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 Jul 3, 2012Been waiting for something like MSTeams for a longggg time, awesome job! :D
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Posted Jul 3, 2012@fuzyfeet
Yes.
@MattSheridan
Try and see? I really don't know.
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Posted Jul 3, 2012Hey, it's not possible to alter the Minion spell to summon an iron golem, is it? I notice that mob isn't mentioned in the list in the comfig file.
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Posted Jul 3, 2012Quick question, do players need to be granted (or learn) passive spells like other spells?
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Posted Jul 2, 2012@broluigi
Enable the option in the config and set the cast-item to 0.
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Posted Jul 2, 2012I have been trying to make certain spells that could be casted with your fist, how would i go about doing this?
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Posted Jul 2, 2012Hey,
I'm using GroupBasedPvP and a lot spells don't get blocked.
Is there any way to make it so they do?
I read like 5 pages back that it was possible with passive spells and "dummy spells"
I got no idea how to do that and i really need this fixed.
For my server i want players to shoot snowballs and they disarm players.
So i set it so they cast first with a projectile spell.
And then set a aoe radius since it also need to disarm players around where it land.
And then i set the disarm spell.
I tried to make it work with cast modifier with permissions.
But this also didn't work.
I did add like - permission magic.ranger required.
And then i gave ranger group the magic.ranger permission but this didn't fix it at all.
Also i try to make it so when you click a potion it use the potion and you get the effect.
And also so that it shoot another potion that use the aoe effect again to potion many players at the same time.
But we use this group system since there are different empires and they can't attack
players from there own empire but they should be able to attack others.
So i want that the spells only attack the others and not the players in the same empire.
Hope anyone can tell me how to do this.
Maybe Rurikar or Nisovin?
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Posted Jul 2, 2012Hey its me the guy who coudlent get this working beouce of the Autme plugin wel i have great news: i got evriething working now i'm using this plugins with VAuthme: http://dev.bukkit.org/server-mods/vauth/ stil again: Thank you verry mutch for helping me and hope u keep working on this plugin. Have a nice day:D
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Posted Jul 1, 2012@nisovin
Ah, thanks! That's exactly what I needed! By the way, this mod is absolutely incredible. It's easily the most deeply customizable plugin I've found, and possibly the most impressive, as well (kinda tied with MachinaCraft, on that score). The possibilities here are fantastic.
Hey, is it possible for me as an op to limit my own spell memory?
By the way, I totally support Redstoner's suggestion for an "inhand" modifier condition. I'd love to use blazerods as upper-tier wands that increase spell power.
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Posted Jul 1, 2012@nisovin
Sorry, Forgot to reply back. Was having a moment of derpiness. Im testing on a new server and forgot I have myself op'd and had the noreageant perm node. I had a regular player test for me and it worked out great. Ty for the responce though. Any chance of the suggestions I had posted though? http://dev.bukkit.org/server-mods/magicspells/?comment=810
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Posted Jul 1, 2012@MattSheridan
It's a list, so it requires brackets. "transparent-types: [1, 4]"
@Redstoner_Pro
Passive spell costs should work fine.
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Posted Jul 1, 2012@Redstoner_Pro
Ah, thanks! That works for me! I think the problem might have been that I was treating .targeted.PotionEffectSpell as if was toggleable and giving it a duration of 0.
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Posted Jul 1, 2012Is there a way to put a cost on a passive spell. I have attempted to add cost: to it but it does not charge the cost. The spell the passive spell is casting also has a cost but is not getting charged when used with the passive spell.
@MattSheridan Take a look at this. Its a potion effect spell that give the casting player damage resistance. https://dl.dropbox.com/u/47840868/web/potionexample.yml
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Posted Jul 1, 2012I'm getting an overly-customized MagicSpells config set up on my server, and I've got a few questions.
The "transparent-types" option on Stonesight doesn't seem to work. I want the spell to include cobble as well as smooth stone, but replacing "transparent-type: 1" with "transparent-types: 1,4" just causes the spell to stop working at all.
Is it possible to disable the block-breaking ability of Reach? Or to slow down the rate at which it breaks blocks? Because, right now, it's really easy to break stuff accidentally.
Finally, I'm having trouble using potion effects as buff spells. I've got "targeted" set to false, but I can't get the spells to target myself. Can I see an example of a working config for something like that?
Thanks!
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Posted Jul 1, 2012@Spavid04
The option was split: there's now ops-ignore-cooldowns and ops-ignore-reagents. It seems I forgot to change the default config file for that.
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Posted Jul 1, 2012suggestion for a modifier's condition - inhand itemid would require the player to have the item in their hand inorder for the spell to cast. I would like to make a counter attack spell that would trigger only if they had a sword or axe in their hands. Also with this would need to have a way to detect if no item was in their hand. So that we could have spells that are altered if cast with their hands and not an item (ie: UpperCutAttack - Deal Direct damage to opponent with your fists (would use pain spell to deal damage)
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Posted Jul 1, 2012I love this plugin and it's personalization possibilities but there is one thing that i would like even better. I am an admin on my server and i can use the mana system only if i deop myself. I changed the command ops-ignore-reagents-cooldowns: true to ops-ignore-reagents-cooldowns: false but still doesnt activate the mana. Any help or advice onto this problem?
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Posted Jun 30, 2012@SovietWinter
As I've been told, you can have as many conditions as you want. So if they are all required, they all must be meet.
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Posted Jun 30, 2012Is there a way for the wearing condition from CastModifiers to require them to have all the items listed?
ie, a ranger must have all 4 pieces of leather armor to get a bonus. Right now it seems to only require any one piece.
Thanks
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Posted Jun 29, 2012@invinciblemode
Thanks, that helps a lot!