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Spell Lib
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Adds a bunch of spells for other projects to use, with customization. Makes projects that want to add spells easier to make, with any casting system.
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This is a library, not a content mod. It does not add gameplay functionality alone, and you will need to use commands or install a project that uses it to cast any of the spells it adds.
Description
Adds spells to the game, to aid creators of magic mods and datapacks. Works in vanilla, but there is no casting system built-in, as this is a library and meant to be a base for other projects, not used alone.
To use the spells:
Use /function spell_lib:spells/<spell> {<args>}
Spell list with testing examples
| description | :
- sonic_boom | Makes a beam similar to the Warden's sonic boom attack. | owner, length, damage
/function spell_lib:spells/sonic_boom {owner:"@p",length:3,damage:5}
- lightning_strike | Strikes lightning after a delay, giving particles as a warning. Take cover to protect you from the lightning. | target, time_until_strike, warning_period (the delay between bursts of particles)
/function spell_lib:spells/lightning_strike {target:"@p",time_until_strike:200,warning_period:10}
- cloud_tp_and_invis | You vanish in a cloud of smoke and go invisible/teleport away from your location. | owner, tp, sound, radius, has_invis, invis_time
/function spell_lib:spells/cloud_tp_and_invis {owner:"@p",tp:true, sound:true,radius:10,has_invis:true,invis_time:3}
(updated in v1.0)
Using the library
If using the library, please add it as a dependency, whether your project is a datapack or mod. Do NOT just copy the files inside. Feel free to use as many of my spells as you want, and add an interesting, unique way to cast them. You can even use them in ways other than spells. Before using it, remember to understand how the command arguments work and interact. For example, it won't work with @s (even when you run it yourself) or a selector without quotes (owner:Name works, owner:@p doesn't work, owner:"@p" works). You also need to run the command with every argument, even if one like has_invis in cloud_tp_and_invis cancels out others (like invis_time). Try the example commands in the spell list to understand each one. Also note that using a spell will cancel out active spells of that type (for example, if one player casts lightning_strike then another casts it before the first player is struck, only the second player will get struck.) However, one command can target multiple entities (owner:"@e" will cast the spell as every entity, but they will all run at the same time and with the same settings.) Since the library uses function macros, heavy use of spells may cause performance issues. If publishing a project using this, it would be helpful to mention this. Note that these macros are only run when spells are active, and not run every tick (updated in v1.0)
Versions
Supports Java Edition 26.1 - 26.1.2 (older versions untested)
Compatibility
Incompatible with anything with the same filenames. Test the commands in singleplayer before using them, to understand how the commands work.
Casting a second spell of the same type before one has ended will overwrite the old spell and transfer it to the new owner, target, or config.
Uses function macros. May affect performance, although I don't know the extent. Test it on the computer running the datapack, and try things such as many spells targetting many entities to determine the effects. If you're using the library, please add this disclaimer.
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