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 Apr 29, 2012Hey Nisovin. Lots of good things going on with your plugin. It's far more versatile than most other plugins. I have a small suggestion that would help me with an experiment. Could you add an option to spellscroll so that it would leave the uncharged item after all of its charges have been used? Experimenting with Diamonds as spell gems.
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Posted Apr 29, 2012@rurikar
I'm an idiot. Thanks haha
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Posted Apr 29, 2012@VincentSteel
Everything is fine with your config. My guess is you aren't using the development builds are you? As the 2.7 changes are still in development.
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Posted Apr 28, 2012@rurikar
http://pastebin.com/j9zMeCfS
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Posted Apr 28, 2012Would it be possible to have spells that are only cast if certain enchants are on the item? So something like Cast-item: 276 16:4
So a Diamond Sword with Sharpness 4 would be needed to cast this spell? This would create an awesome system for being able to make different ranks of spells and tieing it into minecraft.
@VincentSteel
Link your config file. Most of the time spells don't show up is because you missed or have an extra space somewhere, check the server log for the exact line the problem is on.
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Posted Apr 28, 2012Well, Multi-Target spells arent really working for me or showing up, I copied the storm one into my config for spells and it wont recognize. Any idea what I'm doing wrong?
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Posted Apr 28, 2012@Anagnorisis
It seems to work fine when I test it.
@StypherFire
I'll play with this later and see If I can figure out why it's not working.
@woodendinosaur
I'm actually in the middle of making a change that will let you do this. Right now it won't work because the addMana() method is throwing the ManaChangeEvent, which you then use to addMana(), etc, thus keeping your mana full all the time. I should have a dev build out with the update on Monday.
@Zahzi
Are those the actual names of the spells? The names that show up as the section headers in the config?
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Posted Apr 28, 2012EDIT: DERP, I put the cast-on-animate thing in the spell instead of editing it above. Thanks a lot ! Maybe one night I'll stay up until 3am to join the official game ^_^
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Posted Apr 28, 2012sorry about all the html code (i forgot not to use html) so all the angle brakets are not there
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Posted Apr 27, 2012I am attempting to make an increased mana regeneration buff spell. But on the mana regen tick following activation of the spell it gives full mana and keeps it full until I restart the server. The portion of code in question is:
http://pastebin.com/hgPFBNn9
I am pretty new to java programming, so I am sure I have made an error in comprehension somewhere. It seems to be balling out in the event handler section where it sets the new mana value? Is that not the proper way of handling it? Or does the method following it cause grief with no explicitly set values? Any insight would be appreciated.
Here is the spell portion in the config.
clarity:
spell-class: "me.tutorial.magicspell.ManaRegen"
name: clarity
description: Increased mana regeneration
enabled: true
regen-mod-amt: 3
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Posted Apr 27, 2012@onon6
Think a lot of people are running into this! _~ cast-on-animate: false
@StypherFire
Put a delay of 2 to 5 (you'll have to mess with it to figure out what.) in between the two spells. The problem sounds like because you do shadowstep and forcetoss at the same time the force toss is going off where you use to be. If that doesn't work you can always make it an external spell, require a player target and then just use forcepush.
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Posted Apr 27, 2012So i have a multi-target spell which i want for a monk class. So how it's suppose to work is you teleport behind a player (shadowstepone) and then they get kicked away. So i renamed force toss to chi blast to be more closer to the class i am making. Each skill works individually however it doesn't work as a mult-target spell. Please help.
lotusstrikeone: spell-class: ".TargetedMultiSpell" name: Lotus Strike LvL 1 cooldown: 20 cast-item: 0 range: 6 check-individual-cooldowns: false target-players: true cost: - mana 9 str-cost: 9 Mana spells: - shadowstepone - DELAY 5 - chiblastone
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Posted Apr 27, 2012Is there any known problem with the potion graphical effect? I have volatile enabled and it still won't work (on the default heal spell). Using craftbukkit-1.2.5-R1.0.jar and MagicSpells-2.7-042514.jar.
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Posted Apr 27, 2012Is there a way to combine this plugin with Mobdisguise? For example cast a conjure spell with an item while being a spider. It works with the /Cast command, but trying it with items does not work. I tried using the following spell, but it seems like it does not recognise any server commands while being a mob.
I'm trying to recreate the popular Dwarves vs Zombies plugin-pack to play with some friends and people I know from a server, since we cannot join the public server due to time zone restrictions.
Also: I might be wrong, but isn't the guy below me the creator of this amazing game ? Would be amazing if he could help me out.
Thanks in advance
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Posted Apr 26, 2012Would it be possible to give spells cast times? So if you move the spell is interrupted. Maybe config options like if you take damage you are interrupted.
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Posted Apr 26, 2012@nisovin
You are the best :D it works now :D thanks
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Posted Apr 26, 2012@ajreilly13
Three errors:
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Posted Apr 26, 2012@nisovin
http://www.minecraftforum.net/topic/1188772-do-not-read-just-a-random-post/
Thanks for your help :)
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Posted Apr 26, 2012@ajreilly13
You probably have an error in your config file. Can you post it somewhere so I can see it?
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Posted Apr 26, 2012@nisovin
nope they are different names and I have the groups separated so when they change class they are granted the permission to use the ConjureSpell but it still don't work. i get an error message saying all 17 of my spells don't work when I put the alchemist ConjureSpell in (The new ConjureSpell.)