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Magespell
外文名 | magespells |
什么是MageSpells? MageSpells是作者煞费苦心编出来的一款魔法插件.这款插件可以让你创造 使用魔法和法杖
MageSpells allows for server admins to create what they want, for the type of server they need. Want a billion spells with massive battles? Sure! Want a roleplaying type of server where you must unlock spells and wands? Sure thing! I give admins the ability to restrict the use of spells down to the letter. It can be incorporated easily with other plugins simply with the permission system, or if there is a savvy dev out there wishing to hook-in and create their own spell effects, they have the freedom to do so. MageSpells is what you want it to be. Without me telling you, "No, dont use my plugin like that!" - Instead, I encourage it. Show it off, take the credit! You did create it, afterall. This plugin has been a non-profit plugin, although donations will be accepted they are never enforced or required. I do it out of joy. not for money.
Installation and Specifications Before attempting to install MageSpells, be sure you have all the required plugins. 前置插件:
Title Manager Vault ParticleAPI Optional Plugins:
WorldGuard World Edit 插件安装
Download MageSpells (Click Here if you haven't already) Put MageSpells into your plugin folder. Start/Restart your server, allow for generation of the folders and configs. Customize the config to your liking. Customize the spells and wands to your liking. Enjoy! Specifications
The more players and spells you have, the more intensive the plugin will be to your server. Be sure you have adequate processing power and ram. MageSpells is built for Java 8+ and Minecraft version 1.10+. Particle API and Title Action Manager are required for this plugin. World Guard and World Edit are also required for region support. (Optional)
配置 (config.yml) Lets start off at the beginning - the main config file. You should edit this before doing anything else. I have attempted to provide some sort of guidance in the config. Here is a breakdown of each setting with more explanation. EnableLeveling
Leveling is a way to unlock spells. This also enables gaining experience from mobs and players. Leveling is great in a role play environment. It allows for micromanaging spells and wands alike. Leveling governs dropping of spellbooks and wands, binding spells with wands, casting spells, and crafting spells.
MobExperience
Mob Experience works as a key-value. The KEY being the mob type, and VALUE being the amount of experience earned from that mob.
ExpFromPlayers
This works exactly the same as mobs, but instead for players.
LevelSystem
In order for any leveling system to work, there needs to be set levels. This means there needs to be a set amount of experience required to reach each level. That is how this system works. You can add an unlimited amount of levels.
The Key to Leveling
This is another key-value system. The KEY here is any integer, and the VALUE is any integer representing the amount of experience required. In the default example, if a player has 1242 experience they will be level 5 because they have more than what is required for reaching level 5 but haven't gained enough experience to reach level 6 yet.
The Key to Mana Leveling
This is yet another key-value system. The KEY here is any integer, and the VALUE is any integer representing the amount of mana that you want to specify for that level. In the default example, if a player is level 1 - their max mana will be 50; if a player is level 10 - their max mana will be 200. This allows for you to have mana bonuses per level increase to account for higher spell mana costs and/or prevent lower level spamming of low mana-cost spells.
EnableLearning
Learning is also a good way to unlock spells. Learning gives a better ability to determine who uses what spell, while still maintaining a role-play effectiveness. It allows for managing each spell individually for who uses what spell. This is a more specific way to micromanage players getting spells. Great for server signs or other command type plugins, even VIP stuff. This will enable learning through spellbooks and wands.
EnableSpellBookLearning
If EnableLearning is enabled, this will take into effect. If a player who does not already know the spell, right clicks the book, the book will be consumed and the player will then "learn" the spell (regardless of level). This will allow for later use of the spell for casting.
EnableWandLearning
Similarly to spellbook learning, if EnableLearning is enabled, then this will also take into effect. If a player right clicks an unknown wand, they will "learn" that wand (regardless of level). This will allow for later use of the wand itself for casting.
EnableNodeSystem
This is where micromanaging gets complex. Do not use this if you are not good with permissions. The node system is based on the permission system. This allows for all plugins to hook into it. How does it work? Each spell has a 'SpellNode' (magespells.spell.{node}) and each wand has a 'WandNode' (magespells.wand.{node}). For a player to use a spell or wand, they must have this node in their permissions.
So this works very similar to learning, except the node system has the ability to group spells and wands together. Example: You have 3 fire spells. You set all 3 of their spell nodes to 'fire' (magespells.spell.fire). This means that if a player has the permission 'magespells.spell.fire', they will immediately gain access to all 3 spells. Wands work the exact same but with one added feature: Wands have a wandcompatibility node list. This list is where you can specify what spells will be compatible with that wand. So if you only want fire spells on a fire wand, in the wand compatability node list you will simply add '- fire'. This means all 3 of the spells mentioned above will be allowed to bind with the fire wand. This adds for so much diversity and simplicity for micromanaging your spells and wands.
UserCreatesTeam
Teams are a great system in MageSpells. If you want players to be grouped together so that certain spells won't hurt them, this is how you do it. Teams help players specify who they are with. For this option, where a user can create teams: this means that any user is allowed to create teams. -Who knew?- This is great for factions. Each team has a leader and an officer as well as members. To create a team, there must be a leader and an officer. In order for a leader to join another team, they must leave the current team they are added in. This helps keep an excess of teams from happening. Players may only be part of one team at a time.
MaxManaAmount
This is where you can change how much mana each player has by setting a maximum mana. This allows for more expensive spells or however you wish to group your spells.
ManaRegenRate
Mana regens naturally and will continue to regenerate until it's full. Mana is needed for any spell (unless you choose to set the cost to 0 for all spells). It will regenerate by the amount specified each second. Tinker around with this and see what you like!
DisplayExactValue
If you wish for players to see exactly how much mana they have, this is the easiest way as the bar may prove a bit confusing or hard to read.
Colors
Colors is just an added way to choose what you want as a server admin- to blend MageSpells in with the color theme of your server. Purely cosmetic and doesn't effect gameplay in any way.
Spell Creation -- How it works
I'm not going to lie, as I'm typing this... I am not looking forward to going over every aspect of spells just because there is so much to customize. Nonetheless, these are the spells. Configurable masterpieces. Spells are created by simply creating a .yml file (generally named after the new spell you want to create), and copying and pasting the template into that .yml file. After you've done that, all you need to do is edit it to your liking. Be sure you look over everything so you know it's all working! Spell creating takes time and patience, but you will not be disappointed. DisplayName
Simply put, this is what the players will see in the spell menu and on the wand. Make it fancy! ;-)
Lore
This is the lore for spells. Great to add lore or anything else you wish. For a new line, type a '/' in there. Color codes welcome!
Bolt
Bolt spells are your basic spells that will stop when an enemy is hit. Bolt spells are great for long range spells.
Bolt Enabled
To Enable bolt spells, set this to true! This means the spell will inherit any characteristics of a bolt spell. DamageRadius
Damage Radius is when a bolt initially hits an enemy, anyone within the specified radius will be considered hit as well. BoltDamage
Bolt damage is simply put: the amount of damage delt to a player. Armor is taken into affect). Aura
Aura spells are great for affecting a wide range of players for a specific amount of time! Aura spells can be combined with bolt spells. If this is done, then at the end of a bolt spell's life, the aura spell will produce an aura. If you wish for the aura spell to happen at the player's location, just put the travel distance to '0'. Otherwise, the spell will fly until it hits a wall or runs out of distance, then activate.
Aura Enabled
Set this to true if you wish to inherit the characteristics of an aura spell. ActiveTime
Aura spells operate differently than normal spells. An aura is active for a specific period of time. Set this in seconds for the aura to last that long. Aura spells will tick every second. AuraRadius
This is the radius of the aura. Great for covering large amounts of land. Any person eligible to be affected will be in regards to the settings. AuraDamage
This is where you can set the amount of damage an aura spell does. Armor is taken into affect) Spray
Spray spells work similar to bolt spells, but while they fly they don't stop when hitting an enemy (unless bolt is set to true). Instead, it damages anyone within the radius of the spell as it flies through the air. Note that enemies are only hit once by this spell.
Spray Enabled
Enable this to inherit the characteristics of the spray spell. SprayRadius
This is the radius at which it affects people as it flies through the air. SprayDamage
This is how much damage each player is dealt. Armor is taken into affect. ArmorPiercing
Armor can be a nasty pain in the butt. Let's eliminate that with armor piercing! Set this anywhere from 0-100. This will be taken as a percent to negate when the damage is dealt. So if a player has, let's say 50% armor, and the armor penetration is set to 20%, that means that only 40% of the armor is registered. ManaCost
Mana cost is what spells run on (if you want). In order to cast a spell, the player must have this mana amount acquired, otherwise the spell will not be cast. see section 3.10 MoneyCost
NOT IMPLEMENTED YET -- Money cost is the same as mana cost but instead it uses money! Vault needed for this option. Cooldown
If you want to limit how often a player can cast a spell, cooldowns are a great way to do this. This keeps players from rapid spamming a spell at other players, and helps keep things balanced. ChargeTime
Charge Time is the same as cooldown time, but instead it operates befor a spell is cast. The charge time must tick all the way through, and then the spell is automatically cast. Mana is drained beforehand. TravelDistance
This is where you specify how far you wish the spell to travel (in units of blocks). If spells go past this distance, they are removed. Spells may end before this travel distance is reached. SpellNode
Spell Nodes (see section 3.8) are used for the node system. Put 'all' if not enabled. RequiredLevelToBind
This level is required before a player can bind this spell to a wand. *Leveling system must be enabled. RequiredLevelToCast
This level is required before a player can cast this spell. *Leveling system must be enabled. RequiredLevelToDrop
This level is required before an entity will drop this for a player. *Leveling system must be enabled. AffectMobs
Set this to true to affect all mob types. AffectSelf
Set this to true to affect yourself with the spell. AffectEnemy
Set this to true to affect anyone that isn't on your team. AffectTeammates
Set this to true to affect anyone that is on your team. SpecialEffect
Special Effects are for any spells. If you are not sure what to put, set it to 'normal'. If you want to know what special effects there are, look at the effectlist.txt document. Here, I will add what new spell effects I have added. Spell effects do things like set enemies ablaze, or teleport the player. Sound
Each spell has a sound. I prefer Entity_Bat_Takeoff for mine, but that is all down to preference. There are a lot of sounds to choos frome. If you want a list, then check out the SoundList.txt document. I have added all possible sounds for 1.10. Enjoy choosing! Name
This is where you put the sound name. Volume
You can change the volume here - make it louder. Pitch
You can modify the pitch of a sound, which could make it sound like a new sound entirely. Have fun experimenting! Particles
Particles are what give spells the fancy factor! You can make your spell stand out, or make it simple. Add as many particle effects as you want to your spell. Look at ParticleList.txt to see what particles are available to you! Particles are created every tick of the spell. Particle Example:
SMOKE_LARGE: // Particle Type. When creating a new spell be sure to specify what particle followed by a colon.
Amount: 50 offSetX: 0.05 offSetY: 0.05 offSetZ: 0.05 Speed: 0.5
Amount
Here is where you put the amount of particles you wish to be spawned per tick. offSetX/Y/Z
The offset is, simply put, how far away you wish the particles to be spread from the center. Meaning if you have 0.05, that means the particles will expand 0.05 blocks on the x/y/z axis. Speed
Speed is how fast you want the particles to go through their animation. Meaning they will speed up and disappear the faster you set it. Potion Effects
Potion Effects are just like the potions in vanilla minecraft. Each one has a name to be identified by. Use the potioneffectlist.txt document to figure out what potion effect you'd like to add. Potion Effect Example:
WEAKNESS: // Just like particle effects, be sure to specify what potion effect, followed by a colon.
Duration: 50 Amplification: 0.5
Duration
The duration is how long a potion effect will last in seconds. Amplification
Amplification is how strong the potion effect will be. Some potion effects can only go to 2, so be careful! Mob Drops
Mob drops is used with binding and spell learning. In order to bind a spell, you must have a spellbook present in your inventory. To get these spellbooks, you must kill mobs (if you want). This is where you set the chance a certain mob has to dropping the book. Enabling Mob Drops
If you'd like to gain spellbooks through mob drops, then set this to true. Mob Drop Example
BLAZE: // Mob type -- be sure to specify the type of mob you want to drop the spell.
Chance: 1.0
Key-Value Chance Rate
This works as a KEY-VALUE set. The KEY here is the MOB and the VALUE is the chance (which represents a percentage value). For example: 1.0 would be 1% chance and 100.0 would be 100%. Note: You can only go as low as 1% chance. Item Cost
Item Costs allow for more complexity when attempting to cast a spell. If a player doesn't have the specified items in his/her inventory, then the spell will not be cast. The Item Costs work with custom items, meaning you can make it so a player requires a custom item to cast a spell. Use the MaterialsList.txt document to get a list of materials. To specify a specific material that has a data key to it, use a hyphen. Example: 'wool-3' would be 'Light Blue Wool'. For a list of specific ID's use this Minecraft-IDs Website or /itemdb in MC. Enabling ItemCost
Enable ItemCost if you wish to have custom item costs for the spell, meaning you want the spell to cost items to use. Setting Up and ItemCost Item
This also works as a KEY-VALUE pair. The KEY is the item and the VALUE is how much of the item it takes (or COSTS) to power the spell. Wand Creation -- How it works
Wands are what allow users to cast spells. Without these, there is no magic (qeue bad music). Wands can hold up to two spells - a Primary and a Secondary. To initiate a Primary spell, simply left click in the direction you wish it to go. For the Secondary spell, just right click and watch it fly. Wands are learnable and require levels or permission nodes to use (depending on how you set it in the config). Name
This is where you put the display name of the spell. Make it fancy as color codes are welcome!
RequiredLevelToCraft
In order to craft a wand, a player must first have the required level or above. They will also need to have learned the wand and have the permission node, depending on how you set it up in the config.
RequiredLevelToUse
In order to use a wand (cast a spell), a player must first have the required level or above. They will also need to have learned the wand and have the permission node, depending on how you set it up in the config.
RequiredLevelToBind
In order to craft a wand, a player must first have the required level or above. They will also need to have learned the wand and have the permission node, depending on how you set it up in the config.
WandMaterial
In order to craft a wand, a player must first have the required level or above. They will also need to have learned the wand and have the permission node, depending on how you set it up in the config.
Recipe
Recipes is where you specify how to make a wand. Each spot refers to a spot in a crafting table. [1][2][3] -- This is the crafting table. In terms of the config, it goes by position. [4][5][6] -- 1,2,3,4,5,6,7,8,9 - Each number should be replaced by some sort of material type. [7][8][9] -- Materials with data values are allowed, simply use a hyphen. Example: Wool-3 would be Light Blue Wool.
If you don't wish to have anything in the spot, simply put 'AIR'. Please note: for recipes, minecraft does not store specific data like lore and display name. With that said, custom items will NOT be recognized in the recipe.
For a list of specific ID's use: Minecraft-IDs Website or /itemdb in MC. Mob Drops
Mob drops is used with binding and wand learning. In order to bind a spell to the wand, you must have a compatible wand present in your inventory. To get these wands, you must kill mobs (if you configure this to do so) or craft them. This is also where you set the chance a certain mob has to dropping the wand.
Enable Mob Drops
Set this to true if you want wands to drop from mobs.
Example Mob Drop
BLAZE: // Mob type -- be sure to specify the type of mob you want to drop the spell.
Chance: 1.0
Key Value Chance Rate
This works as a KEY-VALUE set. The KEY here is the MOB and the VALUE is the chance (which represents a percentage value). For example: 1.0 would be 1% chance and 100.0 would be 100%. Note: You can only go as low as 1% chance.
WandNode
Wand nodes (see section 3.7) are used for the node system. Put 'all' if not enabled.
CompatibleSpellNodeList
Compatible nodes (see section 3.7), used for the node system. Put 'all' if not enabled.
Custom Item Creation -- How it works
Custom Items are great for item costs and things to just add into your server. They have their own crafting recipe and you can customize the display name and lore. Custom item creating only supports the leveling system right now, meaning you can only specify the player to be a certain level to be able to craft this item. I will eventually add node system and maybe learning into it. Name
This is where you can customize the custom item's display name for all players to see. Make it fancy ;-) Color Codes welcome!
Lore
This is where you put the lore for the custom item. Great to add lore, and anything else you wish. For a new line, type a '/' in there! Color codes welcome!
Material
This is where you specify the item material. Anything can be a custom item, but be careful. If the custom item is a block, it may be placed on right click and will lose all data value associated with it! Pick any material. Materials are listed in the MaterialList.txt document. Items with data values are accepted, simply use a hyphen. Example: Wool-3 would be Light Blue Wool. For a list of specific ID's use: Minecraft-IDs Website or /itemdb in MC.
Recipe
Recipes is where you specify how to make an item. Each spot refers to a spot in a crafting table. [1][2][3] -- This is the crafting table. In terms of the config, it goes by position. [4][5][6] -- 1,2,3,4,5,6,7,8,9 - Each number should be replaced by some sort of material type. [7][8][9] -- Materials with data values are allowed, simply use a hyphen. Example: Wool-3 would be Light Blue Wool.
If you don't wish to have anything in the spot, simply put 'AIR'. Please note: for recipes, minecraft does not store specific data like lore and display name. With that said, custom items will NOT be recognized in the recipe.
For a list of specific ID's use: Minecraft-IDs Website or /itemdb in MC. RequiredLevel
For a player to craft an item, they must be this required level or higher.
Team Creation -- How it works
Teams are a great addition to MageSpells. They help sort players into groups so that spells will either hurt or help their teammates, depending on the spell settings. Teams can either be solely admin created, or user created. Example: If an admin wanted 4 factions, simply create 4 new teams and set yourself as leader. When a new player joins, simply have them click a server sign that will add them to a team. Leader
This is where the leaders UUID of the team will be. It is important that it's a UUID and NOT the name! Leaders have full control over the team.
Officer
This is where the first officer will be, they have almost all the same permissions as the leader.
Members
Any other member will be added here. The have the option to leave the team. Simply put, it just shows when they are on a team. Each user can only be on one team. Bot the name and UUID of the player will show up here. It's in a list format for easy reading.
In-Game Menu
The Mage menu is for ease of access for any mage. Here, it has 5 sub-menus: Spell Menu, Wand Menu, Wand Bag, Binding Menu, and Mage Stats. Each one operates differently and allows for different things. Spell Menu
The Spell Menu displays every spell that is loaded in the server, each spell will be blacked out until the player has learned the spell, is the right level, and has the correct permission node for it. This means the spell is fully 'unlocked'. The reason it requires all of this, is because it allows for more diversity. If an admin only wants a spell to show if they have the right node, all they have to do is turn off the other two in the settings. Once unlocked, it will show general information about a spell to help the user understand what it does and how powerful it is. You can also check out item costs here too.
Wand Menu
The Wand Menu also displays every wand that is loaded in the server. Each wand will be organized alphabetically for easy access, locating, and to keep it in order. Each wand will be blacked out until the player has learned the wand, is the right level for use, and has the correct wand node. This means the wand is fully 'unlocked'. Once unlocked, it will show general information about the wand, as well as how to craft it! (YAY!)
Wand Bag
The Wand Bag is meant to be used for wand storage. Over time, the player will get more and more wands with different spells, and instead of it taking up so much space, the user can easily store them into their wand bag. The wand bag is the normal size of an inventory, but will only store wands.
Binding Menu
Binding is complicated when attempting to bind two things. In the binding menu, you will sometimes see that a spell or wand is not listed in the menu. This can be because of multiple things:
The player does not know the spell and/or wand. The player is not a high enough level to bind with the wand and/or spell. The player does not have the wand and/or spell node. The wand does not have the spellnode in it's compatible list.
Any of these things can preven a spell from binding with a wand. Also when binding, it's important to remember that the spellbook will be consumed! You will also have the option to bind with either Primary or Secondary. Remember if there is already a spell on either the Primary or Secondary, and you attempt to place over the spell, it will overwrite it and the current spell will be removed, with the new spell taking it's place. Mage Stats
To see what level you are, what team your on, etc. There will be more info coming soon to this, but this is basically just all your personal Mage information so you can easily see where you're at as a Mage.
MageSpells Commands Command Description /mage help # displays the help menu /mage menu opens the MageSpells user interface /mage wandmenu directly opens up the wand interface /mage spellmenu directly opens up the spell interface /mage bag directly opens up the wand bag /mage stats directly opens up the mage stats interface /mage bind directly opens up the binding interface /mage team disband disband your team /mage team create [teamname] [officername] create a team with a first officer /mage team leave leave the current team you're on /mage team invite [player] invite a player to your team /mage team accept [teamname] accept a team invite /mage team makeofficer [player] make a player your current officer /mage team add [player] [team] add a player to a team /mage team remove [player] [team] remove a player from a team /mage spawnwand [wandname] [player] spawn in a wand from the specified wand name /mage setprimaryspell [spellname] set the primary spell of the currently held wand /mage setsecondaryspell [spellname] set the secondary spell of the currently held wand /mage addexperience [player] [amount] add the specified experience to the specified player /mage spawnspellbook [spellname] [player] spawn the specified spellbook for the specified player /mage learnwand [wandname] [player] teach a wand to the specified player (unlocks the wand) /mage learnspell [spellname] [player] teach a spell to the specified player (unlocks the spell) /mage learnall [player] teach a player all spells and wands /mage team kick [player] kicks player - must be officer or leader /mage team promote [player] promotes the player to officer /mage team demote [player] demotes theplayer from officer to member /mage team stats shows your team's stats /tc [message] sends a message in your team chat MageSpells Permissions Permission Node Description magespells.mage Enables the player to be a mage magespells.admin Allows the use of admin commands magespells.spell.[Spellnode] Allows the use of any spell with that spell node (node system must be enabled) magespells.wand.[wandnode] Allows the use of any wand with that wand node (node system must be enabled)