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 22, 2012"set-unstackable: true" is NOT working!! Please someone confirm this? it's not working for my server!
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Posted Jul 22, 20121 thing I like this plugin but I don't know how to configure the permissions for each spell can you send me all the spell's permissions? Example: - magicspells.cast.<spellname>
And does this work with GroupManger or Pex?
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Posted Jul 22, 2012k im so confused on how to set it up. so how do i go doing this? is there an ingame command that flags it? is there a part i copy into the magicspells config file?
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Posted Jul 21, 2012@Amazing_kid
http://nisovin.com/magicspells/nomagiczones
This explains it. Also, make sure to use the latest dev build as there were some no magic zone changes recently.
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Posted Jul 21, 2012how do i make it so people cant use them in world guard regions?
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Posted Jul 21, 2012@Takumi8
ops-ignore-cooldowns: true
In your config, change this to false for cooldowns to apply to ops as well.
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Posted Jul 20, 2012Is there a way for OPS to get cooldowns as well? since FireBall and such Spells don't have any cooldowns for us.
Also, I want to use MagicSpells Shop with MoArrows as well, know any options to do it?
Thanks, Takumi
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Posted Jul 19, 2012@Xevets
http://pastebin.com/bAr24VhT
This works fine on my test server, try copying/pasting that into your config and rename/change values as needed. If it doesn't work then you have another plugin causing a problem, or a bug with this one.
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Posted Jul 18, 2012@Faldonboy
that was exactly what I tried, a multi spell with safefall having a slightly longer duration than windwalk. Safefall just didn't work. I'll try invulnerability instead.
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Posted Jul 18, 2012@Xevets
How are you trying to execute the spell? Is it set-up so the safefall is activated at the same time windwalk is or is safefall activated when windwalk ends? I would suggest doing it the first way, make a copy of safefall and set the duration so its 10 seconds or so longer then the windwalk spell, stick them in a multi-spell and call it good.
If it comes to it try using an invulnerability type spell in place of safefall, would probably work better anyways.
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Posted Jul 18, 2012Is there an option to let people fall without taking damage when windwalk spell wears off? I tried to make a custom combo spell of windwalk and safefall, but the safefall component of that doesn't seem to work.
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Posted Jul 17, 2012Is it possible to have "On-Login" as a passive trigger?
Or if there is already a way to make it so a player gets a buff/effect on them as soon as they join the game, would anyone mind telling me which option that is?
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Posted Jul 17, 2012@Homzar
Give the user/group magicspells.rank.rankname and they'l be assigned to that rank
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Posted Jul 17, 2012I can't figure out how to use the ranks option in the config
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Posted Jul 17, 2012Just a question, i made a spell that requires u to be in melee range, but when i try to left click to cast the spell, it just attacks the target and doesnt cast the spell, is there any way to change this?
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Posted Jul 16, 2012@nisovin
Alright thanks, one more question, the new enchantment support for cast-items, what names does it go by? Would it be sharpness or damage_all for example? Or would either work?
Also, is an ender crystal considered an entity or block when trying to use it for a passive spell trigger(Do i use blockbreak or kill?)
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Posted Jul 16, 2012@ultimateowner56
No.
@Faldonboy
No, that's not the same. You can't multiply the cooldowns together, you'd end up with a huge cooldown.
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Posted Jul 16, 2012@nisovin
Will it do the same for similar situations involving cast-times, cooldowns etc?
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Posted Jul 16, 2012Would it be possible to make it so with the projectile spell, after the maximum range has been reached the projectile disappears?
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Posted Jul 16, 2012@Faldonboy
It will multiply them together. So 1.2 x 0.8 = 0.96.