[DEAD] Spells v0.996

Discussion in 'Inactive/Unsupported Plugins' started by NathanWolf, Jan 16, 2011.

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    Thanks you [​IMG]
    NathanWolf likes this.
  2. I have tried typing /cast blink, nothing else. When I type that, it says nothing. I've tried taking a stick and right and left clicking with it, but nothing happens.
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    Sorry im a noob at this, how do I give you a stack trace from the server log?
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    In your minecraft server folder, there should be a file called server.log - it may be in there. A stack trace looks like a big long mess of file names and numbers, it will be very odd-looking if there is one in there.
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    you should add so it's possible to harvest logs :>
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    You could do that, if you want, with mine- just add the mineable materials in the properties file to include log! =D
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    'I installed the plugin, added permissions, and I binded "blink" to my wand, and it continuously says "Unknown Command" on the command line. I am not 100% sure if i set up permissions correctly.
    Example of what i put on the permissions files:
    For spell-classes: player=thenewguy132:admins
    For wand (properties file): wand-admins=thenewguy132
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    They seem to be case-sensitive- I think I need to fix that! Are Minecraft usernames case-sensitive!

    Change it to "TheNewGuy132", exactly, and see if it works.
    --- merged: Jan 24, 2011 1:02 AM ---
    Version 0.50 released! This is mainly a support release for Wand, which now requires the Spells plugin.

    Wand users, go check out the main post- it's a major update! The Wand has gone completely console-less...

    For straight-up Spells users, this update is also a big step towards implementing a reagents and MP system. I've finally decided to integrate it into Spells after all :)

    Each spell is now associated with at least one unique item. Every spell can have multiplie variants, though none take advantage of that at present. Eventually, the items and variants will all be configurable.

    Future talk:

    From there, it's not a big stretch to have each spell require items beyond their primary item, and that they require and consume some (or part) of these items on cast... so, a reagents system, basically.

    This is really elegant when combined with the new Wand, since when you run out of the primary reagent for your spell, that item disappears from from wand list, effectively breaking your wand until you swap that spell out or replace its missing reagents.

    I also plan on implementing an MP system directly in Spells. I was fond of one I saw in hMod, can't remember its name - it doled out redstone wire (or some other unobtainable item) at a fixed rate per player (up to a max of 64). Each spell required some redstone to cost- so, a simple mana system with an on-screen indicator of how much mana you have left (as long as you keep redstone in your active inventory). So, I think I'm going to go this route.

    And, finally, as a backup I'd like to allow spells to cost some health to cast. Then, I'll let you all just mix and match the three systems however you like.

    After that, on to the next exciting plugin... Experience!
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    thanks that worked!
    NathanWolf likes this.
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    Cool! The next version I release will have case-insensitive permissions, I've already made the code change :)

    Version 0.55:
    • Fixed the above issue, I think
    • GIANTS! Added "giant" to /familiar. Didn't know there was such a thing!
    • Added "monster" parameter to /familiar, which spawns a random monster mob.
    • Made blink a little more aggressive
    • Added a couple of spell variants:
    monster: A variant of familiar that creates a monster.
    superblast: A really big version of blast

    You can use these just like any other spell, and they have their own unique materials for Wand binding.

    v0.56: Change some spell materials around, and in particular don't use the bucket as a spell item, since right-clicking it is an action.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jan 8, 2016
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    I know you want to look at the invincible spell. Is it possible to think about the inclusion of a timer for it? Allowing players to cast immortality for a brief time.

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    It's not working for me.
    2011-01-24 11:48:39 [INFO] mcanusrules issued server command: cast arrow
    2011-01-24 11:48:39 [INFO] Unknown console command. Type "help" for help.
    It does that for any spell. I've edited spell-classes.txt and wand.properties and I've even tried different capitalizations even though my username is all lowercase...

    I'm running build 135 of craftbukkit on Ubuntu 10.10 (I don't think the platform matters though) and everything else works.
    These plugins are installed: BigBrother, ExtendDay, Magic Carpet 1.3, MyWarp, Spells and Wand.
    I'm not sure if it matters but I don't have the Permissions plugin installed - it's too complicated for me to justify supporting it.
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    I just fixed a really boneheaded bug- if you're a Spells user, but not a Wand user please update.

    The "general-allow-command-use" parameter was backwards, so basically "/cast" wouldn't work unless you go change it to "false". :( Sorry! It's been fixed as of v0.58.
    --- merged: Jan 24, 2011 5:21 PM ---
    I think I goofed- see above. "/spells" should still work in 0.57 and below, as should casting spells with the wand. It was just "/cast" that was broken.

    Thanks- that's good feedback, I'll have to consider it. I think I may make a loose permissions framework for myself, with the option of having it use Permissions on the backend.
    --- merged: Jan 24, 2011 5:22 PM ---
    Definitely- I've done this already for gills, I would certainly do it for invincible as well, if I can ever get it working :) In the meantime, I'm thinking of making an on-land version of gills, so basically a regeneration spell.
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    Works! Thanks and well done.
    NathanWolf likes this.
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    Are you going to be adding in reagents to use the spells, like the hmod version of this had. Cause until then I'll be using this for myself cause its very helpful, but I don't want my users to be able to just infinitely cast spells... Hope you are haha!
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    Yup! I think I'm going to be doing that- and an MP system, and a cooldown system. Hopefully soon...

    Unfortunately, I think that will be a complex enough change to warrant a permissions refactor. I'd like to be able to tweak all those things on a per-user/group basis.

    Currently, I'm leaning towards pulling out my permissions code into a "SimplePermissions" library. Then, I'll make SimplePermissions hook into Permissions if it's present on the server.

    This would let people use Permissions if they want, but also provide functionality for those who aren't using it.

    Anyway, what this all means to you is that it may be a little bit before that happens :)
    Alienware777 likes this.
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    You mentioned that arrow wasn't quite working and you weren't sure why.
    I was playing around with fireball, and I may have some answer here. Fireball at distance seemed to work ALMOST properly. Usually, the blast would occur a few blocks away from where I was pointing, but at close range, it would be off by as many as four blocks, which, as you can imagine at close range, eliminates most of the possibility for hitting an opponent. The splash damage was all that was allowing me to kill enemies.

    I hope this helps you out. I didn't test arrow(my server crashed before I had the opportunity), but fireball is definitely oddly aimed.
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    Using the fireball at close range is a bad idea! :)

    But, yah, the targeting is a bit wonky and I do need to work on it. It was "borrowed" from MagicSpells hMod code (not HitBlox- it's different and based only on player facing), and it's very messy and unreadable. I want to switch it to use my own code when it's ready.

    As for arrow, I did fix that. Turns out there's an Entity.fireArrow() function or some such that just does it for you :)
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    Glad to hear =D

    Alternatively, I have a request- Can you make it so you can turn the text on or off on individual spells as you use them?

    For example, reading "FOOM" everytime I cast fireball gets a little messy on my screen for the purposes of, as you said, a duel.

    And I'd be willing to bet the same is true of some other spells.

    PS. I love how active you are in the thread for your plugin. This community makes me unbelievably happy, I gotta' say. Just wanted to spill some appreciation-juice at you.

    EDIT: I just spotted general-quiet=false. Is that what I'm looking for?
    NathanWolf likes this.
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    I figured out why im getting an error. Fireball seems to be similiar to TNT, which crashes the server every time it goes off. My server log never has anything in it though
    --- merged: Jan 24, 2011 9:21 PM ---
    oops! Wrong log file
    at net.minecraft.server.Explosion.<init>(Explosion.java:47)
    at net.minecraft.server.World.a(SourceFile:1300)
    at net.minecraft.server.WorldServer.a(WorldServer.java:99)
    at net.minecraft.server.EntityFireball.b_(EntityFireball.java:163)
    at net.minecraft.server.World.a(SourceFile:1116)
    at net.minecraft.server.WorldServer.a(WorldServer.java:41)
    at net.minecraft.server.World.f(SourceFile:1092)
    at net.minecraft.server.World.c(SourceFile:1071)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:260)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:197)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
    I get this error every time I try to use fireball or TNT, and it crashes the server.
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    Indeed! That will make spells spew only the most crucial of messages. general-silent will make the plugin completely silent.

    Check for "spells-general-quiet" as well... I may have renamed it at some point.
    --- merged: Jan 24, 2011 9:26 PM ---
    Thanks!! :D
    --- merged: Jan 24, 2011 9:27 PM ---
    That was actually a CraftBukkit/Bukkit bug, it's been fixed- if you update your Craftbukkit jar, you should be good!
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    Thanks so much for all the help =D This mod is great!
    NathanWolf likes this.
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    You're welcome! And, thanks! I enjoy it :)
    --- merged: Jan 25, 2011 12:44 AM ---
    0.59 released:

    Minor update. Added night spell, renamed time to day. It is now a variant of torch, and no longer takes parameters of its own.

    Another step towards blink perfection- it will now put you up on a ledge (instead of placing you on the ground in front of it) if you aim closer to the top of the ledge than the bottom.
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    for some reason when i put in the txt file user=jonnytow:admins or player=jonnytow:admins it does not let me have access to the spells
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    What version are you running? Check the changelog- versions before 0.58 had a bug with /cast usage.

    If you're up to date, then let me know and I'll ask for more info :)
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    i think im up to date im using a dedicated server and they just update it how would i find out what version i am running?
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    Sorry, in this case I just mean what version of the Spells plugin :) It should report the version number in the server log.
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    well its spells ver 0.57 so that might be it lol
    --- merged: Jan 25, 2011 1:21 AM ---
    dont suppose you could direct me to an updated link?
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    The link in the main post is always the most current version :) If, for some reason, you ever need a specific version you can get it with the same URL, but Spells_059.jar (for instance).

    So, just re-download it, basically :)
    --- merged: Jan 25, 2011 2:46 AM ---
    v0.60 added a requested spell, recall.

    This one can be a bit complicated to use, but I think it makes it super flexible.

    Target a block and cast to place a marker. This is represented by a redstone torch (configurable).
    Each player can have one marker set at a time. Simply target another block to move your marker. If you try to move your marker while near your current marker, you'll just dispell it instead (cast again to place a new one).

    Aim up and cast the spell to return to your marker.
    If you perform this action while near your marker (or if you have no marker placed), you'll return to spawn. (Which, consequently, is also now its own spell- simply a variant of recall).

    TODO: auto-drop a marker on death if you don't have one placed already, and persist marker locations between server restarts.

    --- merged: Jan 25, 2011 3:43 AM ---
    For all you dynmappers out there, v0.61 has something exciting in it that won't work for any of you just yet :)

    Assuming I can convince FrozenCow to make a minor change (shouldn't be hard, he's a good guy) a future version of dynmap will support the map spell, which will re-render the target tile. Handy!
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    thats strange because thats what i clicked and i got that version i only did it a few hours ago :S

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