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
@BerryMe
:O thanks
@zarakh01
The particle name is flame not flames.
@AnnexVechz
/cast forcecast <player> <spell> [args]
@BerryMe
The bukkit is 1.7.9 and magic spells is 3.3
Is there a way to force players to cast a spell without them knowing the spell themselves?
@zarakh01
What bukkit and magicspells version are you using?
Can anyone tell me why this spell isnt showing effects? http://pastebin.com/zwrij8cM
@wrathHerobrine
The spell has a cost of mana so no matter if it is disabled or not it will still require mana. Try going into the spells-regular.yml and finding the spell and removing the cost.
can someone hlep me?? i disabled the mana sistem but this keeps saying that i dont have enough mana! Whats happening?? PD: after you say something about dowloading another version or idk i want to keep the cooldown, i want it to have no costs to use and only a cooldown to prevent spamming
I wonder if this plugin is compatible and can blend nicely into Heroes (which is a nice rpg/mmo plugin)?
Basically I want to use heroes mana bar instead of magic spells bar.
Is there a plugin that can detect magicspells kills, because now, if you set someone on fire like with combust and they die, the kill message is
"<Player> burned to death"
or something like that. It doesn't say who killed them, like when you normally kill someone, you get
"<Player> was slain by <Player>"
If a normal blow is dealt before hand, at best you can get a
"<Player> has burned to death, while fighting <Player>"
Is there some kind of plugin, that can do a better job detecting magic kills?
@Mordrogg I know, but I think it should detect whether its melee or bow because if you have a givedamage passive spell with a modifier holding a certain item, you can shoot a bow then hold that item and it will trigger it. Or, more preferably, you should be able to use predefined items in givedamage modifiers instead of just id's
@Wolfie_Waffle
http://pastebin.com/B97hH2BU
Here ya go, You probably want to be more restrictive than me but this is my setup.
I have a menu system where users can change their own rank depending on the particular group of Spells.
This is permissions bukkit but i'm sure they all work similar.
Hi, I am using your plugin but am having a VERY hard time setting up the permissions... No matter what I do my groups can't cast spells... If someone could help me, I would GREATLY appreciate it.
Permissions.yml: http://pastebin.com/wWT21wuF Config: http://pastebin.com/xN7TmjRC
@Wolfie_Waffle
It work quite different then you think. Actually "givedamage" active when you deal any kind of damage(not poison) while holding selected item.
I noticed something that I think would be good to fix:
The modifier givedamage activates with both bow hit and melee. I think it should have different ones for bow and melee as it would be more precise and could give bow skills or something like that, and would also be helpful if you didn't want bows to activate a certain spell.
Not sure if this is the right place to post this, but I know things posted here get noticed, so I can move it if its the wrong place.
@Mordrogg
Your version III is the exact way I set them up on the server!
@MCTylerPVP
actually version are just way they are package.
So to just check them it is better to download I version.
I grabbed your final spells III, can't wait to check those out!
EDIT: Ok I just went thru them, you just put them in a neater package...
Yea I downloaded that one dated 16 july, still not working with 1.7.10...Protolib is trying to help but I lose 4 or so spells, probably the volatile ones.
MagicSpells-3.4-dev-1407161742.jar
EDIT: Mojang has restricted Spigot clients from authenticating skins and such so I had to upgrade to the newest Spigot which caches the skins. I'll keep an eye on a update for this version.