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 8, 2012Heyy is there any possible way to make the fireball spell break other blocks apart from dirt ?
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Posted Jun 8, 2012Hey nisovin i cant do anythinim op n a server and when i do /c list or /cast list or anything it says i dont know a spell with that name i cant do evene /c teach
What do i do ;(
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Posted Jun 7, 2012@nisovin
In the new passive spell category how would i specify the trigger for more than 1 item such as in:
poisonsword: spell-class: ".PassiveSpell" name: poison-sword trigger: givedamage 283 chance: 30 cooldown: 4 spells: - poison
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Posted Jun 6, 2012This plugin is one of the most versatile for *almost* Everything you could think of, with the ability to execute external plugin commands as spells to the recent Conditionals and Passive Triggers... it is incredible. I sincerely applaud your dedication and skills, Nisovin. And I envy your programming knowledge :)
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Posted Jun 5, 2012Nisovin is awesome! I talked to him for a while on the irc, he helped out a lot! Thanks again.
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Posted Jun 5, 2012Just saw the stuff you're adding to MSCM. Thanks for adding the biome condition it's going to help out so much.
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Posted Jun 5, 2012I've opened an IRC channel on Espernet, #magicspells. So if people want to ask questions, discuss ideas, etc, you can go there.
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Posted Jun 5, 2012@PhiberOptikx
If you're wanting a feature added, please create a ticket. Also, you can't really "bump" a general comments section.
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Posted Jun 5, 2012@PhiberOptikx
Bump. In addition, could you also do a reverse logic?
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Posted Jun 5, 2012@nisovin
Hah, thanks. I forgot I tried adding a few things without testing them before bed.
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Posted Jun 5, 2012@Faldonboy
Something changed, or else you didn't notice it before. You have an invalid modifier somewhere.
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Posted Jun 5, 2012http://pastebin.com/SStWmxvp This error for MagicSpells CastModifiers started showing up this morning when I turned my test server on, nothings been touched/changed since last night when it was working fine.
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Posted Jun 5, 2012Bukkit: CraftBukkit 1.2.5-R3.0 MagicSpells: 2.8-060418.jar Config: http://pastebin.com/g2MT8iyG
Not sure if it's incomplete, but I can only get passive spells to work right now blockbreak and block place. All other triggers don't seem to be functioning.
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Posted Jun 4, 2012@Faldonboy
I was thinking the same thing about the Condition Modifier + Passive Spells. Spells that get triggered by an even but only under special conditions... It boggles the mind!
I can't wait for a passive Lilywalk for my Druids...
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Posted Jun 4, 2012Answered my own question about the Cast Modifiers, absolutely amazing! This easily makes MagicSpells one of the major backbones of the server I help manage again. Especially with the developer of OtherDrops slipping off the face of the earth. Shame too because this plugin plays very nicely with it.
More suggestions now that I know it works with Cast Modifiers!
I'm not sure if this would be part of the passive spell itself or an addition to Cast Modifiers
Only triggers within certain biomes(the biome would be the variable)
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Posted Jun 4, 2012Agreeing with rurikar, definitely one of the greatest additions you've made. I do have a few suggestions for trigger types though. These might already be possible(haven't started playing with it too much yet)
A trigger for when you interact(right or left click) with ONLY a player
A trigger for when you take damage from a mob(var could be mob type possibly) Id be happy without that variable part if it's too hard/not possible.
A trigger for environmental damage(variable could be lava, fire, drown, fall and suffocation
Also, is the passive spell compatible with your new Cast Modifier plugin? because that would add nearly infinite possibilities to it.
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Posted Jun 4, 2012The passive spell is one of the greatest additions yet! The amount of stuff we can now do with this plugin is absolutely insane. Any chance on cast items working with specific enchantments, because holy smokes is there so much we can now do with this new spell.
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Posted Jun 4, 2012Hi there! I was curious if there was any way to use the MagicSpellsTowny to effect all magic spells in the way of having a modifier for spells. What I mean is, if I have an AOE healing spell that heals everyone in say, 15 block radius, I definitely don't want to heal my enemies. Is there a way I could setup a modifier for specific spells to only effect other players in my town?
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Posted Jun 4, 2012@nisovin
Gah, sorry. I was using a previous 2.7 dev build. Updated and it fixed the problem. Sorry for wasting time.
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Posted Jun 4, 2012What is the spell icon feature?