[DEAD] Spells v0.996

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

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    Glad you think so! It's not quite working yet, but here's what it looks like as a jumbled teleporter accident:

    --- merged: Feb 11, 2011 6:37 AM ---
    Torch is probably rarely helpful as a fillable material :) I might remove it...

    And very weird that you can't rewind it! :\
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    Is the above screen a result of the 'window' spell?

    I just tested it out in a desert area of my world and suddenly lava spewed forth from the ground (engulfed me but i was in godmode, thankfully). Anyway to undo this? And what's the intended functionality for this spell?

    nevermind. read about it in the NetherGate thread.

    another question tho: is there anywhere we can see a complete list of spells and the necessary item needed to use them with Wand? sifting through the ingame /spells list is tedious :(

    Oh. and peek isnt working in CB303.
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    I originally had it as one big list, but if you're a high-powered wizard like me (;)), it scrolls off the screen.

    Now that Spells is integrated with Persistence, I'll use it's paged messaging functionality for this (eventually).

    I'll still provide the category list as something like "/spells categories", though.

    Doh! Time for me to update- thanks for the head's up! :)
    --- merged: Feb 11, 2011 6:38 PM ---
    0.85 has Permissions support. Please stop asking now.

    I tested this version to make sure it still worked without Permissions- I did not test it with. I'm assuming all you busy little beavers will let me know if it's broken.

    Also, note that I gutted out the slapped-together built-in permissions, so now it's either Permissions, or an insane free-for-all.

    And, speaking of insane free-for-alls, I've been really enjoying hanging out with people on my server- if you're not already aware, you can go to mine.elmakers.com and play with all the Spells.

    Feel free to trash the place, it's an orphaned mirror world (thanks, NetherGate!) ;)
    --- merged: Feb 11, 2011 6:44 PM ---
    Also, note that the zip file is the only way to get Spells now. Just toss what you don't need- but make sure you know what you need, first. Instructions in the OP.
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    MAH HERO!!1!
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    Seriously, please let me know if it works, when you get a chance. I've not gotten any feedback from my NetherGate people, so I dunno if it's working great so they didn't need to mention it, or if no one's tried it yet, or what...

    As we always knew, from a dev perspective, Permissions is very nice and easy to integrate, it's basically an API with one function :)

    But, I did build some systems between Spells and it, so there are some places things could go awry, for sure.
    --- merged: Feb 11, 2011 7:25 PM ---
    Oh, speaking of which- A suggestion for you admins:

    Don't make yourself an admin, in terms of Spells. Don't just give yourself access to all spells. There's no "admining" to do in spells, it doesn't make sense to be a "spells admin". (The reload command is gone for now, since it was mainly there to reload spell-classes.txt on the fly).

    Instead, give yourself a nice selection of spells that you'd care to use while playing. Don't give yourself so many that you won't be able to tell whether or not you have them all.

    Then, if you want to use something you don't have- issue the "/su" command. If you're an Official Op (from the ops.txt file), it will toggle your SuperUser status, bypassing all (Persistence) permissions.

    This will be a great way to let me know whether or not everything's working :) When you're SU (and you will be, by default, as an op, by the way) "/spells" will list all of the spells. When you're not, it should only show you the ones you actually "know".

    I need to make a way to let my other devs (currently only one) turn this off, maybe, not sure. For now, it'll work with NetherGate and Spells, and applies to any type of permission, not just console commands.
  6. Um, I just tried to use this plugin - However i'm not having any luck getting spells.jar to load. It keeps crashing.
    I've tried a few different builds, 304/267 and w/e I had before those.
    Getting the same error everytime - I think i'm doing something wrong.
    I downloaded it from the front page a few minutes ago.

    2011-02-11 20:07:57 [INFO] Preparing level "world"
    2011-02-11 20:07:57 [INFO] Preparing start region
    2011-02-11 20:07:58 [INFO] Preparing spawn area: 32%
    2011-02-11 20:07:59 [INFO] Preparing spawn area: 69%
    11-Feb-2011 20:08:00 org.bukkit.plugin.SimplePluginManager loadPlugins
    SEVERE: Could not load plugins\Spells.jar in plugins: null
            at org.bukkit.plugin.java.JavaPluginLoader.loadPlugin(JavaPluginLoader.j
            at org.bukkit.plugin.SimplePluginManager.loadPlugin(SimplePluginManager.
            at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager
            at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:48)
            at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:167)
            at net.minecraft.server.MinecraftServer.c(MinecraftServer.java:154)
            at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:106)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:202)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
    Caused by: java.lang.reflect.InvocationTargetException
            at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
            at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
            at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Sou
            at java.lang.reflect.Constructor.newInstance(Unknown Source)
            at org.bukkit.plugin.java.JavaPluginLoader.loadPlugin(JavaPluginLoader.j
            ... 8 more
    Caused by: java.lang.NoClassDefFoundError: com/elmakers/mine/bukkit/plugins/neth
            at java.lang.ClassLoader.defineClass1(Native Method)
            at java.lang.ClassLoader.defineClassCond(Unknown Source)
            at java.lang.ClassLoader.defineClass(Unknown Source)
            at java.security.SecureClassLoader.defineClass(Unknown Source)
            at java.net.URLClassLoader.defineClass(Unknown Source)
            at java.net.URLClassLoader.access$000(Unknown Source)
            at java.net.URLClassLoader$1.run(Unknown Source)
            at java.security.AccessController.doPrivileged(Native Method)
            at java.net.URLClassLoader.findClass(Unknown Source)
            at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.
            at java.lang.ClassLoader.loadClass(Unknown Source)
            at java.lang.ClassLoader.loadClass(Unknown Source)
            at com.elmakers.mine.bukkit.plugins.spells.SpellsPlugin.<init>(SpellsPlu
            ... 13 more
    Caused by: java.lang.ClassNotFoundException: com.elmakers.mine.bukkit.plugins.ne
            at java.net.URLClassLoader$1.run(Unknown Source)
            at java.security.AccessController.doPrivileged(Native Method)
            at java.net.URLClassLoader.findClass(Unknown Source)
            at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.
            at java.lang.ClassLoader.loadClass(Unknown Source)
            at java.lang.ClassLoader.loadClass(Unknown Source)
            ... 26 more
    2011-02-11 20:08:00 [INFO] Persistence version 0.35 is enabled
    2011-02-11 20:08:00 [WARNING] The Wand plugin depends on Spells v0.50 or higher
    - please install it!
    2011-02-11 20:08:00 [INFO] Wand version 0.6 is enabled
    2011-02-11 20:08:00 [INFO] Done! For help, type "help" or "?"
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    my sister lost control of her character for 30 seconds or so and then she started spawning giant balls of material from this addon. Should have a bukkit admin take a close look at this. The balls of material were very cleverly placed even though my sister doesnt even know i installed it.
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    That's great and all, but how bout a comprehensive txt file or online reference page? :)
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    Original Post :)
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    I looked through quite a few of the posts here and couldn't find the answer. Is there anyway that if they are using a regent for the spell that it is used up? For instance if they have 5 feathers then they can blink 5 times before they have to get more? I looked in the properties file and looked through the /help and didn't see anything that mentioned that but I think it'd make this an amazing system and usable by players instead of being more like god powers with a stick.
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    well ok im having a problem i am using the latest versions of everything and using the text box to cast commands works but when i go to bind the commands to my wand it crashes my server
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    That's definitely coming next- now that Permissions support is in.

    Basically, I've got a spell variant system on deck. It's going to be data-driven, and you'll be able to create your own spell variants- which are basically versions of any of the spells that can take parameters.

    For each spell variant, you'll be able to control:
    • Initial casting cost, both (or either) as an MP value or a set of reagents and amounts
    • Cooldown time
    • Continued casting cost / second (for duration spells...)
    • Um ... anything else?
    Suggestions welcome- I'm hoping to start work on this soon. NetherGate is getting very close, and that's basically the holdup now that Persistence is working :)

    Though, really, I just found a huge nasty Persistence bug that's been causing NetherGate to lose data from time to time, it's been driving me nuts. So maybe you guys are better off letter me get the kinks worked out before I make this entire plugin driven by Persistence :)
    --- merged: Feb 12, 2011 5:09 AM ---
    Not sure what you mean- are you using Wandmin?

    Do you have a crash log?
  13. I found out why I was having that problem, Spells.jar wont load unless NetherGate.jar is being used.
    It says that it's optional along with Wand.jar.
    I just thought i'd try with everything in as the only idea I had left to fix it and it worked.
    NathanWolf likes this.
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    Oops! Sorry about that- fixed in 0.86, uploading now.

    Thanks for the bug report!
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    Now I'm here too :D

    Have a problem with Spells 0.86 ... it is somehow not loading .... there is no message in the console (I believe in an earlier version I had one) and I can't use spells.
    Do you have any idea why [​IMG]
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    yeah I'm having same problem too, oh and while I'm here I'd just like to say plug in is amazing! =D
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    I can't for the life of me figure out how to give myself permission to cast spells on my own server!

    The bit above didn't really help at all. I tried pasting the commands into my server window, but it did nothing.

    What do I do?

    Edit: I figured it out! As it turns out I needed a plugin called "permissions"! who'd have thunk it, eh? :p Also, the wand plugin and stuff needed to be in the plugins folder. Piece of cake, once you know how these things work! ^^
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    I knew I'd make converts of you folks eventually ;)

    Uh... yikes! I'll check it out- that was kinda a rush job to pull out a class that should've been in a shared lib (Persistence) but instead was in NetherGate- making Spells reliant on NetherGate, which was not my intention.

    Anyway- you're grabbing from the newest Spells.zip, right?

    I think I may need to release a NetherGate update, actually- I may have broken the two in combo, which I think I decided (as a temporary situation) was preferable to just breaking Spells (I think most people would consider it broken if it depends on NetherGate!)
    --- merged: Feb 12, 2011 2:12 PM ---
    Hm- are you using NetherGate, too?

    Yeah, I need to fix this... :\ I was trying to get /home and /sethome to work (well, or to save- I keep trying out weird new edge-cases in Persistence, and I then I get stuck fixing it for a few hours :))

    So, yeah- I think I was waiting for a release for that- but I'm just gonna go push one with what I got now so people can use them together again :)

    Especially since I think the distance scaling might be working.... anyway, won't get off on a tangent here re-download NetherGate.zip, should work (in a moment) with the newest Spells.zip.
    --- merged: Feb 12, 2011 2:13 PM ---
    Hey, good to hear! Does that mean that Permissions support is working?
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    Hey, no convert ^^ If have Spells nearly just as long as NetherGate, but up until now I had no problems ..... now when I updated to try "window" nothing works anymore :'(

    Yea, I used the one from the Spells.zip in the OP .... should ne the newest?

    Hm .. Combo-Buggy! ^^
    Ok I'll hope you can fix that soon .... I want to cast windows! [​IMG][​IMG]
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    How about distance. For instance if I use 1 feather the blink spell will teleport me up to 10 spots away. But if I want to use 5 feathers for one cast it would take me up to 50 spots away. Also another idea for duration is if I use blink with 1 feather, it'll let me stay where I blinked to for 1 minute. If I use 10 feathers it'd let me stay there for 10 minutes. After the time is up it'd return me to where I was. The undo system can be put to good use with this. If I change a block to gold and don't have many regeants to use, then after so long it turns back. Or if you want to make a casting skill you could instead let the duration, etc be based on your skill. So they higher level your casting, the farther you can cast, the longer it would last, etc.

    So if I wanted to blink 30 spots away (3 feathers) and stay there for like 10 minutes (10 feathers) then it'd cost me a total of 13 feathers to do. You can make all of this defineable in the settings so the admins can pick how much duration one item is, how far one item is, etc

    Just some ideas. None that I think from a programming stand point would be TOO outrageous.

    Great job!
  21. I'm creating an MMORPG-Type server, and it's going to be similar to WoW. I'd like players to earn their way to these spells:

    cushion: Creates a (Final Fantasy-inspired) temporary water bubble, meant for landing on.
    fireball: Throw a Ghast fireball! (It's invisible, due to server issues)
    arrow: Fire a magical arrow.
    monster: Summons a dangerous familiar to your side.
    tree: Grows a tree magically.
    familiar: Spawn an animal familiar to keep you company.

    frost: Freezes water and snows up other blocks.

    That's it. Do I need to have wand installed? And how do I get my players to just have these spells?
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    Hm.... there should be a spell that cuts down logs. Wink wink.
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    Try changing the config file in your bukkit folder so that mine mines logs (id 17) - this involves two different configs to be changed, spells-mine-mined and spells-mine-mineable. Just add a 17 to the end of each and it should work [​IMG]
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    Great plugin, I have a request.

    Allow users the ability to learn a spell in game in some form. It would be very nice to award different spells to individuals for completing tasks or at the end of dungeons.
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    Op has a list of spell names but not what items are needed to cast each spell.
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    Touche! That should go in the Wand thread, really- great idea.
    It'll be customizeable soon :)
    --- merged: Feb 13, 2011 4:33 AM ---
    That'd be great but unfortunately Permissions is read-only.

    When Bukkit built-in permissions are here, I want to make an Experience plugin to handle this sort of thing.
    --- merged: Feb 13, 2011 4:33 AM ---
    Yup :) You can do some weird stuff by changing mine's materials around- just make sure those two lists stay the same size.
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    "Spell 'tunnel' unknown" - First Fillwith, now Tunnel? How is that erase spell coming? :)
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    Funny you should ask.... :) I'l answer that second part in a way that will hopefully delight you, in just a moment.

    As for tunnel, I removed all the WIP spells a while ago because people kept complaining that they didn't work right :) This basically constitutes a largely-unexplored category of construction spells that are meant for creating entire structures, like stairs, tunnels, buildings, etc.

    I'll get back to those eventually :)
    --- merged: Feb 13, 2011 6:12 AM ---
    Spells 0.88 released- first really cool thing (IMO) in a while! =D

    This is mainly a Wand thing, but it does affect core Spells as well- so I'm going to cross-post this.

    After a good bit of experimentation, thought and tweaking, I've got the new material selection system in! This is one of the "core" Wand/Spell features that I just haven't been able to get quite right, and I think I've finally got it.

    For the purposes of Wand and Spells, your active inventory is now divided into two sections (either of which is optional...).


    Starting on the left, and moving to the right are your spells (and your wand). This hasn't changed- right-click to cycle spells, left-click to cast the left-most spell.

    The new material selection system sits on the right- and reads from right to left. So, in the screenshot above, the wood block is the active material, and grass is "on deck".

    If you hold shift and right-click your wand, it will cycle materials instead of spells.

    An air block counts as a buildable material- so fill is once again restored to its former erasing glory- no need for a new spell :)

    All construction spells now work with materials consistently- allowing air as a selection, and using the "native" material if you're not holding any building materials. (Air only counts if you're also holding another building material somewhere in your active inventory).

    I'm still testing this system, but so far I really like it. This is one of the last real "mechanics" things on my list until I get into experimental stuff like a "spell inventory" (for all the spells you know)- but that's further down the road.

    Next up for Spells is either the variant system, or entity targeting. I'm thinking entity targeting- though I know that you will all tell me the lack of value of PvP spells without any kind of limiting system in place :)

    Mainly, I want to be able to target ghasts... The arrow spell works really well, but I'd like to be able to explore more creative options, I really hate them so much. Like, encasing a sucker in a blob, for instance.

    So, I think you'll enjoy the new system! So far, I have to say it makes constructing complex things with multiple different materials a breeze. I hope you think so, too!
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    Pillar for me isn't working, every time I do it it makes only 1 block and thats it =(

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    Any way to prevent the "Recall : Marks locations and returns you to them" that is printed to the screen every time you right click with a compass? It conflicts with worldedit's right click to switch compass teleport modes.

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