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MagicSpells Plugin
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I've been bamboozled, follow the pinned format.
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Well, I've been bamboozled. Here's the #suggestions channel! If you could just be a bit specific with what you want that'd be great. Preferable code block format would be... Suggestion Type: Fix | Addition | Compatibility Short Description: Long Description: Estimated time with MS: Go nuts @here (edited)
KnucklesMagic 4
08:40
Pinned a message.
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Type: Addition Short Desc: Item lore editing and reading. Long Desc: A spell that is capable of modifying predefined items lore or the current items lore. If modifiers were made like - itemlorehas (line):(value) then we could essentially store data on items. This would open up new possibilities for custom storage and durability. Time with MS: 7 years. (edited)
👍 7
MS 5
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Lucy Valeheart 30-Mar-18 01:50 PM
type: addition short desc: add an option to arrow spells that allow it to send a cooldown message long desc: the arrow spell casts a spell on the arrow landing, so i can understand why it wouldn't send a cooldown message when trying to shoot the specially named bow. i was hoping it would be possible to add an option to allow that, maybe a true/false since it'd probably be annoying to always have. time with ms: 6 years
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Pinned a message.
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Suggestion Type: Addition Short Description: Trade spell. Long Description: A spell that opens a customizable GUI between another selected player and allows trades to happen. This could be a great alternative to getting another plugin when it could be done in MS =) Estimated time with MS: 4 years.
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Suggestion Type: Addition Short Description: Making portal spell targeted (or an option to be targeted?) Long Description: Allowing the portal spell to be cast between two mark spells, or making a whole new portal spell that can cast between two marks instead of a mark and the player's current location. "If the PortalSpell was also a target location (like the MarkSpell is, believe it or not) you could just cast Portal2 at Mark1 and bam, two-way portal." -Shadoward12 Estimated Time with MS: 4 years. (edited)
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Lucy Valeheart 03-Jun-18 05:50 PM
block toss spell support for using it in a targeted multispell (where it starts at the block you target) start-y-offset option gravity manipulation native block effects that act as particle effects coming off the block itself (effetclib has this, but the function thats meant to stop it when the block vanishes is broken)
17:50
maybe x/z offsets too (edited)
17:51
start-x and z offsets too
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Lucy Valeheart 09-Jun-18 03:35 AM
suggestion type: enhancement short description: Make an option for buff spells to start their cooldown upon ending/being toggled/being disabled somehow long description: `cooldown-start-on-end: false' when a buff spell ends, for whatever reason, THEN the cooldown would start. the best example i can think of would be a vanish spell. rather than x cooldown with x durability, if the vanish spell is disabled (via hits, casting a spell, dealing damage, etc), only then does the cooldown start.
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Suggestion: Addition Short description: ignore-durability: true Long description: Add an option to ignore the durability of armor with the wearing or wearingprecise modifiers
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Deleted User 13-Jun-18 06:22 PM
Suggestion: Addition Short description: Holdingprecise offhand Long description: Holdingprecise is already a normal handed feature, I bet some people could do wonders with the ability to make it test the offhand.
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Suggestion Type: Change and Addition Short Description: changing max-power-multiplier implement power in empowerspell Long Description: as the short desc saying changing max-power-multiplier instead of recasting to stack up it would make it the max power achievable from the modifier power or addpower as for my next suggestion which is the addition implementing power in EmpowerSpell for example lets say this is the spell example: spell-class: ".buff.EmpowerSpell" duration: 10 power-multiplier: 1 max-power-multiplier: 2 modifiers: - night power 3 as you can see so on night lets assume you'd use it that power would be muliplied by the exisiting multiplier so the final multiplier will be 1*3 = 3 bue due max power multiplier it can't exceed 2
11:27
i honestly find no use for the current max_power-multiplier of recasts because power is very powerful so recasting to increase it's power is a bad idea
✅ 1
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I want to commission a few additions to MagicSpells if anyone is interested. Budget for these changes: $100+. Can pay over paypal upon confirmation. Changes: - New modifier: dotactive Similar to buffactive, but for the DotSpell - Add feature to DotSpell (or new DotSpell variant) which supports drain life features (Near identical to drainlife spell). - New option to DotSpell stackable. Boolean. If set to true, when a dotspell would be applied to a target, if it is already affected by the same dotspell to add the damage from the newly added dotspell to the existing dotspell and setting the duration to the duration that would have been applied with the new dotspell.
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Suggestion; Allow modifiers on the enter part of .instant.PortalSpell so that players need to have e.g. buffactive PortalEntry required in order to travel.
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Probably end up adding an entrance-modifiers section
05:05
And a teleport-non-players could be useful
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So, for some time I wanted this thing to become real in MS, so let's see what it is: Let's see you have a PainSpell, that doeeess.... 4 hearts of damage, ok ? But, for the sake of this example, let's have one more PainSpell, that does 5 hearts damage. I know I could make this a single spell, but what if I want that damage to have some delay ? See this example: targetedMultiSpell: spell-class: ".TargetedMultiSpell" spells: - firstPainSpell - DELAY 20 - secondPainSpell So, it will deal 4 hearts of damage, then wait for a second, and then deal 5 hearts of damage.... Ok, it's not complicated right ? Would you like to have one PainSpell that can do both 4 and 5 hearts of damage (with delay in between)? I would... My suggestion is: Can we add new method that will set property of certain spell in MultiSpell? Something like this: targetedMultiSpell: spell-class: ".TargetedMultiSpell" spells: - somePainSpell setproperty damage 8 #damage = hearts*2 - DELAY 20 - somePainSpell setproperty damage 10 Chrono told me I can use spell power.... Ok, but can I use it to set, for example, projectile-velocity or particle-name? I CAN'T! So: multiSpell: spell-class: ".MultiSpell" spells: - somePPSpell setproperty velocity 5 #or - somePPSpell2 setproperty particle-name blockcrack_95_3 But, can you add to set more than one property ? To look something like this: multiSpell: spell-class: ".MultiSpell" spells: - somePPSpell setproperties velocity 5 particle-name blockcrack_95_3 - DELAY 20 - somePPSpell setproperties velocity 10 particle-name blockcrack_95_6 That sound rly good to me 😄 Would you like guys for this to be added ? 😄
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Lucy Valeheart 22-Aug-18 01:29 AM
Suggestion Type: Addition Short Description: Add hit-air-during: true to blocktoss spells Long Description: pls Estimated time with MS: 5 years
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Suggestion Type: Addition Short Description: A mobtoss spell that sends a mob shooting out in the direction you’re facing. Long Description: A spell that acts similarly to the blocktoss spell, but instead of a block a mob/entity will be thrown instead. Estimated time with MS: Half a year (?)
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Lucy Valeheart 08-Sep-18 05:24 PM
suggestion type: addition short description: add projectile-inertia option to homingprojectilespell long description: right now homing projectiles (the arrow/fireball/etc type, not particle) have no inertia options, and by default they follow you across the bloody map until they dissapear. theres absolutely no way to dodge them or implement any counterplay without inertia. i BEG of you to add this lol time with MS: roughly 5 years
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Suggestion Type: Addition Short Description: Add some Denizen compatibility Long Description: It would be awesome to natively support Denizen stuff in MagicSpells - spell events, for example, would allow Denizen scripts to modify damage where applicable, trigger other actions, etc. See also: https://github.com/DenizenScript/Depenizen/issues/202 Estimated time with MS: Short? Denizen is well-documented, and the Discord is helpful.
03:10
This would make it easier to manage damage amplifier stuff until (or even after) MS adds NBT support 😛
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Suggestion Type: Addition Short Description: Support NBT data for conditions etc Long Description: Denizen, for example, allows saving arbitrary NBT tags and values to items. Using this data can be incredibly powerful for designing various classes and functions of custom items, and if MagicSpells can recognize and parse the data, it can be used for many different features. Estimated time with MS: No idea lol
03:15
Suggestion Type: Compatibility Short Description: Support for various tags and events in Depenizen Long Description: Events for spell casts, tags for various MS values, etc., would allow strong interaction between Denizen and MagicSpells for crafting even more complicated spells and scripts. Truly magical! Estimated time with MS: No idea lol
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Suggestion Type: Addition Short Description: Support formulae, etc basically everywhere Long Description: The ability to use formulae to set spellpower scaling and whatnot would drastically improve balancing efforts for server admins. This could be outsourced to Denizen by way of PAPI stuff (PAPI has a placeholder that lets you use Denizen tags, which can call procedure scripts, and that combination lets you calculate basically whatever you need), but as a core feature I think it would be a massive improvement Estimated time with MS: No idea lol
19:31
Suggestion Type: Addition Short Description: Support typified spell power Long Description: For example, spells could have spell-type / spell-power-type lines that read the relevant spell-power config options. (And, per the above suggestions, these typified spell power values could themselves be tied into Denizen, predefined items, whatever) Estimated time with MS: No idea lol
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Or, there could simply be an option called spell-on-tick added to it.
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Suggestion Type: Addition Short Description: Add some sort of Boomerang spell Long Description: Basically a spell that automatically makes a projectile spell return to the caster after it reaches max range(I know this is possible but idk how and it would be nice to have lol) It Would also be cool if you could have a spellcast on original cast and a separate spell when it returns to you(So it can hit multiple times and maybe do a different effect) Estimated time with MS: No idea, I assume it wouldnt be to hard I know its possible without the addition of a spell like this but idk how if anyone could send me like a spell example of something that does this that would be amazing
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Suggestion Type: Addition Short Description: More options on Chain spells Long Description: Some examples that I really want are the ability to make it ignore the caster, allow it to hit the same targets multiple times as long as it has hit somebody else prior to doing so, and a maximum distance from caster int, so that if the chain goes on for a while, the targets can't be too far from the original caster. There's a bounce range but I mean from the caster location not from the last bounce location. Estimated time with MS: Just over a year now.
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Suggestion Type: Addition Short Description:More options for the Magic Bond Spell Long Description: When I was testing out the Magic Bond spell I felt like it was missing a few things that would make it a lot more useful. The first was that it would be nice to have a feature where you could use more than just one spell(By this I mean after using a spell you cant use it again, like add a way for players to number how many spells can be casted within one bond before it ends) Along with that, I feel like it would be a lot more useful to have a bind to any entity rather than binding to a player. Estimated time with MS: been working with ms for about a year and a half (edited)
👍 6
KnucklesMagic 3
481571160249729053 4
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Suggestion Type: Addition. Short Description: fist as a cast item. Long Description: You cast spells through inventory's slots. Each slot can bind only one spell to cast.
11:41
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LaughNgamez 23-May-19 03:13 AM
Suggestion Type: Addition Description: Add a passive spell trigger on the villager trade event if possible Estimated time with MS: 6 years
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Suggestion Type: Addition Short Description: spell tag compatibility for the Reflect Spell Long Description: Allow for the usage of allowed-spell-tags in the Reflect Spell to specify only a set collection of spells that can be reflected. In a similar matter, also include disallowed-spell-tags so that only a collection of spells can’t be reflected.
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Suggestion Type: Addition Short Description: hug-surface being added to BeamSpell and also ProjectileSpell if possible. Long Description: Allow for the usage of hug-surface in the BeamSpell and, if it’s possible, then the ProjectileSpell too. This will be a replication of how ParticleProjectileSpell acts when hug-surface is set to true, except BeamSpell will happen in an instant line, while the ProjectileSpell could simply act as the ParticleProjectileSpell does.
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Make it so you can bind spells in any order onto items. As of now you can bind in any order, but when you relog, magic spells places each spell in a new order (edited)
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Suggestion Type: Addition Description: Add a spell-option option that will check which option the player has chosen, and if the spell-option matches a option in the option list, A spell or list of spells will be casted, which is under spell or `spells, which would be a spellname or list of spellnames that will be cast by the ConversationSpell.
✅ 1
facts 1
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SublimeZero 22-Oct-19 05:40 AM
Suggestion Type: Addition Description: An option for the MenuSpell that allows for drag and drop of items in the menu to the player's inventory or vice-versa(is not required to be stored when placed in menu.) (edited)
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Suggestion Type: Addition Short Description: Comparing two variables by a value Long Description: Lets say you have variable1 and variable2 and this addition was added to variablecompare modifier variablecompare variable1>variable2:3 this is just an example of what the format would look like anyways what that means is variable1 has to be more than variable2 by a value which is 3 what the current variablecompare does it can compare 2 variables BUT not by a value for example variablecompare variable1>variable2 variable1 just has to be more than variable2
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@Kyousuke can be done using difference calculation via parse
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i know but why waste an entire spell
00:18
when you can have it in the modifier
00:18
and it has more steps
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Why not make the format something like variablecompare variable1>3>variable2
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pls dont ban. i have good intros 26-Dec-19 04:43 PM
Suggestion Type: Addition Description: targetcastervariable condition. Similiar to the variable condition, it compares the values of the target's variable with the caster variable. The syntax could be <castervariablename><operator><targetvariablename>. This also removes the need for the variablematches condition
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Type: Addition Description: Modifier condition for a spell's knowledge. If a player knows x spell, then y action.
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Planned hasspell modifier
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pls dont ban. i have good intros 04-Apr-20 10:05 AM
Type: Addition Description: EntityData Spell. Edits target's entity data such as helmet item, holding item, etc.
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pls dont ban. i have good intros 04-Apr-20 10:17 AM
Type: Addition Description: ReplaceItem option on the conjure spell. Bypasses preferred slot and required-slot and conjures and replaces the item that is listed in the option. Predefined item support would be great for this
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pls dont ban. i have good intros 04-Apr-20 10:28 AM
Type: Addition Description: Custom crafting capabilities. I made it for crafting and furnace but maybe brewing stands would be cool too? The format would be something like shown: (edited)
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pls dont ban. i have good intros 04-Apr-20 10:41 AM
Type: Addition Description: ride passive trigger. Fires when a user rides a horse, boat, etc.
10:42
Type: Addition Description: hasPassenger modifier. Self explanatory, whenever the player has a passenger
10:44
Type: Addition Description: Tame passive trigger. Fires when the user tames a tamable mob
10:49
Type: Addition Description: sum option for parse spell. Takes all the values of the variable, adds it and parses it to another variable. Could be used for events where players need to do an event that would add up to an amount before executing a reward
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Type: Addition Description: Speak in chat passive. Casts when user speaks in chat.
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Bukkit.getScheduler().runTask
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Suggestion Type: Addition Short Description: Expanding AOE Spells Long Description: As the description says we could have an option for the AOE spells instead of it being instant it would expand and another option which controls that interval this is already possible using ParticleProjectiles but it just reduces the amount of spells significantly
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So an AoE that gradually expands
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JasperLorelai 09-Apr-20 07:47 PM
Or implodes.
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Shrinking/growing, couldn't you just use negative values for that though
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JasperLorelai 09-Apr-20 07:51 PM
vert-expand-radius vert-expand-delay horiz-expand-radius horiz-expand-delay - can be negative for implosion
19:51
And maybe duration of expansion?
19:52
I also wonder if it would be cool to have a toggle for what happens if the radius implodes beyond 0. Like if it should stop at 0 or expand again from implosion.
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It'd be nice if you could end it early
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JasperLorelai 09-Apr-20 08:47 PM
That's what duration could be used for.
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SublimeZero 09-Apr-20 08:47 PM
wat would be cool is a min and max radius
20:48
can already do it with something like buffs within 1 aoe and not in another, but would be nice to have that condensed lol
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with buffs and power
20:49
but the point is having a more optimized one
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Suggestion: Addition Description: Addition of "stunned" modifier to check for if the target is stunned via StunSpell Addition of Passive Trigger 'firstjoin'
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JasperLorelai 17-May-20 12:16 AM
Stunned is a planned condition. I think I can add in time for the next test build.
00:19
As for the firstJoin, I suppose there could be a passive trigger for it. You could also just utilise variables and the join trigger to make what you need. Personally, the way I use passive spells is that I have a file full of passive spells, one for every listener I need. I think that's more optimised than multiple instances of the listeners - and that's proven for the ticks passive trigger.
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I mean yes it's possible with join trigger and variables I just thought making a trigger would be a more efficient way
03:05
Suggestion: Addition Description: I noticed there was a -isnpc modifier perhaps you could add npcs into can-target: (edited)
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just... put it as a target modifier
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Lady Psyche 18-May-20 03:53 PM
Suggestion Type: Compatibility Description: Not really plugin related. I think support channel 4 should be listed in the request-room channel Estimated time with MS: 1 year
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ChronoKeeper 18-May-20 04:04 PM
???
16:04
what
😂 1
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pls dont ban. i have good intros 18-May-20 04:10 PM
I’m so confused
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ChronoKeeper 18-May-20 04:13 PM
yeah me too
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pls dont ban. i have good intros 18-May-20 04:16 PM
Uhhhh so u want dragon to fix his request room message? 🤡
16:16
That really doesn’t do anything
16:16
U do know request room channels are created based on request right?
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ChronoKeeper 18-May-20 04:17 PM
ohhh
16:18
i thought you wanted the whole support channel 4 moved to the private support section (edited)
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pls dont ban. i have good intros 18-May-20 04:18 PM
I’m still confused
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ChronoKeeper 18-May-20 04:19 PM
@Dragon mention #✅open-support-4 and #✅open-support-5 in #request-room
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Lady Psyche 18-May-20 04:22 PM
Sorry, I'm new to the discord (edited)
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Suggestion: Addition Description: add option for ParticleProjectileSpell so it can increase in size slowly ( idk if there is anything like this ) (edited)
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Do not ask for support here 19-May-20 08:33 PM
you could just put a delay on a spell effect with the special position
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@Kuro we're not going to make additions to 3.6. that version is abandoned. (edited)
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Suggestion: Addition Description: Honestly, it would be really useful to have some sort of MathSpell or something Where you can write math in a similar function to equation effects And you would assign variables to different letters and an output variable
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pls dont ban. i have good intros 20-May-20 07:22 PM
to an extent, variable-mod can accomplish that
19:23
i believe further implementation of math functions will be done in the future
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Lady Psyche 20-May-20 07:24 PM
Yeah, we sort of talked about it in MHU. To sum it all up, if PAPI can resolve a string "equation" into a number, why not make variable mods do that. It'll resolve needing multiple dependecies just to do math
19:30
So, this feature suggestion is not necessarly based around a new spell, just something that seems very simple to implement
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Suggestion Type: Addition Short Description: making hidden only hide the potion effect icon within the PotionEffectSpell when true, and instead add a particles option that prevents particles when set to false. Long Description: There is currently only a hidden option for the PotionEffectSpell which allows for you to hide the potion effect visually of both the icon that appears and particles that play. There should be some way to preserve the icon or particles separately rather than both requiring their removal at the same time.
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Lady Psyche 23-May-20 07:59 PM
I think ambient does that
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Ambient makes the particles transparent.
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Hidden is fine the way it is
20:00
A new option can be added
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Lady Psyche 23-May-20 08:00 PM
Is it possible to remove particles?
20:00
Because I don't think it is in vanilla
20:02
I think you can hide only the icon somehow
20:02
Because I've seen it on a plugin
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Hidden hides both particles and the icon
20:11
So yeah
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Hidden isn't possible in vanilla
20:13
Hiding particles in vanilla is litterally a true or false in the effect command
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Suggestion Type: Addition Short Description: A new effect type called 'novapersonal' or perhaps an option to make MaterializeSpell appear client-side, believe this could be achieved using armorstand and block faces? idk not knowledgeable w this stuff
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Novas are created through packets
09:57
Btw
09:59
~wiki bowspell
✅ 1
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Wizard 2.4 BOT 12-Jun-20 09:59 AM
Wiki Pages Found
MagicSpells - BowSpell
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I was just speaking from a plugin I know that called 'OneWayBlocks' which using armorstands place onto blocks to display certain things to certain people, I don't know if it's entirely possible to make novas client-side with packets, just trying to provide some other method if it wasn't possible ya know?
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pls dont ban. i have good intros 19-Jun-20 08:50 PM
Suggestion Type: Addition Short Description: parameter modifier to check if a parameter is = (<,> if the parameter is numeric) before executing
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GrumpiKat4lyfe 03-Jul-20 11:52 PM
Suggestion Type: Addition Short Description: add option "reduction:" to ResistanceSpell Long Description: it would reduce damage by a number instead of a multiplier like if it is 8, then if you take 15 damage you would only take 7
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GrumpiKat4lyfe 04-Jul-20 12:01 AM
not multiplier
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oh i see
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ThatOneLance 20-Jul-20 07:24 AM
Suggestion Type: Addition Short Description: Cast Item collections Long Description: Similar to modifier collections, but allows you to just place a single "cast item" that actually is a list of items to be able to use. It will allow people who may add predefined/magic-items with custom models or textures that has the similar abilities as whatever it's supposed to be without needing to keep placing a new textured item continuously by 1 name, especially if you have a lot. Estimated time with MS: Around 2-3 years (edited)
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JasperLorelai 20-Jul-20 12:51 PM
You can use cast-items.
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ThatOneLance 21-Jul-20 12:41 AM
Is it not the same as the regular Cast-item but in a string list? Just want to be able to define a list, and place whatever name I gave that list and place it into "cast-item" without needing to copy and paste a whole list etc
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JasperLorelai 21-Jul-20 01:05 AM
Oh, I see. I don't think that will ever be a feature, because there are a lot of instances where something seems redundant just like that yet it is rarely changed/improved. I'd recommend looking into anchors for something like this. list: &anchor [item1, item2] list2: *anchor (Output) { "list": [ "item1", "item2" ], "list2": [ "item1", "item2" ] } http://magicspells.site.nfoservers.com/forums/discussion/48/anchors-and-inline-lists-and-mappings (edited)
Introduction I'm sure you all have seen something that is called a list or a sequence in yaml.
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ThatOneLance 21-Jul-20 01:11 AM
I see, thank you
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JasperLorelai 21-Jul-20 01:12 AM
Note that it does not work cross-file.
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It does seem like a decent addition
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ThatOneLance 21-Jul-20 01:27 AM
Yeah as much as it may be redundant, I personally feel it would make it simpler for everyone and such, but that's dependent on the devs so 🤷‍♂️ Trying out the anchors however (edited)
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JasperLorelai 21-Jul-20 02:06 AM
Well, I'd suggest the same sort of addition for other things such as effects in that case.
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JasperLorelai 22-Jul-20 12:49 AM
Suggestion: Add block data support. (edited)
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Suggestion Type: Addition Short Description: Add duration/distance to BlockThrow Long Description: Add duration/distance to BlockThrow, same as particle projectiles.
👍 1
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Deleted User 09-Aug-20 10:51 AM
Suggestion Type: Addition Short Description: A SAFECURRENT option for gate spell. Long Description: When using CURRENT option with gate spell you often from my experience get blocked due to blocks in the world your trying to teleport to, With SAFECURRENT it would teleport you to the nearest safe location in the world your trying to get to instead of blocking the teleport.
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Suggestion Type: Addition Short Description: Addition of circle-shape to the ReplaceSpell. Long Description: Since this is an option being recently implemented into various other spells, I think the ReplaceSpell should be able to use it. Currently it can only replace in a square shape. circle-shape would simply act as a Nova using this option would, being a flat circle shape, which could also end up forming cylinders with the height options. (edited)
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Suggestion Type: Addition Short Description: An option to limit the number of spells a player knows. Long Description: The short description says it, but I believe server admins should be able to set a limit on the number of known spells a player may possess, through a configurable setting. (edited)
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SublimeZero 19-Sep-20 01:06 AM
Suggestion Type: Addition Short Description: Add hasnbt modifier. Long Description: This modifier will tell you if the specified NBT tag is on the item specified. modifiers: - hasnbt (slot) (NBT) (action) modifiers: - hasnbt hand/offhand/armor/helmet/chestplate/leggings/boots/0-35 CriticalAllowedNBT required (edited)
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Deleted User 27-Sep-20 03:36 PM
Suggestion Type: Fix Short Description: Fix the projectile effect spell in entity’s hit spell. Long Description: When a specified entity hits the target via projectile effect spell defined in hit spells or attack spell,the entity won’t hug the target and cast projectiles from there rather from a distance so the projectile effect is clearly visible and make it like the entity is actually casting projectile effect spell. (edited)
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SublimeZero 06-Nov-20 07:00 AM
Suggestion Type: Addition Short Description: Add a collection: [collection name(s)] option to magic items, and an itemcollection modifier. Long Description: You can define what collection(s) an item belongs too. These are purely self-defined identifiers. The modifier will determine if the item you have in a particular slot is part of the specified collection. Ex: itemcollection hand SwordCollection required
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Suggestion Type: Addition Short Description: Add % placeholders for hour and minute cooldowns Long Description: Add %m and %h, which are similar to the %c for displaying cooldowns, but show as hours and minutes instead. Some spells I'm using (shops, giving items, etc) have long cooldowns but can only be displayed in seconds which looks messy.
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hackslashbash 12-Jan-21 03:42 PM
Suggestion Type: Addition Short Description: Add a min-altitude option for Windwalk spell. Long Description: Add a min-altitude option that controls the minimum height a player can be at while using a WindwalkSpell. If they go below the min-altitude, the spell will force them back up to min-altitude, much like how max-altitude forces them down. If there are blocks in the way, it'll just force them up as high as they can go.
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Suggestion Type: Fix Short Description: Use variable instead delay integer Long Description: Variable can use instead integer in any delay option ex) spell-delay: 40 -> spell-delay: [variable_name]
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Lucy Valeheart 20-Jan-21 10:47 PM
Suggestion Type: Addition Short Description: Use a replace-item in the disarm spell Long Description: Add an option to the disarm spell that, if don't-drop is set to true, will replace the item in the targets hotbar for the duration Ideally would support both standard item syntax and magicitems The use for this would be to prevent other random items from appearing in that slot until the disarmed item returns Possible default for this option: gray glass pane named "&8You have been disarmed!" or something Time with MS: 6 years (edited)
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pls dont ban. i have good intros 02-Feb-21 03:25 AM
Suggestion Type: Change Short Description: Change %t to instead of the username, it would be the uuid of the target Long Description: Rather than using the data spell to grab the entity’s uuid and then place it into a variable, if %t was changed to the uuid of the target, external command spells could work with mobs as well EDIT: OR add in %tuuid and %tusername as placeholders (edited)
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%t is staying
03:27
however I've already toyed with %t_uuid & %a_uuid
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pls dont ban. i have good intros 02-Feb-21 03:50 AM
👀 how does it work out?
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pls dont ban. i have good intros 08-Feb-21 05:15 PM
Suggestion Type: Addition Short Description: variable-mods-cast: - variable1 =variable2.<playername> Long Description: Grabbing values of a variable from a specific player. Adding string variable support would be also great too pls
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Suggestion Type: Addition Short Description: offhandprecise in modifiers Long Description: Condition passes when magic item is holding on offhand.
happyboy 1
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Suggestion Type: Addition Short Description: eff1: position: caster effect: armorstand duration: null armorstand: head: sk1 gravity: false duration: 0 ㄱ summon => delay1 => disable Long Description: use caster or target pos for summon armourstand it can be use less spell (edited)
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Lucy Valeheart 21-Feb-21 06:59 AM
Suggestion Type: Addition Short Description: Add replace-oldest-on-cap: true/false to pulsers/totems/other spells that have a numerical limit like that Long Description: make it so that, if the above option is true, it replaces the oldest totem/pulser block/etc rather than straight up refusing to place more Estimated time with MS: 7 years? i think
🧙‍♀️ 3
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Suggestion Type: Addition/Fix Short Description: Make collection modifier not require an action Long Description: In Larger collections that use cast/castinstead in the collection it can be pointless to have an action requirement in the modifier as the action/actions would have been fulfilled in the collection. Estimated time with MS: 5yrs
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Suggestion Type: Addition Short Description: Add can-enchant option to magic item. Long Description: If can-enchant is false, the player can't add enchantment to magic item using enchanting table. Only magic item configuration can add enchant. Estimated time with MS: 7 months
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pls dont ban. i have good intros 03-Mar-21 03:19 AM
Suggestion Type: Addition Short Description: hastotem modifier condition Long Description: checks if the player has a certain amount of totems active. the syntax would be hastotem <totemname> <operator><amount> Estimated time with MS: 1 minute
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^^this...we need this^^
10:49
i 2nd this...
10:51
<better if it could read totems and pulsars active> (edited)
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pls dont ban. i have good intros 03-Mar-21 09:24 PM
Suggestion Type: Addition Short Description: totem modifiers option Long Description: checks the modifiers of the totem whenever it pulses spells. If the modifier fails, the totem will dissapear.
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pls dont ban. i have good intros
Suggestion Type: Addition Short Description: hastotem modifier condition Long Description: checks if the player has a certain amount of totems active. the syntax would be hastotem <totemname> <operator><amount> Estimated time with MS: 1 minute
Already plausible with variables, I’ve done it before
00:16
You just remove the variable with the spell-on-break
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Suggestion: Addition Short Description: Add an equip and unequip passive trigger. Long Description: Passives triggers when you equip/unequip a item onto your armor slots.
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Suggestion Type: Add Short Description: add a circle-shape to the replace spell Long Description: actually this spell only replace in a cubic mode, it could be a great add to have the circle-shape.
✅ 1
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Suggestion Type: Add Short Description: add the possibility to choose who see the effect. Long Description: with visibility: origin(thecaster), target(the target) and all (to make all people see it). And if it's possible, do the same with the effectlib effect (edited)
👍 1
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pls dont ban. i have good intros 14-Mar-21 05:14 AM
Suggestion Type: Add Short Description: specific strings for modifier fails Long Description: Do you have multiple modifiers? Do they have different functionalities? Look no further, with this new addition, you can put strings for different modifiers whenever they fail! It works as a simple cast argument to ur modifier or anyway else the devs wanna do it Example: modifiers: - hasitemamount >14;reishishard required(str-failed: "Ahhh you dont got enough materials") - variable craftingstatus=1 denied(str-failed: "Ahhh you're already crafting some shit")
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Pretty certain you can already do this??
06:05
Not on my pc so I cannot check, but add $$[msg] no quotes
06:05
after the modifier action
06:06
It's a bit limited, you can't do certain things or use certain punctuation, but
06:06
I know you can do it
06:06
It may not be two $ if that doesn't work
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ye thats str on fail but It's a bit limited iirc
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pls dont ban. i have good intros 14-Mar-21 06:28 AM
wats the limits
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Semicolons, colons, quotation marks, a bunch of punctuation
06:30
Because you can't put it in quotes
06:30
You can't use things that would normally be used for yaml
06:30
you kinda have to just try it yourself to find everything it doesn't allow. I don't remember everything it prevents off the top of my head
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pls dont ban. i have good intros 14-Mar-21 06:32 AM
well this helps a lot
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pls dont ban. i have good intros 20-Mar-21 06:48 AM
Suggestion Type: Fix Short Description: Change the order of spell to process zones first before modifiers Long Description: When a spell has a chance 100 modifier with a spell, the spell is casted. I believe this is because the zones are processed when casting a spell after the modifiers are processed
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pls dont ban. i have good intros 21-Mar-21 04:15 AM
Suggestion Type: Change Short Description: Change region option to string list Long Description: Making multiple zones can be a hassle and isn't optimized. Changing the region option to accept string lists can eliminate that.
👍 2
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thewhizkids 29-Mar-21 02:16 PM
Suggestion Type: Addition Short Description: PassiveSpell trigger for natural health regeneration Long Description: A new trigger for PassiveSpells that listens for vanilla health regeneration from having a hunger bar value above 17, preferebly this trigger would be cancellable Estimated time with MS: 1~ year (edited)
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Definitely would be possible and interesting given the amount of ways health can be regenerated https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/event/entity/EntityRegainHealthEvent.RegainReason.html
declaration: package: org.bukkit.event.entity, class: EntityRegainHealthEvent, enum: RegainReason
14:24
I think it'd be a good addition.
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https://papermc.io/javadocs/paper/1.16/org/bukkit/event/entity/EntityRegainHealthEvent.html It wouldn't be hard to do either. I expanded ResistSpell to include healing from different sources.
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thewhizkids 29-Mar-21 03:08 PM
yeah i want to use it myself to disable vanilla health regeneration for a specific permission node that players may or may not have, since those specific players use their own magic spells based regeneration system, vanilla health regen interferes with it XD
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Suggestion Type: Addition Short Description: Duration and Distance for throwblock spell Long Description: So the throwblock doesn't last long after you use in the air or something; makes it easier to make cool ppj's that don't create lag Estimated time with MS: I have no idea (edited)
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Suggestion Type: Addition Short Description: add add-more-enchants(boolean) option in magic item Long Description: If magic item has enchants option can use add-more-enchants not to add more enchants to magic item with anvil. Estimated time with MS: 1 year (edited)
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Suggestion Type: Addition Short Description: beamSpell interactions Long Description: Adding interactions to beams would be, in short, extremely powerful. It would allow for greater accuracy and speed in systems currently utilizing particle projectile interactions. Currently, it is possible to add particle projectiles with interactions onto beams, but this may not be sufficient for certain systems. This can prove to be a bit inaccurate since multiple interactions may fire off. Right now, if you want speed, one may simply spawn in a particle projectile at the intended location for an instant interaction. However, this foregoes “data checks” (entities, blocks, or particle projectiles in the way). Having beam interactions would possibly allow for both speed and data checks, since beams technically travel but can still be stopped. One should note that this does not invalidate using interactions via particle projectiles. Interactions on both instant and non-instant projectiles have their own different uses. The fact that particle projectiles travel over time can be used similarly to a DELAY on a MultiSpell, for example. Because both styles can have their use, it would be preferred for spells to interact regardless of their spellClass, if possible. A beam with a beam, a PPJ with a PPJ, a beam with a PPJ, and a PPJ with a beam. Admittedly, I do not see much use for this at a more casual level (the fire + water = steam level), simply because it may be difficult to time a beam with another attack.
👍 9
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Discord Quality of Life suggestion: similar to how we have different roles depending on how you've progressed through the plugin I think creditability roles would be good for people who seek out commissions. Credit Level: 1-3 you'd progress these roles by having people rate you as a commissioner like when you go to a fancy restaurant and rate it obviously there can be malice in this feedback so it could be taken as a grain of salt however it was just an idea. I also think having commission roles could help a lot people just completely ignore the rules etc.. but if they see a commissions: closed/open role it could stop or entice them. Just a thought I don't expect it to be taken seriously 💞 (edited)
emoji_56 1
👍 1
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I expect people to react with emotes and base it off that but I could lock emotes from being posted then put an upvote and downvote on all of them
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I was thinking a possible way of doing this is a reviews channel and in there you would review the person you commissioned in any sort of way and the more positive reviews you have the more "points" you acquire slowly building up your credit as a reliable person. I also imagine this being used for people who seek out people to commission them. You'd be able to review them so people are aware of them if they're untrustworthy for example: "This person was an unreliable client, they didn't provide sufficient detail within their descriptions or references material. They further refused to pay for my work because they didn't like the colour of an effect etc..". it could be a channel where you can only read your own messages so people can't just bombard the same person with negative or positive reviews and they would need to be reviewed to ensure the commission actually went through and it isn't just a fake review, however I doubt this would be too much of an issue besides a few trolls or salty clients.
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Suggestion Type: Addition Short Description: orbitSpell interactions Long Description: Adding interactions to orbits would be, in short, extremely powerful. It would allow for greater accuracy and speed in systems currently utilizing particle projectile interactions. Right now, the big problem the more player-oriented interaction systems have is the fact that they are meant to store data about and within 3D space. However, players are constantly moving. Orbits are unique in that they constantly have their location updated to follow the player, while still being considered one spell. So my suggestion is that orbit spells should be able to be collided with via interaction. (And that anything that can interact can collide with anything else that can interact.) In other words, orbit interactions would allow projectilesToCollideWith and spellsOnCollision to be kept with the player. By keeping all these interactions with the player, you can apply the more complicated logic onto the player MUCH more easily. With only particle projectiles, the data would be stored at the initial cast location. And every time I would want to change that data, I would have to search for that location, which is hard because players can move around and go about the game. On a more casual level, I'm sure orbit interactions have their use as well. You can use them like a shield for certain attacks, since spells that collide usually do not "end" or "hit" normally. Being able to "cast and forget" a spell that also interacts has cool implications on attacks or changing the environment. I'm sure people who use orbits for slashes would appreciate this too. Overall, I GUARANTEE you that such an addition would REVOLUTIONIZE MagicSpells. More than PPJs currently do. Like imagine if you had the logic behind the chess system, or the calculator, or Conway's Game of Life, but for players?!? Systems like these aren't even that intensive, they're like 500 lines or less. (edited)
smugprotomerlinstaringatyoursoul 2
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Suggestion Type: Addition Short Description: caster interactions only Long Description: With the above, a way to make interactions only happen with the caster's own spells becomes even more important. It should be a config option directly on the spells that will interact themselves. Right now, there is no way to isolate interaction systems among players. I think this was what projectile modify's claim-projectiles was supposed to do. But that spell and config option has a couple of problems. Projectile Modify is extremely finnicky and difficult to configure. It can also have its quirks with accuracy. Furthermore, because projectile modify does not exist, does not travel, does not target, etc., it is significantly more "dumb" than particle projectiles. They do not have the same capacity for logic. Also I dont think it even works lmao As such, there should be something like allow-caster-interact-only within particle projectiles and whatever spellClasses have interactions. There is a allow-caster-interact: false to make it so that the caster cannot interact with their own projectiles. Rn I'm essentially suggesting the opposite. (edited)
smugprotomerlinstaringatyoursoul 2
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I'm not a direct fan of that
18:10
Maybe can-interact:
18:10
Caster, others, etc
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like can-target?
18:10
sick
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It reduces the lines and is better appearance wise
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Suggestion Type: Addition Short Description: Unique effect intervals for each effect for particle projectiles. Long Description: Unique effect intervals for each individual effect inside of a particle projectile spell would allow for more dynamic control over effects, allowing you to fully control each individual effect to how you want it to be played within the particle projectile. (edited)
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effect-interval: TICKS
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Does that work for each individual effect?
17:56
I thought that was only a buff option
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Why would that only be a buff option
17:58
It's listed right on the effect wiki page
17:58
whatdoformat
17:58
Why is it listed as buff specific
17:59
It works on anything that has some sort of "duration"
17:59
Ex supports the special position more than once
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JasperLorelai 06-Dec-21 08:04 PM
Reeee
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This is why
20:18
I thought that
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Dragon
Why is it listed as buff specific
I know
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Wolf once told me it was buff only I’m p sure
03:32
So I just stopped using it
03:32
LMAO
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JuviaEnjoyer 16-Dec-21 02:57 AM
Suggestion Type: Addition Short Description: Giving modifiers to effects Long Description: Allow varying effects within a single spell to play based on modifier conditions. example: effects: effect: sound position: caster sound: entity.generic.explode effect-modifiers: - onblock dirt required Estimated time with MS: 4 months (edited)
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You can already do that with just normal modifiers playing a dummy spell
02:58
buff spells also support the modifiers section in the buff position
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JuviaEnjoyer 16-Dec-21 02:58 AM
Yeah, that's true, the coding to add that would probably not be worth the few spells it'll end up cutting 😓
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It'll likely be added in the future but it is currently possible
02:59
just like armor stand effect will be supported outside of projectiles
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Whoever adds that is getting a huge smooch
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Original message was deleted or could not be loaded.
I used the duration option because I thought it might not be possible for each effect to have individual durations, you could make it like this: effects: #This option replaces the "type" option - speed 0 60 - strength 1 120 - resistance 2 240
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Original message was deleted or could not be loaded.
that would be really good
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Suggestion Type: Addition Short Description: The ability to change display messages. Long Description: What I mean by this is change where they are displayed exactly. For example having a config option to display cooldown messages in the action bar etc. I think it could be useful to some people who may want to change this such as myself. Chat spam is never fun especially when a cooldown is close to being up and people spam click and their chat is flooded. Yes I am very aware this is a niche suggestion and I don't expect much to come of it however there is no harm in suggesting it. Estimated time with MS: 4+ years.
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pls dont ban. i have good intros 21-Jan-22 12:00 PM
Suggestion Type: Addition Short Description: Update inventory in MenuSpell whenever a variable used in it is changed Long Description: When item lores with var replacement are displayed in the MenuSpell, if the variable is changed, the menuspell will not update its value unless you close the inventory and open it again. Thus, displaying timers in menu spells are inaccurate unless you keep opening and closing the inventory. Estimated time with MS: 4+ years.
👍 1
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JasperLorelai 21-Jan-22 12:24 PM
It's possible for the variable to change in a shorter period than the whole inventory being constructed. For that reason the change is unsafe as is a passive trigger for variable change.
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Suggestion Type: Addition Short Description: PlayerItemConsumeEvent passive trigger. Long Description: On the spell config we have consume-cast-item which is great, but gives limited control, I would like to make a drinkable potion that give a short buff but can be consumed more than once so I need the option to cancel-default-action. Estimated time with MS: 9+ years.
👍 4
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SublimeZero 26-Feb-22 07:35 PM
Suggestion Type: Addition Short Description: An option for the MountSpell called "rotate-on-movement: (true/false)" Long Description: The option "rotate-on-movement" when true is the current behavior, where when the player presses WASD, the mounted entity will turn in that direction. When the option is false, the mounted entity will not turn with the player when WASD is used. Estimated time with MS: 6-7ish years.
ThumbsUpAnimated 3
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pls dont ban. i have good intros 11-Mar-22 10:42 PM
Suggestion Type: Addition Short Description: An option for the ItemSerialize spell called "slot: (int value)" Long Description: Seriaizes the item in the slot number rather than the hand item Estimated time with MS: 6-7ish years.
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pls dont ban. i have good intros 12-Mar-22 01:01 AM
Suggestion Type: Addition Short Description: Variable cast to recognize external spell names Long Description: Variable cast only works with internal name. Please make it with external names as well Estimated time with MS: 6-7ish years.
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Just wait for it to be added to the spell
22:32
Magic items also won't support var replacement
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Suggestion type: Add Short description: add Chanel learning hub spanish. Long Description: I suggested creating a Spanish learning hub channel for Spanish-speaking people who want to learn and answer questions
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This is actually something we've brought up (as a community) in the past but it's a lot to maintain because most people here don't speak spanish and a it becomes a moderating risk (edited)
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I would choose to give it a trial time and that the moderators do not have the obligation to answer in the channel, if experienced people who speak or know Spanish
17:04
and if the person needs more professional help, dedicate a few minutes to the google translation hehe
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Unfortunately this discord is an English discord and a majority of the staff is English only. I'm against adding channels specifically for any language. If there is an issue people can ask using some form of translate or open a thread
🤌 2
👌 1
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pls dont ban. i have good intros 30-Mar-22 10:15 PM
Suggestion type: Add Short description: replace paste spell with StructureSpell Long Description: No more worldedit paste spell. Structures better. Use the structure blocks in vanilla mc to paste in structures. Would be nice instead of spawning a block to generate the structure
👍 1
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At first I wasn't sure if that's possible without the use of the block and/or command (which is only available in Bedrock) But upon researching it, it's entirely possible. It's a yes from me.
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pls dont ban. i have good intros
Suggestion type: Add Short description: replace paste spell with StructureSpell Long Description: No more worldedit paste spell. Structures better. Use the structure blocks in vanilla mc to paste in structures. Would be nice instead of spawning a block to generate the structure
👍
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JasperLorelai 30-Mar-22 10:35 PM
I wouldn't say "replace". Just add a variant for structure files.
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pls dont ban. i have good intros 30-Mar-22 10:37 PM
Paste spell is just too buggy
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JasperLorelai 30-Mar-22 10:42 PM
It shouldn't be removed though.
22:43
Also, iirc, Chrono had issues reading their source code at the time, and it wasn't touched since.
22:44
Could you also edit the suggestion to say "StructureLoadSpell" so that it's easier to one day implement a save spell too.
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pls dont ban. i have good intros 30-Mar-22 10:55 PM
Tbh it would be extremely hard to line urself up to save structures
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JasperLorelai 30-Mar-22 11:18 PM
Why do you think so? Besides, that won't be the only position configuration. (edited)
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pls dont ban. i have good intros 30-Mar-22 11:44 PM
Hmmm it might be a good idea
23:45
So players can post their structures into the world
23:45
Not bad jasper. Now make the pr 👉👈🥺
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This can be done in the current MS
00:43
Easily
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pls dont ban. i have good intros 31-Mar-22 01:10 AM
with external command spells yes
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hellstrucked 31-Mar-22 12:29 PM
It would be nice if you could make the paste spell flip wherever you look
12:30
Is that possible?
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Suggestion Type: Addition Short Description: Interrupt spell cast time if the player switches item. Long Description: spell cast times can be interpreted by moving or taking damage, think a nice addition would be to require the player to hold the cast-item during the cast, perhaps add the config option interrupt-on-item-switch? Possible issues, spells don't require a cast item and if you can cast from the offhand does that need to be considered? Estimated time with MS: 9+ years.
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pls dont ban. i have good intros 13-Apr-22 12:58 PM
Suggestion Type: Addition Short Description: Disable scientific notation in general.yml Long Description: Sometimes I gotta do some math with like variables and stuff and I don’t like to count decimal places. I would like it if variables aren’t displayed with scientific notation. My scrap paper has a lot of u’s in it from counting all the places Estimated time with MS: 1 hour.
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JasperLorelai 13-Apr-22 03:29 PM
Can you give an example of what you currently have issues with and what you'd like it to look like. I ask this because scientific notation looks like this: 1e2, where e replaces *10^ - 1 * pow(10, 2)
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pls dont ban. i have good intros 13-Apr-22 03:34 PM
# for 'aaa', animation frames 0-8388607 are not autoplay. numbers past 8388608 defines starting frame to auto-play from with smooth interpolation (suso's idea) # auto-play color can be calculated by: 8388608 + ((total duration + ([time query gametime] % 24000) - starting frame) % total duration)
15:34
So I’m currently playing around with this equation
15:35
How I usually work these equations is I calculate it by hand first to get the order down correctly. Then I go ahead and make the equation into ms problem with displaying the variable here is that
15:35
Whenever I do /ms variable show <varname>
15:35
It displays it with scientific notation
15:35
Making it harder for me to calculate it by hand
15:36
Extra steps
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JasperLorelai 13-Apr-22 03:40 PM
How does it display exactly is what I mean. I'm assuming that you're possibly naming it wrong, but I can't tell.
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pls dont ban. i have good intros 13-Apr-22 03:50 PM
It’s like
15:50
73237E182372
15:50
Or sum like that
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JasperLorelai 13-Apr-22 06:03 PM
What are you calculating to get those numbers... What the hell...
18:03
That's 73237 * 10^182372
18:04
But anyways, that counts the zeros for you? That's what scientific notation is for. Why do you want to disable it?
18:05
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That's a rather large change to MagicSpells
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pls dont ban. i have good intros 13-Apr-22 06:11 PM
I just find it easier to read at times
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And it doesn't seem useful
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pls dont ban. i have good intros 13-Apr-22 06:11 PM
cryIgnore
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Realistically you shouldn't be going that high number wise
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pls dont ban. i have good intros 13-Apr-22 06:11 PM
Ok how about a targeted scoreboard spell that changes the objective value of a player
18:12
External command spell
18:12
The only scoreboard spell is already in
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pls dont ban. i have good intros 13-Apr-22 06:12 PM
I get anxious looking at external command spells
18:12
Seems hefty on the server
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pls dont ban. i have good intros
Seems hefty on the server
Yet you use obj mc which some computers can't even handle and do much more strenuous things than using an external command spell
18:14
sip
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pls dont ban. i have good intros 13-Apr-22 06:14 PM
I just use it for the animation
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Doesn't meant some computers can't handle it
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pls dont ban. i have good intros 13-Apr-22 06:16 PM
I make my models in blockbench
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JasperLorelai 13-Apr-22 06:19 PM
In what way is it easier to see the zeros? Scientific notation is literally meant to make it easier.
18:20
It's not even possible to display it properly like that, I don't think. You'd have to convert it into a string. You can't do math with it either.
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pls dont ban. i have good intros 13-Apr-22 06:29 PM
Like on scrap paper
18:30
I would have to list the scientific notation
18:30
And then like
18:30
Do the u trick in order to count the places
18:30
It’s just an extra step
18:30
Also how is objmc unoptimized I wanna know how I can make it more optimized
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JasperLorelai 13-Apr-22 06:45 PM
The reason why Java puts some stuff in scientific notation is because it can't store it as a normal number. The only way to display it is to display it as a string. I can send you a JS code for the JS PAPI Extension which does that, but bear in mind you can't do math with that. It's also stringified.
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pls dont ban. i have good intros 13-Apr-22 07:08 PM
Yea send me the code for it
19:08
Also I figured that was the case
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JasperLorelai 13-Apr-22 07:16 PM
function getFullNum() { var num = args[0]; var splits; if (num.includes("e")) splits = num.split("e"); else if (num.includes("E")) splits = num.split("E"); if (!splits || !splits.length) return num; var final = splits[0]; var negFinal = final < 0; if (negFinal) final = -final; var dec = splits[1]; var negDec = dec < 0; if (negDec) dec = -dec; for (var i = 0; i < dec; i++) { if (negDec) final = "0" + final; else final += "0"; } if (negDec) final = "0." + final.substring(1); if (negFinal) final = "-" + final; return final; } getFullNum();
19:17
Lmk if you need help setting up the expansion. Otherwise, we'll clear the chat.
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pls dont ban. i have good intros 13-Apr-22 07:33 PM
Yessir
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pls dont ban. i have good intros
Yessir
JasperLorelai 13-Apr-22 07:47 PM
Adds javascript placeholders. Contribute to PlaceholderAPI/Javascript-Expansion development by creating an account on GitHub.
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Suggestion Type: Addition Short Description: Extra options for entomb. Long Description: For as long as I've used MS, I've always wanted to be able to stretch out entomb. Since there are problems with the Materialize spell, I feel like this option would allow a super simple option for those who just want to... entomb, just bigger, and to get around using something a little more complex such as Materialize. This suggestion isn't to rid off materialize completely, but to add options to a spell that's been around since nisovin that still has very little options to it. Options I suggest: - Height - Radius and/or Area - Patterns (I personally don't care for this option, but I figure I suggest it because there might be other opinions / this could also be used to give some prettier entomb options.) Estimated time with MS: 4 years. (edited)
10:27
:^)
10:28
If even possible with plugins
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pls dont ban. i have good intros 16-May-22 11:00 AM
Woahhh looks like I found my next project
11:01
Wait nvm it doesn’t do what I expected it to do
11:01
This is already possible with image effect
11:01
U just need to have multiple layers of the image effect
11:01
For each cross section of the 3D model
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Naruto server scripters are gonna download susanoo models and form them out of particles
19:17
This is like 1000 steps back
19:18
The server nuking from one of those particle models alone, let alone people using that with other spells, or people using MULTIPLE of those is going to be... pain
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Dude for real
19:18
Susano’os were the first thing I thought of
19:19
Fuhhh
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Like I've already seen too many people mash together sphere effects with offsets to create full models that perform like garbage server-side
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pls dont ban. i have good intros 16-May-22 07:49 PM
I thought he meant turning obj models that act as particles
19:49
Would’ve been sick
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Deathdusk
Naruto server scripters are gonna download susanoo models and form them out of particles
Ong LMAO
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Block Crack/Breaking animation effect with different variations is needed :^( https://imgur.com/a/8d1jr3e (edited)
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Block cracks are a overlay, not a effect
00:24
Also @@Shen, next time you suggest something, could you follow the format please
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Deano
Block cracks are a overlay, not a effect
It's possible
00:29
It's packet manipulation, I made it for my server but it only works on one block because I don't fully understand packets.
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Deano
Also @@Shen, next time you suggest something, could you follow the format please
Mb
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Dragon
It's packet manipulation, I made it for my server but it only works on one block because I don't fully understand packets.
:^o
00:54
It would be crazy to have different shapes and patterns on projectile impact, spell activation etc (edited)
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pls dont ban. i have good intros 18-May-22 01:45 AM
cant u do it with shaders already?
01:45
oh on projectile impact
01:45
nvm
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pls dont ban. i have good intros
cant u do it with shaders already?
Nah
01:53
I saw Wynncraft use it in their new update on a trailer nd thought it emphasised and made spells look and feel more impactful
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Gaulois Santana 18-May-22 01:57 PM
Damn, ability tree is definitely something i'll be looking for
13:57
looks so good
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The trailer is nice
17:05
Just use models don't use sphere effects to make models out of particles
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Lilith
Just use models don't use sphere effects to make models out of particles
I'm talking OBJ models
18:58
Pretty much "3d image effects"
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Gaulois Santana
Damn, ability tree is definitely something i'll be looking for
Fr
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Deathdusk
The server nuking from one of those particle models alone, let alone people using that with other spells, or people using MULTIPLE of those is going to be... pain
I mean obviously with the ability to reduce the amount of particles lol
19:22
??? This is an obj model
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Many clients won't be able to handle obj models
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pls dont ban. i have good intros 19-May-22 07:41 PM
I dropped 1 fps with that model
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@Shen
I mean obviously with the ability to reduce the amount of particles lol
it would require a large amount of particles to render any model beyond a cube or a sphere
19:51
regardless of if you decreased the amount of particles used
19:51
it would either look lazy, worse than models, or be way too laggy :c
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Gaulois Santana 19-May-22 07:53 PM
conclusion : use custom textures
19:55
even with redstone dust sizes and simplistic models it still needs to turn geometry into particles (edited)
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Trident spell similar to the bow spell that is casted wherever you throw a trident, currently there's no way to cast a spell on a trident throw
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JasperLorelai 26-May-22 09:39 PM
You can use the Projectile spell for some of your needs, but it's true that it's not as extensive as the suggestion you're making.
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Yeah we have been considering using that with cast-time but it isn't as intuitive as normal minecraft throw, and it the arc in which the trident is thrown is not the same
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Add a “variable modified” trigger
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Brimkx
Add a “variable modified” trigger
Monster Reborn 29-May-22 05:49 AM
this is already plausible
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Thought so good someone else got it
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Most likely not going to happen
06:20
That could lag out servers easily and it's already been discussed that it's just going to be a source of lag
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Suggestion Type: Compatibility Short Description: Better Compatibility with Incantations & chat plugins Long Description: Chat plugins & Incantation spells currently are very limited i think it would be cool to add better compatibility with chat plugins as it kinda Impairs the user to use certain chat plugins with limited customization. Estimated time with MS: a year and a half
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Suggestion: make the modify cooldown spell be able to increase cooldown except for just being able to reduce it, no way to increase cooldown currently
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Modify Cooldown can increase cooldown. I just tested it out on my local.
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Suggestion Type: Addition Short Description: Have the RoarSpell implement TargetedEntitySpell. Long Description: Having the RoarSpell implement TargetedEntitySpell would allow for more specific mob targeting/casting in base MS, for example, allowing for the creature spawned by a MinionSpell to target entities based on customizable threat levels. Estimated time with MS: 2 1/2+ years.
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~fetch roar
✅ 1
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Dragon
~fetch roar
Wizard 2.4 BOT 13-Jun-22 10:03 PM
Source Code
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Honestly this probably won't be implemented since I intend to make a broader "aigoalspell" or something
22:04
Which allows you to more indepth control ai
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Will that allow me to make the targeted mob aggro me specifically (or individual specific players), instead of just whoever
22:16
Also make them flee
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pls dont ban. i have good intros 13-Jun-22 10:16 PM
Is this that mob path ai thing
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Stuff like that
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pls dont ban. i have good intros 13-Jun-22 10:16 PM
That we’ve been talking about for a year
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I already have it on SR but it's very unpolished lmao
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pls dont ban. i have good intros 13-Jun-22 10:16 PM
🙃 sharing is caring
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I make mobs run cross map at their target and you can make mobs flee from you too
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make them circle Matt like sharks
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pls dont ban. i have good intros 13-Jun-22 11:38 PM
No I don’t like sharks
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Dragon
Also make them flee
Would be cool if you could make players flee
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Can't
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Being able to control players movement would be cool
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Dragon
Can't
Tps
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Making pseudo player controls is a whole avenue of design
18:25
I think it's a pretty fun mechanic tho (for the user)
18:26
Just gotta ensure they don't oneshot adversaries with fall damage
18:27
I had to interject against a forced-fall meta on my server once thedamnformat
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I was thinking of taking PPJ dance casting and, instead of making you control other players, make it so that you control yourself, in the future
19:01
Kinda like recording and replaying inputs (edited)
19:01
Also what ever happened to that plugin that allowed ops to control people
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I think it's no longer worked on, was pretty fun tho
19:09
Let's move from #suggestions btw
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Type: Addition Short Desc: Target Creative players Long Desc: Allow spells to target players in Creative somehow. Fairly self-explanatory. Not particularly useful for combat, but may be good for systems beyond that. Time with MS: 1 year, but spread out a lot (edited)
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JasperLorelai 17-Jun-22 12:10 AM
You can edit that as an Addition. Survival-type targeting is hard-coded, and it would be useful if you could, at least through general.yml change gamemode targetting.
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Monster Reborn 23-Jun-22 06:53 AM
Suggestion Type: Addition Short Description: Be able to set a stack size limit for a magic-item. Long Description: Be able to set a stack size limit for a magic-item. Estimated time with MS: Around... Uh.. *I can't remember when I first started* While typing this I realized it is possible with the use of Variables and setting limits, figured it would be easier for the public / people who don't know how to use this yet. ❤️
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Suggestion Type: Fix Short Description: Entity effect fails the spell if you spawn certain mob types without defining certain entitydata Long Description: If you use certain mob types such as tropical fish or horses, which have many variations, you will cause a bug where the spell does not occur but the mob is spawned. This occurs when you do not specify stuff such as colours or patterns for the mob, and instead a random variant is spawned. Estimated time with MS: 3+ years (?) (edited)
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Type: Addition Short Desc: Crawl buff spell Long Desc: Add a buff spell that allows players to crawl without needing a block over their head. Time with MS: 1 year (edited)
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JasperLorelai 30-Jun-22 02:59 AM
That's not possible as it is a Minecraft limitation to be able to crawl. When I mentioned a block, the block can be a barrier btw, possibly even a fake block - but I'm not sure if other players will see your crawling or standing even if you will.
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Type: Addition Short Desc: Sound/Vibration trigger or buff Long Desc: With the addition of 1.19, skulk sensors were added to minecraft. These were added with the feature of sensing vibrations/sounds (i think the warden also uses this). Playing on this effect, this trigger would be based on different sound effects the player makes, allowing them to cast spells using certain sound triggers. *This would also expand on the current MS sound effect system. Time with MS: tbh not sure (Forgive my lack of experience on the coding end, as I assume this would be a trigger rather than a buff) I would be happy to elaborate more on this if questions arise (edited)
05:16
one sec
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that's not something we can do
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Is it a minecraft limitation?
05:20
Because i noticed that there are vibration types on the wiki, so i thought that could be applied in future MS updates in some way (edited)
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JasperLorelai 30-Jun-22 05:29 AM
Seems like neither Paper not Spigot implemented an event we could make a trigger for. We can't easily detect vibrations. With that said, it's possible there are other ways to do it, but they're probably slightly tricky. Or maybe they will add an event at some point in the future.
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JasperLorelai
Seems like neither Paper not Spigot implemented an event we could make a trigger for. We can't easily detect vibrations. With that said, it's possible there are other ways to do it, but they're probably slightly tricky. Or maybe they will add an event at some point in the future.
Fair enough. 1.19 is still pretty new so i wouldn’t expect them to have anything major like that for it yet
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JasperLorelai 30-Jun-22 05:34 AM
Actually, people are wondering why it hasn't been done. Paper doesn't want to do it if Spigot already will, but they don't know why they haven't.
05:35
To be fair, this was from a conversation I read a month ago. It's a demanded event though. It'll come.
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JasperLorelai
Actually, people are wondering why it hasn't been done. Paper doesn't want to do it if Spigot already will, but they don't know why they haven't.
🤔 odd
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Type: Addition Short Desc: Allow buff spells to run effects at a target while still being used by caster Long Desc: Allow targeted spells like targeted multi-spells or AreaEffect spells to run the buff still using the caster, but applying the effects at the target. For example, a StoneVision spell might be ran where the player looks, allowing the caster to see through blocks near where they looked instead of only at themselves, or a Walkway spell might be ran at a targeted player to help them across a small gap. Time with MS: 1 year (edited)
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Type: Addition Short Desc: Make a custom biome effect/spell Long Desc: Custom biome effect/spell that allows you to change sky color, block color, fog color for the players and/or the blocks effected (edited)
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Suggestion Type: Addition Short Description: Swing Effet Long Description: Allows the caster to swing from targeted point - and a rope type material like a lead. or fishing line. other options would be how much you get pulled towards the point at the same time as swinging. If you can control your velocity direction while swinging. Estimated time with MS: 4 months? (not quite sure what this means but im assuming its development)
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Type: Addition Short Desc: Freeze effect Long Desc: Add an effect that gives the target the freezing overlay shown when they take freezing damage from powdered snow. The player's model also shivers when "frozen", but maybe that could be a separate toggleable option. Time with MS: 1 year
22:44
(on another note, maybe a better idea would be an overlay option overall, with other stuff like portals as options)
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