SpellCasters
Spellcasters
Spellcasters is a plugin that adds magic to Minecraft. There are three schools of magic: combat, mining, and movement. Each school has different spells that will assist you with that part of the game. Combat spell will help you fight, mining spells will help you swiftly mine blocks, and movement will aid you moving around the world. Each school of magic has progression through experience and levels, every five levels you will unlock a new spell. At first, each player will be level zero and will need to complete a simple quest to advance to level one to start their magic-enhanced Minecraft experience!
Quests
In order to start using magic you must complete a quest. Each quest requires you to get and turn in a certain item. For combat you must turn in a ghast tear, mining uses a diamond, and movement uses an eye of ender. Left clicking on an enchanting table with one of these in your hand will turn in the quest. This makes magic something to work for and adds to the sense of progression in SpellCasters.
Combat
Combat spells use a blaze rod as a wand. These spells will help you in combat. You will start out with weak spells and progress to more dangerous spells as you level up.
Mining
Mining spells use a gold ingot as a wand. These spells will help you mine and excavate. Low level mining spells will instantly mine one block at a time and will allow you to mine bigger volumes per cast in later levels.
Utility
Utility spells use a compass as a wand. They will help you move around in the world and do other miscellaneous things that don't fit in the other schools. They are helpful spells that assist you in a number of ways.
Mechanics
Left clicking with a wand in your hand will cast whichever spell has been selected, right clicking will cycle through your available spells. If you are still level zero (meaning you haven't completed a quest) you will get a message saying you need to complete a quest first. Each spell uses mana as a resource, some costing more than others. Ten percent of your mana will be replenished every five seconds. With every level gained in any school of magic your maximum mana will be increased by ten points. Every time a player casts a spell a message will be sent to the player showing how much mana they have left. If the player doesn't have enough mana to cast a spell they will get a message saying "Insufficient mana" and will be unable to cast that spell.
Saving
All player data is saved to a file named levels.txt. The data is saved every time the server stops and the server will auto-save every ten minutes.
Configuration
Each spell can be configured in the config.yml file. They can be disabled for all users or made available for operators only. Lastly an entire school of spells can be disabled or only allowed for operators as well.
Is there a way to disable picking up the arrows from the spells?
Will there be a update?
What would be the ETA for a updated version of this plugin please :)
Does this plugin have permissions?
@TehMinecraftPoke @Jojodmo2010
No it isn't, I just haven't gotten around to updating it yet. I'll try to get a version for MC 1.6.2 up this weekend.
Nice plugin!
@TehMinecraftPoke
"Last update Jul 06, 2013"
Yes, yes it is -.-
Is this plugin abandoned :(?
@TehMinecraftPoke
That's a great idea. I'll add that too. I should get to it tomorrow.
@dbs727
Thank you :)
Also, is there a way to turn off the "quest" option? I want players to be able to use the blaze rod as soon as they spawn without having to get the quest item. If you could make the quest optional, I will be very, very happy!
@TehMinecraftPoke
Thanks, I'll take a look at this stuff over the weekend and hopefully put another version up.
@dbs727
Well, I can't really test to see if EpicBoss checks if a player kills a boss or not. You see, all bosses by default can't be killed at all by anything but a player. If they wander into lava or get struck by lightning they don't take damage from that. They don't even take damage from explosions (Love TNT). The boss only takes damage when a player hits it. I don't know if that is enough information to help you decide what needs to be done, if it's not, then I'll keep trying to find more info and try to contact the EpicBoss dev.
I have also realized that when a boss is killed by abyssal demise (pretty much any spell I assume, but abyssal demise kills them the quickest so I usually use that), they don't actually die. You see, they drop the vanilla item that their mob type is supposed to drop (for example, zombie = rotten flesh) but the boss itself isn't dead. It spawns in the same spot it supposedly "died" with the same health it "died" with. For example, I was attacking the boss and it had 350/400 hp. I used abyssal demise and it "died", and then immediately respawned with the 350/400 hp.
Also, a side note, I noticed that when a player uses a spell on a boss, it doesn't say it takes damage like if I hit it with a vanilla item. If I hit it with a sword it says the boss took 8 damage and then shows how much hp it has left. If I do that with a spell, it doesn't say that and the health doesn't lower.
Sorry if most of what I wrote seems repetitive.
If you need anymore information, please let me know :) .
@TehMinecraftPoke Thanks!
I can make those messages configurable, it'll be a quick fix.
I will take a look at summon familiar when I get home tonight.
If an EpicBoss monster gets killed by wandering into lava or something, does it drop the custom loot you put in? I'm wondering if EpicBoss checks to see what kills a monster to make sure it was killed by players or something so it doesn't drop a ton of treasure if it accidentally kills itself. In that case it wouldn't realize a player killed it since spells like abyssal demise are just setting a monster's health to something lower (effectively it's taking damage without anyone being the damager). Perhaps I could solve the issue by setting a damager (if I can do that, it's been a while since I messed with the damage).
I haven't tested it with WorldGuard, my initial thought would be that it would prevent spark from working since it's just striking lightening at a location. Maybe I could also set a damager for the spells to make it WorldGuard compatible (again, if I'm able to set a damager).
I've always ran a close to vanilla Craftbukkit server so I haven't tested it with many plugins, feedback is nice. :)
AMAZING plugin! I've been looking for a plugin that does this for months upon months!
However, I have some suggestions...
- Please make the message when someone enters configurable. It's a bit annoying.
- The Summon Familiar seems to not be working...it just keeps saying insufficient mana even when I use /spc refill.
- Can you please..for the love of all things...make this compatible with EpicBoss? I would LOVE to see people use wands to attack my custom bosses, however, all the arrows my boss gets hit by do not register and when I use the abyssal demise on them, they drop what a normal mob would. For example, I have a custom boss that has the appearance of a zombie and when I kill it with abyssal demise, it just drops rotten flesh. If I kill him with vanilla minecraft tactics (sword/bow and arrow) it drops what it is supposed to (bones + leather armor).
Thank you in advance :).
Also, I am a bit worried about protection. Is this WorldGuard compatible? Will other players get effected if someone uses fire nova/sky grab/abyssal demise (pretty much any spell) in a WorldGaurd protected area? I can't use this plugin without these features because I'm making an RPG server where there will be no PvP except in a certain location.
EDIT: Also, does it register as the player using the spell? I don't want to disable lightning in my WorldGuard area because then the spark spells would not work. However, if it doesn't register as the player using the spell, it would act as if natural lightning was hitting a player and causing them damage.
I just added configuration for wands. Just waiting for the updates to be approved.
@Encon118
I'm glad you're liking it. I plan on adding that eventually.
Love this plugin! Is there a way to reassign the different wands? For example, I use another plugin that uses the Blaze Rod as a magic wand, so I want to change the Combat wand for this plugin to some other item. Thanks!
@joey41586
Thanks, I'll look into it.
Great! Love this plugin!
Couple of suggestions, The spell under mining, Single Break and maybe others, can bypass claimed territory of factions and Safezone. Is there anyway you can hook into factions to fix this?
@Asmodios11
It isn't updated yet but keep an eye out for updates.