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 8, 2012Ye i have all permissions but i don't have any spell learned ... i'm using R2, and i've uninstalled reinstalled the plugin 2 times :(
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Posted Jul 7, 2012Getting this a ton... http://pastebin.com/Xdr27Y0y
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Posted Jul 7, 2012Sorry for the double post. But I have narrowed down the issue I mentioned earlier.
It seems to only occur if the passive is calling a potioneffect spell.
I can get sneak,takedamage,sprint to work with other spell types but when I try and the spell being called is a potioneffectspell, takedamage only works with mob damage but not fall damage, player damage, or fire damage. Sneak and Sprint do not work at all.
The passive spell is targeting the caster, if that detail helps you replicate it.
Oddly enough, if the passivespell calls a multispell that uses potioneffects, that works perfectly.
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Posted Jul 7, 2012Is a Dodge spell possible?
Like, say there is a 30% chance to dodge an attack. So if it's successful the current attack is "dodged". Not sure how difficult it is to counteract damage as it is being dealt. But I was just wondering if it were possible and if you were planning on adding something similar.
Thanks, love the plugin and the recent additions very much <3
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Posted Jul 7, 2012Hmm I can't seem to find any way around that error I posted yesterday except lowering the dragons hp back down to 200, Any idea's on it? NOTE: The error was fixed by an update to EnderDragonsPlus today.
EDIT:
Also! Any chance you could add a cast modifier condition that simply checks if you have a spell or not it'd be like spell (spellname) as the condition
EDIT 2: Combining posts so I don't spam you too much haha
Would it be possible for you to add(or tell me if it's already possible) to add a spell or something that acts like the conjure spell but instead of giving items it casts a spell based on a % chance. So for example say I want a single spell that has a chance of casting one of several buff spells. If there's no way of doing this and making a new spell wouldn't be a viable option what about a Cast Modifier that can do it? Theres already a chance condition so some sort of modifier that can cast a spell would work perfectly
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Posted Jul 7, 2012@Mayhem777
Do you have it set so ops have all spells in the config, also check to see if you have default all perms set to true. If it is set it to false? if that doesn't work try giving yourself magicspells.grant.*
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Posted Jul 7, 2012I need a bit of help... i'm op, i'm using default config but i can't use any spells, only help and list :(
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Posted Jul 6, 201204:33 PM [SEVERE] [MagicSpells] AN EXCEPTION HAS OCCURED: 04:33 PM [SEVERE] [MagicSpells] Health must be between 0 and 200 (java.lang.IllegalArgumentException)
Shows up when I use a pain spell on an enderdragon that has had it's health modified by the enderdragons+ plugin. It's only the ".targeted.PainSpell" that does this. The dragon in question has 600 health if that helps at all.
Here's the full error. http://pastebin.com/ikEZP9HP
Edit: Happens with anything that causes damage that requires a target(spells like freeze, lightning, explode etc don't cause it)
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Posted Jul 6, 2012@nisovin
When I tried I got a warning about an invalid modifier
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Posted Jul 6, 2012@nisovin It's possible to add the MagicSpellsCastModifiers's trigger to PassiveSpells's trigger ?
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Posted Jul 6, 2012@Faldonboy
The wearing condition accepts whatever id you input, it doesn't restrict it to armor. Removing messages from other plugins won't be possible, unfortunately.
@RadShad
The roar spell should be working better in 2.8.1. Minion's still going to be a while.
@OtterTrotter
The config will not change automatically. What you should do depends on how long "a while" is. If it's just a version or two, you can just copy and paste the new spell configs from the default config into your own file. You'll also have to update the mana system config.
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Posted Jul 5, 2012Bit of an odd idea popped into my head that could prove useful in certain situations if it's possible, for cast modifiers would it be possible to add a section where we can put "global" modifiers in? Ones that would affect every spell in the config, it would save a lot of time and space for certain things(such as donator perks via permission modifiers)
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Posted Jul 5, 2012@nisovin
I havent updated magicspells in awhile, will i need to remake the config or will it auto update?
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Posted Jul 5, 2012Will we be seeing fixes to minion spells and roar in the next update?
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Posted Jul 5, 2012@colt454
Make sure they don't have permissions to bypass cooldowns.
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Posted Jul 5, 2012Hey despite whether or not the ops-ignore-reagents-cooldowns option in the config is set to true or false, the ops on my server can still cast without the requirements and ignore cooldowns, could anyone help me?
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Posted Jul 4, 2012@nisovin
I am happy to report that using the name "VillagerGolem" with .buff.MinionSpell totally works!
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Posted Jul 4, 2012@Faldonboy
For the command you can just clear the line inside the essentials language files. And if you let it run from console and do /eco give %a 100 then it doens't sent a message i think even when you didn't remove it.
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Posted Jul 3, 2012Small suggestion, allow the "Wearing" cast modifier to accept any place-able block, with so many "hat" plugins and the /hat command being added to the latest version of essentials it could be useful for creating certain circumstantial spells. Extending it to be able to see your currently held hot-bar item as a "worn" item would be extremely useful too, or adding a modifier that checks to see if you're holding an item in your hand like was suggested earlier
Also I think I suggested this several months ago and you said it wasn't possible but I can't remember. an option to turn off a commands normal output message when using an external command spell would be WONDERFUL Ex: I have a passive spell that occasionally lets people find money while digging but they see the console message of "100 has been added to your account by an administrator" Kind of takes away from the spell. Being able to turn those messages off somehow without editing the plugins the spell is drawing from would be great
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Posted Jul 3, 2012Thanks Nisovin that clears up a lot.
I asked the guys over at Woppa Gaming to do a Plugin Spotlight on MagicSpells and they just posted it, Plugin Showcase - MagicSpells - WoopaGaming (only three days after I mentioned it to them, they are fast).