[DEAD] Spells v0.996

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

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    NathanWolf

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    Sorry! DinnerBone really got the drop on me with multi-world support, and I'm dieing to release NetherGate. It's going to be a little bit before I get a chance to look at this :(

    I guess you'll have to nerf your friends for now, sorry!!
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    cartmanbeck

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    Can you at least tell me if this line is correctly written? I'm worried that syntax is my real problem. (An example spells-classes.txt would be super helpful...)
    Sorry to bug you, I know you're super busy, and your plugin rocks in general!
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    NathanWolf

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    That does look right- hm. Let me do some quick testing.

    update: sure enough, seems broken :( Ok, I can probably get that fixed real quick- there's a bug in the onplayerdeath stuff with multiworld anyway, and I may turn off rewind until I can get it multi-world compliant as well.

    update update: OMG, how awesome am I? Looks like UndoableBlock has had a World reference all along (out of necessity, I think, now that I recall- since I didn't want to maintain Block references but I wanted a getBlock() functino...).

    So, yeah, nevermind- there aren't any multi-world specific bugs with rewind, but I do still need to make it fail gracefully when the target chunk is unloaded (which I imagine will often be the case when you switch worlds)

    Anyway, working on a quick fix for permissions... really not sure what could've happened there, but I imagine it was something simple when I made ops be admins by default.
    --- merged: Feb 7, 2011 8:13 PM ---
    I think I see the problem- try moving groups before players.

    I'll have it fixed soon, though...
    --- merged: Feb 7, 2011 8:16 PM ---
    Ok, fixed! It's up, I'll update the OP shortly.
    --- merged: Feb 7, 2011 8:46 PM ---
    By the way, what are you complaining about- now you're RICH!!! :)

    Seriously, though- as soon as I get Persistence integrated into Spells (next on the list after NetherGate is working), the rewind system will actually be an awesome anti-grief tool (for spells, anyway).

    Planned:
    • Persisted undo lists, so you can rewind after a server restart or upgrade
    • Better undo list hashing, so I can search efficiently regardless of player
    That second note is really the key "awesome" feature. Right now, you could use "/cast rewind <playername> to rewind the last action another player made.

    But, unless you can get your Giant Gold ball culprit to fess up, it's going to be pretty hard if you've got a lot of players- especially if whoever did it also did a bunch of stuff and that ball is way down on their undo queue.

    Anyway- what the second bullet point means is that the targeted version of rewind will, optionally, be able to rewind anyones changes, not just your own. I'll probably make this a spell variant so you can safely give it to ops, but they can still use their own rewind without accidentally blowing away someone else's stuff.

    I'm also considering a smaller-queued redo. There are some kinks to work out with targeted rewind, and maybe I just need to get used to it, but I've definitely undone some stuff I didn't mean to, and was a little sad about it, about a couple of times already...

    And, finally, once I've got an entity targeting system, you'll be able to rewind the last targeted player's action- this seems like somewhere between an admin and a pvp spell, not sure- will definitely be a separate variant! Maybe the same one as the above admin rewind.

    So, yeah, look for all that, coming soonish :)
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    PrivateAlpha

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    You really need a github account*Hint hint* or just release your source please
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    NathanWolf

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    Check the OP, "Downloads" section :)

    I do have a github account, and I always release my source!

    All of it, in fact- NetherGate, Wand and Wandmin are in there, too- as well as Persistence, which you may be interested in if you're a plugin dev.

    Enjoy [IMG]
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    Arisilde

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    I've been telling you that forever now hehe. I'm glad to hear you're planning to implement it now :D Essentials has a command to set users to permissions groups. Works fine.

    A few issues. Do you happen to know if your teleport spells are effected by the cooldown provided by the Essentials plugin?

    Also, with your new peek spell, I'm not sure the timer is working. I cast it twice and neither time did the glass revert back to their original material. I just downloaded your newest version last night and tried it. Using craftbukkit 260.
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    NathanWolf

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    Wow, that was a really old post, from back before I decided to go my own way. It was, in fact, that question (which was never answered, there or via the PM I sent, I don't think....) that caused me to break off on my own- being able to programmatically modify permissions is a must for me, for Experience.

    However...... now that there's a new bukkit permissions system on the way, my plans are on hold. I'm assuming they'll do the right thing and let plugins modify the permission tree- if so, there's no need for me to re-invent that wheel.

    It also means that supporting Permissions seems like a moot point now. If I can fit it in easily, I will, since I don't really know how long it's going to be before the bukkit.permissions is ready- but I'm even less worried about it now than I was before.

    And, yes, I do think i can fit it in easily- just saying, if I hit any roadblocks I'll be likely to give up pretty quick and wait for the real deal.

    Dunno- if there's some way to block command dispatching internally in bukkit, then maybe. Basically, if it "works with any plugin", it works will Spells. Otherwise, probably not.

    I noticed that last night with cushion as well- I hadn't tried peek recently, so thanks for the head's up.

    That's two-for-two, so I definitely broke the auto-undo system- I'm sure it was the multi-world safety changes I made. Does rewind even work?

    I need to get a real multi-world fix out soon- sorry, everyone, I've been a little distracted with NetherGate! You can't expect them to drop some tech like that on us and not have me get super excited to use it...
    --- merged: Feb 8, 2011 2:34 PM ---
    UPDATE

    I fixed the auto-undo issue- I was checking for a loaded chunk the wrong way, apparently. I imagine rewind was also broken....

    This is all really bad (well, if use peek or cushion, or rely on rewind it's bad), so I pushed an updated jar out- please re-download if you've got 0.79 or higher already!

    I'm going to be making another minor release soon, I have a special little spell I really want to get in right quick.
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    Arisilde

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    Oh sorry haha. Sometimes the forums are a little goofy on my phone. It looked like that was the last page :p
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    NathanWolf

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    0.81 Released

    This one is a very minor release, but, depending on who you are, you may just love it.

    If you're a NetherGate user, or you're interested in trying it out- keep reading. If not, skip this post and this update- there's nothing here for you :)

    0.81 includes NetherGate integration, in the form of two spells:

    portal : Summon a temporary (now that auto-undo is fixed....) portal. Anyone can use it while it's around (10 seconds), so it's a great way to let friends go to other worlds with you, but not on their own.
    phase : This just TP's you immediately to the next world. It's not quite as stylish, but very effective :)

    Spells uses NetherGate to actually do the work of both tasks. This has a few repercussions:

    • NetherGate is required- Spells doesn't do the work of moving you around. It could, if people really wanted that (if you were using a different portal plugin but still wanted this functionality, for instance).. so let me know how much interest there is in that- I don't really want to do it
    • The TP will use the same logic as NetherGate- so (when it's working), it will respect world scales, super useful for fast travel.
    • Nethergate will find a nice place for you to stand, and make an ice or obsidian block if necessary. (Will probably auto-undo this after a period of several minutes in the future)
    • The portal is a little wonky, since I'm still working on that part of NetherGate. I hoping that once I get the BlockPhysics figured out, I'll be able to create a frame-less portal, which would be awesome. For now, though, I can't even get the default one right! :p There should be at least one portal block in it, though- and that's all you need to TP (you may have to jump! ;)). It'll get fixed soon, since NetherGate really depends on me being able to create portals!
    I think that's all- I really have to get to work now, so I'm going to try not to let this distract me anymore for a while :)
    --- merged: Feb 8, 2011 4:08 PM ---
    OH - BTW, portal, a little pied piper, and then phase is a really evil form of PvP! [creeper]
    --- merged: Feb 8, 2011 5:18 PM ---
    Ok, one more thing - I think phase <worldname> should work, but I haven't really tried. The phase spell passes any parameters on to NetherGate, so it's essentially exactly like issuing /nether go

    Which may make you think "if it's exactly like "nether go", and NetherGate is require to use phase, then what's the point?

    Well, short term:
    • Wand support (big deal for me- fun to phase around with the wand!)
    • Non-ops can be given spells, but can't use /nether
    That second note brings me to long-term, which is that once the SpellVariant system is in place, you'll be able to assign casting costs, cooldowns, and other spelly-properties to phase, while /nether will remain mainly an admin tool.

    That system is coming soon, I promise. If it makes you feel any better, NetherGate was not really the holdup- that only took me two days to put together. Both of these tasks have required a lot of Persistence work to get going, and that's what has been taking up most of my time the past couple of weeks.

    The good news is that NetherGate is released, meaning there is a proof-of-concept Persistence client "in the wild". This goes a long way towards Persistence being ready to support spell variants (and persistable block lists, recall markers, familiars, and a host of other awesome things)

    I still need to implement automatic schema migration before I'll really be comfortable making Spells depend on Persistence, though- I really don't want to deal with the hassle of schema conflicts if I decide to change the way something works. I never want to have to tell you all to delete a db file, or issue a "/persist RESET"- and I definitely never want to have to give out SQL scripts- that's why people hated admining a mysql hMod server, IMO.
    --- merged: Feb 8, 2011 9:36 PM ---
    Update 0.82 brings something I'm shocked I haven't implemented yet, and really shocked no-one has asked for! Too focused on Permissions support, maybe? :)

    Anyway, you can now assign spells to a "default" group in spell-classes.txt. Anyone can use these spells.

    On a very-much-related note:
    I've used NetherGate to set up 4 worlds on my server. It's my original single-player world/nether, and a "grief-tastic" copy of both.

    If you head over to mine.elmakers.com (dynmap here), you can see this in action, as well as the default spells functionality in action. I've pretty much made it a free-for-all in there!

    Note that I do not have command-line Spells enabled- it's Wand-only.

    I'm thinking this is a great way for me to let people come and test out new spells, portal functionality, and whatever else I'm working on, possibly before it's ready for prime time.

    Come visit! Leave me a sign :)

    Or, you know, leave me a giant crater- whatever!

    This should be the last one of these mini-updates for a bit.
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    WormSlayer

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    Love your plugin, casting with wands is super fun too :D

    Just updated to the latest version but absorb and fill both still just produce/use plain white wool, colours are still ignored :(
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    NathanWolf

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    I thought I had fixed absorb, but I know that fill and such won't work with colored wool. As far as I know, there's still no way for me to get the data from an ItemStack- which is what blocks look like when you're holding them, or they're on the ground (broken). I'll definitely get this fixed as soon as I learn how to do it, or as soon as the core functionality is working (whichever is the blocker there).

    Glad you enjoy wand and spells!
    --- merged: Feb 10, 2011 6:29 AM ---
    0.83 is a minor nether-support release, mainly making it so that slowsand and nethrrack are generally destructible.
    --- merged: Feb 10, 2011 2:23 PM ---
    Oh, also, real quick- I changed the material selection system- it now starts on the right-hand side of your inventory, which I think works much better.
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    fuzzyhunter0608

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    ItemStack.getData() doesn't work? I haven't needed to try it bu it seems like it would be exactly what you need.
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    anon

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    Permissions plugin suport would really be apreciated :(
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    NathanWolf

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    Yessir- as soon as NetherGate goes 1.0 (next couple of days, I think), you'll get it.

    NetherGate has actually paved the way for Spells- I'm thinking a couple of hours, tops, for basic->Spells Persistence integration, and once I'm using Persistence, Permissions support is basically "free" (this is the setup I've always wanted, yes, I'm finally there...)

    It was going to be a surprise... :p
    --- merged: Feb 10, 2011 2:43 PM ---
    I know, right?! :(

    You'd certainlly thing that, but it always returns null... I opened an issue for it, but I haven't checked on it lately. :D

    Oh, one more more material-selection-system note- I really want a fast way to "cycle" materials in your inventory, in the same way that spells cycle (currently, the far-right slot is your active material).

    I'm thinking of two mechanics for this, want feedback:
    • Use the "look up/down" mechanic from other spells in material-selection spells. So, look up to cycle materials forward, down to cycle them back. This would limit your ability to use those spells straight down or up, though.
    • Make a spell that cycles materials.
    This is mainly for Wand purposes- right now, once I've chosen a good layout of spells, the only time I have ever had to do any "GUI" stuff (use the inventory) is to swap which material I'm using... I don't like this! ;)


    Hmmm... alternately, and I'm starting to really like this idea- what if I make the look up/down thing some sort of built-in variant functionality, and move it to right-click?

    So, you can still cast any spell fine while looking straight up or down- you just just can't change spells.

    Ok, I know this is Wand stuff- sorry... but, yeah, I'm psyched about that- going to try it when I get a chance.
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    anon

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    [IMG]
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    WormSlayer

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    Today I logged into our server and it seems the absorb spell now works as intended, producing different coloured wools...

    Fill however still only produces white wool.

    Also - What happened to the fillwith spell? I found that useful for filling with air, which cant be done by fill?
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    Arisilde

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    Ok so NetherGate is out, where's our Permissions support? :p
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    NathanWolf

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    Right you are- I figured out how to do the one, but I think the other is still broken internally.

    Great question! :)

    Yeah, I think I have a nice solution for that (it's a long story, I explain it somewhere in this thread)- I was going to replace it with an "erase" spell, but I think I've found a way to bring air back into the material selection mix, meaning fill could also do fillwith, as long as you're holding at least one building material. If the farthest-right space in your inventory is empty, but you've got a building material somewhere in there, it'll build with air.

    I think I'm going to make that change soon and try it out.
    --- merged: Feb 11, 2011 3:45 AM ---
    Permissions support will be soon, but I'm starting to very much consider putting your name, specifically, on an internal, hard-coded blacklist!

    I'm kidding, of course, but man you're a pain in my arse.

    And, I said when NetherGate went 1.0- I'm still very much working on it.

    If anyone's actually interested in NetherGate in here, I added a "peek world" variant of peek that lets you peek into other worlds. It's pretty cool.
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    Arisilde

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    I know, i know, I'm a pain. You just have no idea how much my users are bitching at me, lol. Some of that shit has to roll downhill :p
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    WormSlayer

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    Just had a weird moment using the fill spell: "You fill the area with torch!"

    Oh wait I may have clicked on the torch by accident :p

    Interstingly you can not rewind filling with torches!


    Peeking into the nether though? Sweet! :D
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    NathanWolf

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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:

    [IMG]
    --- 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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    highwisdom

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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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    NathanWolf

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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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    anon

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    MAH HERO!!1!
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    NathanWolf

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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.
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    Aslei

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    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.

    Code:
    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
    org.bukkit.plugin.InvalidPluginException
            at org.bukkit.plugin.java.JavaPluginLoader.loadPlugin(JavaPluginLoader.j
    ava:78)
            at org.bukkit.plugin.SimplePluginManager.loadPlugin(SimplePluginManager.
    java:117)
            at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager
    .java:82)
            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
    rce)
            at java.lang.reflect.Constructor.newInstance(Unknown Source)
            at org.bukkit.plugin.java.JavaPluginLoader.loadPlugin(JavaPluginLoader.j
    ava:76)
            ... 8 more
    Caused by: java.lang.NoClassDefFoundError: com/elmakers/mine/bukkit/plugins/neth
    er/listener/BlockRequestListener
            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.
    java:30)
            at java.lang.ClassLoader.loadClass(Unknown Source)
            at java.lang.ClassLoader.loadClass(Unknown Source)
            at com.elmakers.mine.bukkit.plugins.spells.SpellsPlugin.<init>(SpellsPlu
    gin.java:305)
            ... 13 more
    Caused by: java.lang.ClassNotFoundException: com.elmakers.mine.bukkit.plugins.ne
    ther.listener.BlockRequestListener
            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.
    java:30)
            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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    Daveyo

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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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    highwisdom

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    That's great and all, but how bout a comprehensive txt file or online reference page? :)
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    NathanWolf

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    Original Post :)
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    Aricus

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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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