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
@MCTylerPVP
Here you can find: MagicSpells
Looks as if I'm losing 4 Spells cause of 1.7.10. Can someone link me to the update please for a dev build.
where in the config is that? i cant find it
EDIT: ok i found it....theres no targeted option but it says can target: players, monsters, animals
it works on the mobs but not players.
ALSO none of the players have the permissions magicspells.notarget
@SatansDaughter66
Make sure the spell option targeted is true and target-players is true.
why cant i target players? whenever i try to levitate players, it says no target found.
Anyone else found cast-time spells to be cast instantly in the recent dev builds, 3.4-dev-1407131547 or 3.3.1-dev-1407122007?
EDIT: Cast-time problems solved in build 3.4-dev-1407161742.jar - Cheers!
I have an observation with unbreakable option in predefined items which is difficult to repeat, sometimes items conjure without the unbreakable option, but if you conjure the item for a second time then it will receive the unbreakable attribute. Really weird and hard to replicate but I had to remove all unbreakable attributes from cost items as sometimes they would conjure without unbreakable and would be considered a different item. Similarly I have had an issue with Mana, on the odd occasion when you re-log you received full Mana, I am aware of the recent Mana settings but this happens really randomly and again is hard to replicate.
Anyone else found the above to be true?
EDIT: The problem with unbreakable is caused by creative mode, same issue as fake enchantments.
Why the effect DragonDeath can't work ?
Hello. Is there any way to make a tome with more then 1 spell? Like a tome with 5 or 6 spells attatched to it so when they read it they learn like 5 or 6 spells? Or perhaps preset wands with preset spells bound to them ,so a a player can obtain a wand that already has like 6 spells bound to it?
@DivinityCraft
In the general file you can make magicspells ignore durability for specific items.
@Tobiyas
Hey Tobiyas, this plugin is so flexible we too love the API and we also love EDP, I look forward to future releases!
@nisovin I have noticed a small bug with passive spells, if you have more than one spell in the "spells" passive spell config and the spell has effects, the effects will trigger for each spell. To demo this make a passive spell with the trigger "Kill" and then add more than one spell to "Spells" and add an effect like broadcast to see the duplication in chat. Not a big deal, just thought I would point it out.
Thanks again for this awesome plugin!
Hey, I really like your Plugin, and I really like the API it has (finally an API. Not like all the 'API' plugins out there....). Would you please be so kind and add a function to get the current Mana of a Player? I really don't like using reflections on that. :/
So simply:
would be awsome!
I want to be able to use items with durability as cast items but since their sub-ID changes when they take damage the plugin doesn't recognize them unless they're undamaged. Anyone know a workaround to this problem?
@tremby90
Remove any spells that destroy. Or setup a zone which they can't use spells. http://nisovin.com/magicspells/nomagiczones
someone used magic spells and destroyed our spawn even though we had it world guarded, how do i prevent this from happening again?
@pepper82
I'm having problems with summon. Players use the spell but it doesn't send the target an accept message. However it still uses the reagents.
spigot 1.7.5 MS version 3.1
How can I make different spells based on the same spell (for example make different "build block" spells?
/cast buildstone = builds only stone blocks
/cast builddiamond = builds only diamond blocks
etc?
@Pat1196
All the new spells are part of a development build here.
None of the new spells appear to be loaded onto the plugin. I tried regenerating the files, and still, nothing. Any suggestions? I'd like to add tomes for the wither skulls. Thanks.
@Necromedes
You mean this Spell Effects ? Well, it is not that hard to use, you just put code same way as it is said on this webside. This is new way of setting effects, it is just much more clean now. You have to take a note that there are some new options that you will have to read about. You can place effects in any spells but you have to remember about good "position".