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 Oct 4, 2013@nisovin
Thats a shame, is there any way you could do that in the future? Or any way you can think of to get around that right now?
Also, small question, is there a reason the permission spell isn't documented on the spell list? I still find it very useful sometimes.
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Posted Oct 4, 2013@LihPeu
I still need to write up an explanation for this, but here's essentially how it works. In passive spells (and other places that 'match' a type), if you want to match a type with any data, you need to use an asterisk. So for example:
Or, using the type name:
Same with the materialize spell:
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Posted Oct 4, 2013@nisovin
Now the pain spell isn't being cast at all.
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Posted Oct 4, 2013@Faldonboy
You cannot change the power from a target modifier. I've updated the cast modifiers page to clarify this.
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Posted Oct 4, 2013@SovietWinter
Have you tried adding a cooldown to the passive?
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Posted Oct 4, 2013@DivinityCraft
You can actually do it by yourself:#
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Posted Oct 4, 2013For passive deal-damage, setting the delay to 0 seems to crash and setting to >=1 seems to just loop the spell (repeatedly call the pain spell that is called by the passive). I have it set where a passive triggers by them dealing damage, which calls a pain spell.
(using MagicSpells-3.0-100314.jar)
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Posted Oct 3, 2013This isn't working for some reason. Was trying to make it so spells did different damage depending on the mob it hit. The bug I was having with entitytype was fixed in the last dev build though and works with other modifiers such as stop and required. It just isn't working with power for some reason
Also this debug shows up in console whenever a spell using the orbit effect is cast
20:49:23 [INFO] ORBIT-
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Posted Oct 3, 2013Is walkway spell meant to not follow the players gaze anymore? It just creates a walk way and then thats it
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Posted Oct 3, 2013Could you add an option to the windwalk spell to disable it if another spell is cast? On our server people are supposed to use it for peaceful building and by having it disable when damage is done it works for the damage spells, but people can still fly around and kill people by using forcepush when they're near a ledge.
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Posted Oct 3, 2013@nisovin
Thank you Nisovin the Transmute spells is working with spell effects in build MagicSpells-3.0-100214 and passive blocks and place spells appear to be working but the blockbreak is acting strange with jungle wood. Also I cannot get it to trigger on any leaf blocks, it's really weird.
For example, the first trigger will work on all wood except jungle, and to make it work on jungle I must added the jungle ID.
The passive spell "kill PLAYER" is not registering, if you remove the PLAYER it works.
I did notice that the Transmute spell documentation still shows an unused config variable "transmute-data".
Also I had some trouble getting the transmutable-types to accept block type data, I got it working with transmutable-types: [98,"98:1","98:2","98:3"] In build v3.0-b4 my list looked like this [ 98 ] and worked on all types of smooth stone. Putting each ID in quotations seemed weird, is this the correct way?
Thanks again!
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Posted Oct 2, 2013@crohakon
Set up your 'predefined-scrolls' and then do the normal give command to give the player paper with the damage value you set in your 'predefined-scrolls'.
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Posted Oct 2, 2013This error comes up whenever I try and reload MagicSpells while having a spell that has the entitytype modifier in it in the config
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Posted Oct 2, 2013Would it be possible to put in an admin level command that allows for you to give a magic scroll to a player with a set number of uses? So via an admin (someone with the right permissions) or via console a command would be issued like /cast givescroll <player> <spell> <usages>?
This would make it easier to use with votifier to provide a chance for a random scroll when someone donates.
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Posted Oct 2, 2013@Faldonboy
Thanks, those problems should be fixed in the latest dev build.
@LihPeu
This should also be fixed in the latest dev build.
@whiz_kid
1. I'm not really planning on adding any physical abilities. It's already possible to do plenty though.
3. It's not possible to set player transparency (outside of the team system, which isn't going to be very optimal).
4. As someone else pointed out, you can use modifiers to check the block a player is standing on.
@hixon1998
I'm not sure what you mean by a drop down menu. However, the help spell is supposed to basically serve this purpose.
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Posted Oct 2, 2013Hello,
I have been using your plugin for a while with sort of a rank based class system. I love your plugin. I was wondering if,I know how difficult this would be, to possibly make an option to rank up the spells you have access to. I was also wondering If you could add a sort of drop down menu when selecting a spell, when typing /cast [spell], to show cool down time and other info.(Like Upgrade options and effects).
Thanks And love your plugin! Also is there a donation option? I would love for you to continue updating! Thanks
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Posted Oct 2, 2013@Mordrogg
He does not want to be purely invisible. He wants to be able to be transparent, by a configurable amount.
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Posted Oct 2, 2013@whiz_kid
3. You can use invisibility or stealth spells with passvies(sneak) 4. Cast Modifiers
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Posted Oct 2, 2013@nisovin
Hey,
Just a quick bug report: The TransmuteSpell spell doesn't appear to work with any spell effects.
Thank you for the time you put into this project!
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Posted Oct 2, 2013@whiz_kid
Your fourth point is already in the game whiz_kid! In the Cast Modifiers section, it explains what you want, plus a lot more!
http://nisovin.com/magicspells/castmodifiers