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
Greay plugin! Hoping for XP support tho. :-)
@nisovin
awesome, thanks for helping so quickly :D
@Faldonboy
Just kidding. I made a mistake with the default config. Change 'spell-names' to just 'spells'.
@Faldonboy
Can I see your config file then?
@nisovin
we do have the explode spell and i have 8 spell copies of the spell using different spells and the problem persists
@nisovin
To buy spells instead of economy, it would take away earned in-game experience (the stuff used only for enchanting now). That was we could set a certain amount of EXP cost for every spell and have a sign shop. Make its o that they learn so many 'charges' OR the whole spell all configurable?
@aelodia
It's not hard to update. Just copy the new example spells out of the default config and paste them into your own. You can also use the alt-config option if you wish. Version 2.4 is R5 compatible.
Updating is a pain for me lol, i have translated all text, and added customized spells xD It would be great to have a language txt, and a customspell.yml, with this, it would be easy to upgrate :) well, its just a suggestion ;) ps: ready for the R5 of bukkit ? :p
@EHAndrew
Version 2.4 is R5 compatible.
@Faldonboy
You must not have an 'explode' spell. You'll have to change the spell list on your projectile spell. It's only an example.
Would it ever be possible to make it where we can change the effects? It would be epic to have smoke or blink effects on the invis spell instead of fire.
upon loading I get a warning
2012-02-20 23:34:03 [INFO] [MagicSpells] Loading MagicSpells v2.4. 2012-02-20 23:34:08 [WARNING] [MagicSpells] Projectile spell 'explosivearrow' has no spells!
it does this with both custom spells and the default config when casting the spell in question the arrow fires but the spell effect doesn't take place
@Faldonboy
No, you mistook me... I mean is this going to be ready for the new events system in 1.2? I'm running a ton of plugins, so I'm down to making a list of what will and wont work after the update
@EHAndrew
there was an update only a few hours ago and you already want a new one? <.<
So the new R5 is coming out soon... Are we going to see an update? or is this already running the new code?
http://dev.bukkit.org/server-mods/magicspells/pages/configuration/external-spells/ has detailed information. Basically, set up an command such as Essentials /time day command under command-to-execute in a new spell in the config. External spell just means a command from another plugin, that you want your users to only use as a magic spell.
How do you configure an external spell? Can someone provide me with an example external spell?
@nisovin
is it possible to let fire and similar spells to prevent burning items.
The problem is that we use mcMMO and the unarmed skill will disarm players, so the item could be destroyed.
Will the current version work with the 1.1-R4 build? I know you said the new unreleased version will, but I would like to try this out without having to download the R3 build since I just started the updated one :)
@MagikarpLOL123 I am not the expert but I think you just have to change the "cost" entry in the config. The default config shows this for one of the spells:
- cost: - mana 5
Now the hard part I think will be trying to figure the right amount of mana so that someone is not too overpowered.
@MagikarpLOL123
How do I make it so that spells dont require regeants but cost mana?