Right now I don't believe there is, but that would be my current workaround.
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Posted Jun 10, 2012@shankomaster
triggers:
- givedamage
can you explain to me the correct way to do it?
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Posted Jun 9, 2012@WAZANATOR39
Casting recall is allowed underground. Recall allows us to "teleport" to a defined location given by the 'Mark' spell, regardless of our Y coordinate.
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Posted Jun 9, 2012FOr some reason with craftbukkit people /c recall underground? is there a way to fix this?
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Posted Jun 9, 2012@shankomaster
Thank for pointing this out. Very nice upgrade if I might add.
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Posted Jun 9, 2012@ultimateowner56 The format for them has changed recently, the triggers should now be a list instead of just 1 trigger
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Posted Jun 9, 2012I copy and pasted the poisonsword spell in the manual exactly, and It doesn't work. In console it says the spell has no triggers. This is the latest dev release as of 6/9/12.
Two suggestions/fixes:
Make it so targeted multispells and multispells can have graphical effects.
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Posted Jun 9, 2012@rurikar
Seems far-fetched, there should be a way to add more than 1 item.
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Posted Jun 9, 2012@Killer2demon
Creating Dummy spells would work. Both External and Multi Spells are good for making Dummy spells and then making multiple passives that attach to them.