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Add-on Suggestion: Magic Spells

Posted: Sun Jul 22, 2012 12:28 pm
by Zerathule
http://dev.bukkit.org/server-mods/magicspells/

I wanted to bring this promising and potential add-on candidate to the staff and admins' attention for submission and discussion of it's possible installment on the server.

The basic point of this add-on is to allow players the use of spell at the cost of reagents such as red stone and coal, as well as hopefully build a new market for previously low use or unused items.
While potentially any player can learn spells, all players must visit each unique spell node to learn the spells. Most commonly spells would be learned via special bookcases by right clicking on them to automatically learn the spell and add it to the players spell book. From there players may either type in the cast and spell name command manually, or bind it to any item so that the spell can be cast with a simple right click while holding the item.

The bookcases them selves can be hidden around the world and in any location we deem it appropriate to be located. This would both serve as a dual function of requiring players to work and search to acquire new spells, and, it would promote exploration of some of our more prominent locations through out the world such as current and previous spawns, holiday towns, the legendary Venice, and other landmarks.

While there are a number of combat related, spells such as: fireball, drain life, combust, freeze etc etc
There are also a number of utility spells like: flying carpet, levitate, food, farm, frost walk, gills, heal, leap, blink, lily walk, light walk, prayer, safe fall, etc etc

As a side note, flying carpet could be a spell only attainable in the creative world, so that only adv builders and up can gain access to it. This would make being an Adv Builder have more perks but also allowing them to use a self regulating tool to be able to build their projects with out having them to give them unhindered fly mode or creative mode in the real worlds.

Further more, all the spells in the add-on are pre-written so they could be just loaded in and used as a plug and play type fashion. It would be just up to use to bind them to the corresponding nodes and cherry pick what spells we want on the server and which ones we don't. This also includes the spell damage and functionality, reagent costs, and spell notifications; and while they can be changed in the config file relatively easily, you don't necessarily need to do so.



Depending on the feed back on this thread, and if Kommy or Korthic would be interested, I would first like test it on a private server where we could play around with the mod then package it up and ship it off to MCJ servers. Past that I would be more than happy to set up all the node locations, set up any needed configurations, and monitor the functionality of the add on over the next several weeks.

Re: Add-on Suggestion: Magic Spells

Posted: Sun Jul 22, 2012 2:23 pm
by joshthelegodude
WANT

Re: Add-on Suggestion: Magic Spells

Posted: Sun Jul 22, 2012 4:00 pm
by Xeronaile
I technically am screwing around with it on my server and I like the addons for it. The mana or "memory" or whatever spells use that is shown up in a bar could be used, I'm not sure if we have spout though.

But the one including the sign shops for spells can be configured greatly, and we of course need to limit some stuff, such as the explosions.

Re: Add-on Suggestion: Magic Spells

Posted: Sun Jul 22, 2012 8:58 pm
by Zerathule
Agreed, we will have to pick and choose what we are going to allow or who is allowed to have certain spells.

As for the interface and spell handling, I think it would be best to just to use a purely reagent based system and institute an internal cool down for each spell. I would simplify spell syntax for players and reduce the chance for bugs and reduce the overhead on the server's resources.

(K)eep (I)t (S)imple (S)tupid 8-)

Re: Add-on Suggestion: Magic Spells

Posted: Sun Jul 22, 2012 9:12 pm
by maxse123
what world would this be for?

Re: Add-on Suggestion: Magic Spells

Posted: Sun Jul 22, 2012 9:23 pm
by Xeronaile
Mm. Guess so. Unless we're returning combat (if this is going to be added) we can leave out the majority of them. That is seemed to be made for "player only" or can damage inside of safe areas due to the spell actually being external, like some creeper explosions around you for defence, instead of one iceball being cast out, can be disabled.

Re: Add-on Suggestion: Magic Spells

Posted: Tue Jul 24, 2012 1:12 pm
by Zerathule
Well since pvp is turned off, we can have most of them for anti mobs. Also, we can make no magic zones with the add-on.

Re: Add-on Suggestion: Magic Spells

Posted: Wed Jul 25, 2012 6:52 pm
by graystan21
iwantitiwantitiwantitiwantit!!!!!
that was y favorite thing about the original plugin with the factions world, now just bring it to the main world. i also like the flying carpet for the adv. builders since most of us really need to fly to see how our projects are coming along and to help build the massive structures.

please kommy, let us at least try it out and make sure it does not interfere with any of the other plugins on the server.

Re: Add-on Suggestion: Magic Spells

Posted: Wed Jul 25, 2012 8:04 pm
by Xeronaile
Ahg- If this double posts it's because of my internet connection.

I'm looking at the config and it looks fairly simple add this that and this as a permission and your set... But I'm still confused on how to gain reagent.