What about using the Permissions plugin that is being used for General right now? Not sure how easy it would be for you, but it may be worth looking into...
Man, thanks for all the great bug reports! This one is probably just the recursion depth- I have it set fairly low so as not to bog down peoples' servers, and it looks like you've got a pretty big bunch of conjoined trees there. Hm.. unfortunately it looks like that's not a configurable parameter- I've added a TODO to add that one to the properties file. It's set to 16 by default, it looks like, which is pretty deep, so I am a little surprised. I might see if I can find someone else's recursion code and borrow it I noticed this myself- that should be an easy fix, I just need to grab the data as well as the material of whatever is being filled. Yeah- the torch thing is a bug. I think I know why, I think it places and then breaks them- I need to build the tunnel then place the torches. As far as straight down- tunnel is not actually aimed in that sense. It should tunnel at the block you target, in the direction you're pointing. Not sure why it didn't show up with anything. It does not tunnel through grass by default- the idea was to keep the tunnels underground. It doesn't tunnel through much, actually- the idea being to leave the ore behind for you to mine. If you'd rather this be a pure destruction spell (it's really a mining spell), you can change the materials it will destroy in the properties file: spells-tunnel-destructible. And, if you wand something that is aimable- try blast! It also has its own, separate, property for destructible materials. Oop! Yeah, cushion is aimable- you've got to point down and use it! Sorry! Hm, I think it'd be nice if the help text of each spell could easily indicate whether it's targeted, facing-based, instant, or continuous. I wish I could use colors! Well, you do have to back up a bit, I spawn the arrow a few blocks in front of you to make sure you don't hit yourself. Anyway, I just discovered that there is a fireArrow() method, which will probably work a lot better than the manual spawning/aiming I'm doing now- should be fixed soonish Thanks! And thanks again for all the info- it's really valuable to me. I don't get to test this as much as I'd like, most of my free time is spent writing code I am also really excited about tree- I'm going to have fun writing my own tree-making algorithms. Does anyone want some Dr. Suess trees? Palm trees? Pine trees? --- merged: Jan 21, 2011 8:30 PM --- I thought about that- I wasn't sure how widespread the General plugin was. Does everyone pretty much use it? I know that, long-term, I want a hierarchical class system with more fine-grained controls that other systems I've seen. For instance, I'd like to be able to set it up so that a "level 1 wizard" class can use fill up to 16 blocks at a time, but a "level 2 wizard" can use it up to 32, and so on. I also want permissions to be able to apply to any arbitrary token, not just a command. So, "does this player have permission to use a wand?", that sort of thing. The end goal would be for this to tie into an experience system, so that players can earn their abilities instead of being given them. "Teaching" or being "taught" by a bookcase is just a fancy way of doing admin stuff, too. So, I'll probably write my own permissions system, but I do plan on shopping around a bit first.
The Permissions wouldn't really work long term, but for short term, it doesn't need General to use, it's completely separate, just that it was made to expedite the Bukkit system. Apparently it works the same way as Bukkit will later on. Love the ideas for the future though, keep them coming!
From the little I know of it, what I threw together should suffice as well as Permissions. It allows you to create any number of classes, each with any number of abilities that can overlap- and each player can be in any number of classes. The only thing I need to add are console commands (that only an admin can use) to manage users and groups so you don't have to edit files. The other feature I would like is for it to auto-set the admin to the first person to login the first time the system ever starts up (with this plugin installed). That way, you'd never have to edit a file- just drop the plugin in, restart your server, and login (quickly! ) I'd have it ask something like "are you the admin?", and you'd have to reply yes- but of course there's no way to make it secure without editing a file in advance. --- merged: Jan 21, 2011 8:58 PM --- Of course, the idea with bukkit is to have different systems that work together harmoniously. There's already a mana plugin out there- not sure about reagents. For now, I'm just providing the fun tools to play with- I don't want to box anyone into a certain way of using them. That being said, I do, naturally, have my own ideas on how they should be used. There are two things to think about: How do players earn spells? How are spells limited? The systems I plan on creating to solve these two problems are: Experience (and a Permissions/Class system if I can't find one that fits) I want different types of experience, configurable As many events as possible that can provide one or more types of experience - plugin-able, of course Events that can remove experience, to maintain balance Example: Placing a torch gets you 1 construction experience, 1 exploration experience and 1 general experience. Breaking a torch removes that same experience. For the class and permission system, I don't want a player to have to choose a class. I want them to be able to invest experience in any direction of the class set/tree they want. Obviously, the idea is you can only spend "exploration" experience on exploration spells, etc- so you'll naturally progress in the direction of whatever you do most often. The spell-limiting systems, as I mentioned, are kind of out there. If I can't find one I like, I would probably go for a Mana-driven system, with Mana that regenerates (based on player stats) over time. I could also get behind a system that uses or falls back on health- where a player can cast a limited set of spells using his own life force. In any case, I'm very interested to see what HeroSpells will offer!
I just looked over the main post describing Permissions, is sounds excellent! Are there console commands to manage users and groups? If not, are there plans to add any?
Ok, I'm sorry for this but- Where is the documentation that shows how to use the spells? What arguments does alter take? How do I type them in?
Most of the spells don't take arguments- alter doesn't take any. The only documentation is the first post (so far), and what appears in /cast (which, for the most part, does not yet include parameters) The parameters are generally meant to be optional, and ultimately represent different versions (or more powerful versions) of the same spell. Most of the spells, alter for instance, are targetable. Just aim at something and use alter, and that something will get altered. Keep altering it to cycle through states. (I do plan on making alter smarter about knowing which states are valid for what materials to save you, for instance, having to cycle through 13 of the same wood states). The main goal of this plugin is to abstract away as much of the console as possible- Wand is meant to take care of getting rid of the console completely. Just point and shoot! --- merged: Jan 21, 2011 10:58 PM --- Updated to 0.38: Address many of the bugs listed above: fill now fills data, so colored wool can be filled properly. I can't get absorb or selecting a different material while filling to work with different data- I don't think the ItemStack data access is working, I'm not sure. I increased the default recursion of alter, and made it configurable in the properties file. Careful setting it too large! I modified arrow to just use the built-in fireArrow() function, it works much better now. Though, I will be keeping the manual method in my back pocket for later- can you say rain of arrows? Also added the construct spell, which for now can only create spheres. Takes a parameter for sphere size, and defaults to a nice small ball. After looking at Permissions, I'm fairly convinced that I want to use it. This may be the last release until I do some refactoring.
Hey I know this may be a truly noobish question but i am having the hardest time getting the plugin to work My terminal displays the unknown command error, I have wand working and I am testing it with /cast blink and /cast familiar however nothing happens can anyone help?
Sounds possibly like a permissions issue- did you set up wand-commands.txt so you're in the admins group?
Hi Nathan. I've installed your plugin on my server, however, upon starting it, the txt file is not being created. Any advice?
Hmmm... I just double-checked the jar I most recently uploaded, and it looks good. Does anything show up in the log at all?
Yeah and I have been using wands for other things however even when manually give the command it doesn't cast. I thought I had the permissions right in the spell.properties, it should be like this right?: player=eliwood335:admins
Negative, nothing in the log. I've restarted the server and such. MyWarps and General are both working. Spells, not
Sorry, I meant spell-classes.txt, I'm getting my plugins mixed up! Hm, that does look right though. Sounds like you and Andraszao are both having problems with this build- if the wand plugin is working, it shouldn't be an incompatibility problem. I'll upload a new build right now. --- merged: Jan 22, 2011 12:58 AM --- Ok, I think I see the problem- I may have somehow left out the plugin.yml file I just uploaded a new one- I'll PM you both, since you seem to be online =D This is sort of a "dev build", but there shouldn't be anything (more) broken in here.
Is it possible to made simple properties for this plugin? I mean, something to controll grups, which are allowed to use it. It will be great if each one spell could be assign to each user. blink = User1, User2 fireball = User1, User2
Hm- really? I just tried the link (up in the first post), and I got a jar... ? Did you go to github and download the source instead, or... something? I'd like to help! --- merged: Jan 22, 2011 4:44 PM --- There is one already- Please read the big note in the first post on permissions If you are actually using the plugin, just check out spell-classes.txt, which the plugin should have created. It comes complete with handy instructions right in the file itself, and you would have already had to touch it in order to make yourself an admin and actually cast any spells to begin with --- merged: Jan 22, 2011 4:48 PM --- Here's an example of a very simple spell-classes.txt file, taken from my dev server: # [blahblahblah comments] group=explorer:blink,time,ascend,descend,torch group=builder:torch,absorb,bridge,extend,tower,fill,pillar player=NathanWolf:admins player=Player:builder,explorer I've set up two groups, one for builders and one for explorers. I've made the "Player" user (which is the user you show up as when playing offline, BTW) an explorer and a builder, and I've made myself an admin. --- merged: Jan 22, 2011 4:58 PM --- I was building straight from github source, I'm not sure how updater works or when a build is considered stable enough for it to update to, but arguably the one I just built off a fresh source pull is more up to date In any case, that bug report was about a week ago now- have you tried a more current version of Spells.jar? It's possible, also, that you just grabbed a bad build- I have, unfortunately, been known to accidentally upload some junky jars from time to time. I'm 99% sure the one that is up right now is good, though! =D
Update to v0.40: (not working on the Permissions re-factor yet...) Fix the familiar spell! Yay! I was spawning them then teleporting them to you- apparently I need to do it the other way. I think the poor little familiars were suffocatating before teleporting to you. Very sad! Anyway, it should be working now =D Add transmute spell. This one is a bit odd, I'd like feedback on it. The way you use it: Cast a construction spell, such as fill or construct. (mining spells work, too....) Cast transmute Select a block in your inventory, such as dirt Left-click This will modify your last construction to the selected material. It's not rewindable, though you could always transmute it back to whatever you built it with. --- merged: Jan 22, 2011 5:36 PM --- Note on transmute: I had originally considered making it a targetable operation, and I'm still considering this. So that, if you aim at something and cast transmute, your construction takes on the material of your target. However, I wanted to be able to use air- which you can do with the selection mechanism (just punch with no item in hand). So, I went with that. I could go with the targeting mechanism, but if you aim at the sky it uses air. You couldn't select air while underground would be the only compromize. Any opinions? It feels a little clunky to use right now.
Instead of having a separate groups file, can you make it use the current groups.txt? it would be a lot easier like the old magicspells plugin had it where you just add /castblink into your groups.txt permissions for instance. My server uses classes set up in the groups.txt, and adding players to groups via the users.txt so having to edit redundant files for a plugin could get very confusing.
There really isn't a "current groups.txt" in Bukkit- it has no built-in groups or permissions. I do plan on integrating with the Permissions plugin, hopefully soon. I'm assuming that's what you're using for groups and such? I'm not sure if it will fit my needs long-term, but it does make good sense to play nice with it.
If youd like i can make a video.. i am getting the same error sammie is.. when i click http://www.elmakers.com/minecraft/Spells.jar it takes me to a .zip and inside is all uncompiled java :-\ same thing with wand too
Hm - I guess if you could make a video... I'm just not sure how that's happening- I clicked on the link in your post, it downloaded Spells.jar- I extracted it (using Archive Utility on Mac) and I see the "com" folder with class files in it, and I see the plugin.yml ... no .java's or anything. I can't imagine what's going on here! --- merged: Jan 22, 2011 8:16 PM --- To anyone who may have been using my CraftBukkit.jar - the terrible crashing issue with explosions has been fixed (not by me). If you're using my jar for whatever reason, please update to the new one! Thanks. (Hooray for fireball working!)
I figured out why its hapening.. for some reason when i use internet explorer its doing it.. not sure hwy but its odd.. i went on mozilla and it dosent do it
Anyone want to have a wizards' duel (using Spells and Wands)? I think it could be fun! I would recommend the following rules: No changing wands! Both players use the same wand. No console commands! No weapons, swords, bows, etc. No dragons! As a first try, we could use the following wand: duel : blink, arrow, fireball, cushion, blast, rewind Some fun things that could be thrown in the mix: familiar ghast, familiar creeper, etc... construct, construct 8, etc... It would be cool (for me) to implement cool-down, for this to be a little less insane... but as-is, it could be some chaotic fun --- merged: Jan 22, 2011 8:41 PM --- So weird! I just tried it on IE, and you're right- IE renames it to a .zip file for some reason. It is, however, still the right file- if you look, you'll notice the files in the zip are .class (which are java program files), not .java (which are java source files). I didn't try it, but I have to imagine you can just re-name that file to .jar. I assume IE is only renaming it, not actually re-packing it into a zip file!
i'm unable to use any spells i get the message saying "mine : cast tunnel" allthought nothing happens did change the spellclass.txt to player=withless:admins is their something i'm missing here?
Sounds like you're using the wand- you get that message when you right-click, yeah? And then nothing happens when you left-click? If you just use the "/cast tunnel" console command, does it work? --- merged: Jan 23, 2011 1:35 AM --- I just put together a little "clips reel" that shows off all of the spells: Also, I just posted some thoughts on the future of the wand over in the Wand thread: http://forums.bukkit.org/threads/wand.676/ Anyone that uses and is interested in the wand is invited to read and comment. Every time I make one of these videos, it occurs to me how "noisy" the wand is. I've been working hard to make the spells useable without a lot of console chatter- but the wand is always filling up the screen. I'm hoping to fix that, and I think I have a really elegant solution. --- merged: Jan 23, 2011 1:46 AM --- Also... now that I look at my permissions plugin, it may be case-sensitive- so try "Withless"?