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
-
View User Profile
-
Send Message
Posted Jun 18, 2012@nisovin
Sorry, just didn't think you saw it.
-
View User Profile
-
Send Message
Posted Jun 18, 2012@nisovin
Alright, Good to know.
And i will just change it to something else. At least the things that are causing a lot issues. wont be 100% perfect but can't disable everything :p
-
View User Profile
-
Send Message
Posted Jun 18, 2012@Dinastya
The SpellTargetEvent can be used to fix a lot of friendly fire problems. Some spells can't be fixed though. The freeze and forcepush spells don't currently call that event, but I'll add an option to allow them to do so.
However, there are going to be some situations where you're either going to just have to deal with friendly fire or remove the spell.
-
View User Profile
-
Send Message
Posted Jun 18, 2012Hey i'm running a server with MagicSpells and there are like 2 teams. And friendly fire should be off. I'm using GroupbasedPvP for this and for combat it works fine. But when players use magicspelsl they can still do a lot friendly damage. I had to disable some things just because of this. You have any suggestions for this? I asked our server coder to make a better version of GroupBasedPvP. But he said he couldn't do much about it since it's on the magicspells side. Like snowball barrage as example it kills all players on the same team in the same group. And like forcepush that also push players back that are in the same team. And so i could probably come up with 20 things that don't work. Really hope there is anything possible that could do something about this. If you say i it's not my fault maybe you could tell me what my coder should do to make it work with magicspells since this is a really annoying issue. I fixed some things recently with the passive spell and then on damage with xx item but that isn't really a real solution since everyone can use it.
-
View User Profile
-
Send Message
Posted Jun 18, 2012@iMer_
Scroll up.
-
View User Profile
-
Send Message
Posted Jun 18, 2012is there any documentation on passive spells? And where do i find an updated changelog?
-
View User Profile
-
Send Message
Posted Jun 17, 2012@ultimateowner56
I heard you the first time.
-
View User Profile
-
Send Message
Posted Jun 17, 2012@nisovin
Please permission support for passive spells.
Right now everyone can be affected by passive spells even if they don't have permission.
-
View User Profile
-
Send Message
Posted Jun 17, 2012@zonedabone
I honestly find that it's simply better to grant users all spells they could ever use and then simply give them permissions to cast them or not when it's needed.
-
View User Profile
-
Send Message
Posted Jun 17, 2012@zonedabone
As I stated earlier, there's just no good way to do this, and I'm not willing to create a poor, hacky solution. I'm sure you can figure out a different way to handle whatever you're trying to do.
-
View User Profile
-
Send Message
Posted Jun 17, 2012So is that still a no on temp-grant nodes for spells? It's pretty important for our setup.
-
View User Profile
-
Send Message
Posted Jun 17, 2012@LGRGreen18
Add the bow to the ignored cast item durability list in the config.
@Faldonboy
This isn't a bug, it's intentional. You have to be higher than level 10.
-
View User Profile
-
Send Message
Posted Jun 17, 2012Small bug(I think) Using the levelabove cast modifier causes the spell to not work unless you are a level above the required one.
A spell with this won't cast unless you are lvl11
-
View User Profile
-
Send Message
Posted Jun 16, 2012I don't know if you are aware of this but if you set explosive arrow and volley to a bow, then some of the bows durability goes down they are gone, so you have to set it for every durability level of an item, please fix this.
-
View User Profile
-
Send Message
Posted Jun 16, 2012@Killer2demon
I need permission support for passive spells, like the other ones.
Even if someone doesn't have "magicspells.cast.<passive spell name>" they can it, with only grant.
-
View User Profile
-
Send Message
Posted Jun 16, 2012@Killer2demon
when you left click and hit a player. Unless, cast-on-animate is set to false.
-
View User Profile
-
Send Message
Posted Jun 16, 2012@elysianhero
There isn't (technically) a limit for spells cooldown. However, be aware that "/reload"-ing your server WILL reset the cooldown, so players will be able to recast the same spell before the daily cooldown is over.
-
View User Profile
-
Send Message
Posted Jun 15, 2012Thanks for the help! Another question... with MagicSpellsCastModifiers, does "Chance" have to be a condition? For example, could I make a spell have a 50% chance of casting in the day?
Also, is there a limit for a spells cooldown? For example, if I wanted to have a daily power (kinda like Elder Scrolls), could I set the cooldown to 86400 (24 hours) without it causing issues on my server? Thanks again.
-
View User Profile
-
Send Message
Posted Jun 15, 2012@Faldonboy
http://code.google.com/p/nisovin-minecraft-bukkit-plugins/source/browse/trunk/MagicSpells/src/config.yml
line 70 is where it starts and designating a player rank is done by giving the player the perm node "magicspells.rank.<rank_name>
-
View User Profile
-
Send Message
Posted Jun 15, 2012How do we define what mana group someone is in?