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 15, 2012@ultimateowner56
perms are the same for passive spells they just don't need the cast only grant
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Posted Jun 15, 2012The problem is fixed, Nisovin, by updating to latest dev build like you said.
But can you please add permission support to passive spells like with all the other types of spells?
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Posted Jun 15, 2012For the passive spells, If I add - givedamage 261 (bow) will the spell trigger if the person left clicks and hits a player? or if the player shoots an arrow?
Edit: Bows don't seem to be working at all!
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Posted Jun 15, 2012@snaikez
If you only wish to consume mana, only put mana as the cost, as such... (replace the number with your preferred mana cost, of course)
cost:
- mana 30
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Posted Jun 15, 2012@Faldonboy
http://code.google.com/p/nisovin-minecraft-bukkit-plugins/source/browse/trunk/MagicSpells/src/config.yml This is the most recent version of the config, i believe. If you needed a reference.
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Posted Jun 15, 2012Help... =====~
Hum... How can i put mana needed to cast and no items required to cast. I mean : only mana to cast magics ? PLEASE
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Posted Jun 14, 2012Hmm, I tried to generate a new config with the latest dev build but none of the new spells are included in it and it was using the old channeled spell class which caused an error since it doesn't exist anymore.
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Posted Jun 14, 2012anticheat gets triggered whenever a player uses too many spells or is lagging during them.. can you fix this?
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Posted Jun 14, 2012Love the new sprint trigger, has some very interesting possibilities. :)
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Posted Jun 14, 2012@Amazing_kid
Any spell can be enabled/disabled. And just negate the teach perm for your users. All info is located on the page(s) here.
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Posted Jun 14, 2012@elysianhero
Yes, any spells cost can incorporate health, mana, reagents, exp ...
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Posted Jun 14, 2012Some spells such as zeus and explode are recking my spawn and signs, is there anyway i can disable them? I also want to disable teach, cause somehow a few players got ahold of that spell.
Thanks
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Posted Jun 14, 2012Glad to hear this mod is still alive, well, and independent!
I had a quick question that I wasn't able to discern from reading the provided instructions. Is there anyway to make a spell that hurts the caster? For example, a player of mine wants to be a necromancer. Instead of regents, is it possible to add a health cost to a spell? Thanks for the help and for continuing to maintain the best magic mod on Bukkit!
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Posted Jun 13, 2012@ultimateowner56
Try updating to a newer dev build.
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Posted Jun 13, 2012@nisovin It is defined. And the problem isn't saying no spells defined, it says no triggers defined. I even tested this with a fresh config, just copy and pasted the example passive spell with the poison spell that goes with it. Says no triggers defined.
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Posted Jun 13, 2012@CourtneyOnFire
Most of them are in seconds, I believe some are in server ticks though. Theres 20 ticks per second in that case
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Posted Jun 13, 2012@Faldonboy
Oh okay, my mistake.
Also in the config what is the timing in? Seconds? Ticks? If it's ticks how many ticks is a second?
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Posted Jun 13, 2012@CourtneyOnFire
I believe the help spell already does that, /cast help
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Posted Jun 13, 2012How about adding a command to check what you need for the spell?
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Posted Jun 13, 2012/cast Mirage
creates a random, weird and wonderful event that does nothing apart from maybe create a pool of water with a palm tree just to extinguish yourself only appears for like 30 seconds. Just a thought :)
/cast Hallucinate
an Enderdragon flying in the air, or a herd of zombies that don't damage but do chase you.
Hope you like the ideas!