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
Ok, it has been a LOOONG time since I used this plugin and I'm needing some help again.
I need an explanation of how to set up spell effects. I'm looking at your wiki and it shows the different commands but not how to implement them exactly (Which you may want to update.)
I had it working the last time I used this plugin but, alas my mind is not what it once was.
Just a simple "Put it here, this is the basic layout, etc..." will do.
I'll keep looking at the wiki and if I figure it out before hand I'll let you know to save you trouble.
Thanks in advance.
EDIT: I remembered how to set yup effects. Problem solved.
@BaconKitten1234567890
At a guess it looks like you are missing "target-players: true" from the projectile spell. Also you might run into trouble using the pain spell over distance as plugins like nocheatplus will cancel the damage due to the range. I suggest either using cncp or simply replace the pain spell with a damage potion effect.
I need help again XD when players are hit with spears, it doesn't activate spell:
@Bodyash
We have been using Dev builds with no problem and the timing reports look normal. Perhaps it is due to the UUID conversion, we deleted player spellbooks before the 3.3 update so perhaps if they are not important to your game mode try delete them or rename the folder to test.
Can anyone confirm that the attributes are applied to monsters when using the example given on the Spawn Monster Spell?
@MCTylerPVP
Sure, use it however you like :) .
@Mordrogg
Yea, ok I get it...Thx. This is gonna be fun!
I modified your rank system with Chest Commands and added GUI Links so users can change their ranks and each rank has different spells...Love it! Hope you don't mind me using it that way...
@MCTylerPVP
Oh, by the way, don'y be afraid of this "coding". You don't have to actually know anything special, it is mostly about to copy from webside and configure. You can also make some bigger spells (like from my zip) with Meta Spells. These are kind of spells that don't do anything by their own but have to be combined with other spells to change how it work, example: Multi Spell and Targeted Multi Spell, they allows you to use multiple spells with one cast.
@MCTylerPVP
Okey, so I believe that you are new with using this plugin. When you first started your server with this plugin in your folder(with plugins) there should be created MagicSpells folder. In this folder there will be some .yml . These files you can open with txt and change them for your use. There also is "spells-regular.yml" and it have some basic spells, you can remove this .yml if you don't like them. Now, every possible spell is in this plugin and you can't download new spell. You can only code it. To make plugin read spells your file have to be named like this "spells-Name.yml" (in Name you can write anything). So to take Spawn Monster Spell you have to copy code from webside and but it in file like this (it can be regular if you don't have any other). Spells you downloaded (Final Spells I believe) where already coded that why you didn't have to do anything to make them work.
@Mordrogg
I'm still missing something, that link is just a bunch of info about the spell, do I have to code it? I thought I could download it.
Ok, I see where it sais its in the plugin, I started with 3.3 then I downloaded your zip files and added all those spells, very nice, and then went to the dev version and I still do not have that spell or a lot of the others. Is it in an earlieir version perhaps?
@Bodyash
Is that where it loads?, then it settles down.
@Mordrogg
This plugin EAT my CPU and TPS on Server
@Wolfie_Waffle
Ok, for now I have to admit I don't know best way to make it. If this spell deal one instant damage then you can just make both spell being casted with Multi Spell, then only one damage should be applied.
@MCTylerPVP
Thanks, you mean this spell Spawn Monster Spell? Every spells you can find in Spell List, well not like there is link for it when text start.
@Bodyash
wat
PLAYER JOIN EVENT o_O yes!
Stupid question but...Where do you find the spawn monster spell and others for download? I got all the ones you posted Mordrogg, BTW very nice!
@Mordrogg If you are looking at an entity, it will cast a targeted mob spell, if looking at the ground, will cast a target ground spell
Hey all,
I have been testing the attributes option with the Spawn Monster spell and it appears the attributes do not get applied. In my tests I use the example spell given on the Spawn Monster Spell with many versions of bukkit and spigot. Anyone else got this working?
@Nisovin, could we please get a above or below Y coordinate modifier option?
Was tryign to enable forcepush to be use with your fist i have in the genral config
in spells-regular
thought nothing is happening when i right click a block or air (i know air doesnt work but I tried anyway) using version 3.0B for 1.6.4 i tried using it as default with the bone and works great
Why "PlayerJoinEvent" Eat too many CPU?
@Wolfie_Waffle
But both spell are targeting entity? Or first spell will target and second will be instant or targeting ground?
I have a GUI menu system that seperates Spell caster's into diffrent permisiion groups and when tne players switch groups it runs a command to forget all the spells they previously knew. Is there a better way to do this or is there a way I can suppress 100 or so /c forget commands being output to my log files and to the player console? I know there is a way to silence output in regular script files but it doesn't work in this.
Please, any advice would be appreciated!.
EDIT: Nvrmind, I just used c forget * and it resets the player's spellbook.