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 Aug 28, 2012How to disable use in worldguarded area?
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Posted Aug 27, 2012@ultimateowner56
I do not think. There's currently six cost :
Mana, life, hunger, experience, levels and one or more items.
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Posted Aug 27, 2012@GalacticNInga Whatever you named it in the config. :D
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Posted Aug 27, 2012wait for permissionsex do I do
- magicspells.grant.phasespell
OR
- magicspells.grant.phase
If someone can answer back that would be much appreciated thanks.
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Posted Aug 26, 2012Is it possible to make spells cost durability of an item?
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Posted Aug 24, 2012@nisovin
I forgot to mention that I used a Projectile Spell that uses AreaEffect spell that uses ForceToss (thus setting target-caster: true) and the caster does get tossed when the projectile lands, but the caster only flies vertically. But I'll just use the ForceBomb spell, see if that works..
As for the arrow problem, I still get it even though I removed all other plugins. Perhaps something with the config. I'll upload it in a minute.
http://pastebin.com/CYts7spe
Even though I set "remove-projectile" to true, it gives no effects to the mobs.
Also.. when I put a space on spell names (such as "Storm Lightning"), then it can be used fine but doesn't work with the help spell ("/cast help Storm Lightning" will state that they do not know this spell, requiring the ellimination of the space).
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Posted Aug 24, 2012Is there a way to only enable it in one world? (im using multiverse) because i want one world to use the mana bar but the other to not.
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Posted Aug 24, 2012@watdidyusaey
Yes, it would be easy. I didn't say it would be difficult, I said I don't have time.
@deleted_6837836
The forcetoss thing is not an error. The forcetoss spell pushes a target away from the caster. The caster cannot be pushed away from himself. I also don't seem to have that problem with arrows, it works fine for me.
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Posted Aug 24, 2012Ok, so some new "errors" I find:
When I do "forcetoss" on an aoe spell and set "target-caster" to true, the caster isn't affected by horizontal force (simply flying upward with vertical force). Other people and monsters are affected by both horizontal and vertical force, flying diagonally, but not the caster. EDIT: Perhaps I can just use forcebomb alongside with forcetoss..
When I use arrows as a projectile, the projectile gets deflected and no effect takes place (unless it's aoe). I've changed projectile to snowball and it works, why not arrows? Same thing goes for the imbue spell (gets deflected). Without any spells (simply bow + arrow), arrows don't get deflected.
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Posted Aug 23, 2012@KubaBVB09
yes, you definitely can. ITs a very basic feature
Check this: http://nisovin.com/magicspells/spellcopies out
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Posted Aug 23, 2012@nisovin
It was a request. Its completely understandable if you can't. Thanks though
Its just that simpleclans has an api for things like this so I thought it would be simple to implement, but I guess not...
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Posted Aug 23, 2012Is it possible to rename spells?
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Posted Aug 23, 2012@watdidyusaey
I'm sorry, but I just don't have the time to add support for every single team plugin that comes along.
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Posted Aug 23, 2012@KCZerG
SimpleClans doesn't need to be updated. It works perfectly fine. The devs are working on Pstones.
What does that suppose to mean?
The issue is harmful area of effect spells are targeting allies and aoe buffs are targeting rivals.
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Posted Aug 23, 2012@watdidyusaey
simple clans hasnt been updated since march or so...
Would you add a simpleclans hook ?
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Posted Aug 23, 2012Can we have a magicspells.notarget.<spellname> to choose what spells affect you and what doesnt?
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Posted Aug 22, 2012Can you add a simpleclans hook?
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Posted Aug 21, 2012@mattbrw08
Antimagic auras can check for buffs so long as it is set in the configuration Just make sure 'buff-check-interval' is set to something larger than 0
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Posted Aug 20, 2012hey guys, i cant find anything so im asking here. is there a way i can cancel a spell upon a teleport or warp? we have a custom plugin that brings the accepting players to an arena for duel for such things as hand to hand boxing with cleared inventories for a short time. however, while i havent tested it, im assuming the cast armor would carry over into the match if they used it before they went. I can obviously block the magic spell once they get to the arena but im worried about them using it first, then teleporting
thanks for any advice!
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Posted Aug 20, 2012@karatetoes
Havent tested myself but put "" in the message field