Add-on Suggestion: Magic Spells
Posted: Sun Jul 22, 2012 12:28 pm
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.
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.