[Bug] Display name of Wand Item, Effects display name of Spells. + Lore on spells not working
Ash10744 opened this issue · 9 comments
Version: Magic-10.8.1
Server Version:
Config of Wand:
# This is the key name of this wand
# It must be unique across the server, and is used in commands such as /wand and /mgive to refer to this wand.
Fluffys_Cake:
# These track who created what spells, you can remove them if you want
creator: Ash10744
creator_id: 1ca75b77-6280-4eb3-8c86-58cf8ff13d8e
# Name and description may be added here and will appear in lore for this wand.
name: Fluffos Cake
description: Don't eat it
display_name: §8[§5Unique§d+§8] §5Fluffos Cake
lore:
- §8―――――――――――――――――――――――§d―――§8―――――――――――――――――――――――
- §eA Magical Staff of the Fluffy
- §8―――――――――――――――――――――――§d―――§8―――――――――――――――――――――――
- '§cMana: §3$mana'
- '&CCurrent Spell: §f$spell'
- §8―――――――――――――――――――――――§d―――§8―――――――――――――――――――――――
# Inherit from the base_wand template to get basic wand functionality
# Such as spell inventory and key bindings
# Other options include: basic_wand, base_bound, base_magic
inherit: base_wand
# Choose an icon, this is the item the wand will appear as
icon: Crossbow{CustomModelData:10010}
# Give the wand some mana for casting
mana_max: 5000
mana: 5000
# The wand regenerates this amount of mana every second
mana_regeneration: 5000
# Give the wand some spells to cast
spells: []
Config of Spell:
# This is the key name of this spell
# It must be unique across the server, and is used in configs and commands such as /mage, /wand and /mgive
# to refer to this spell.
spark:
# These track who created what spells, you can remove them if you want
creator: Ash10744
creator_id: 1ca75b77-6280-4eb3-8c86-58cf8ff13d8e
# Name and description may be added here and will appear in lore for this spell.
name: §8[§dSpell§8] §6Spark
description: The user conjures forth a spark to cause light.
lore:
- §8test
- '§8%xp%'
# Choose an icon, used when showing this spell in a wand inventory.
icon: meteor
category: combat
worth: 0
earns: 0
cooldown: 10
upgrade: true
actions:
cast:
- class: EntitySelect
actions:
- class: CustomProjectile
effects:
cast:
- class: EffectSingle
sound: entity_generic_burn
location: origin
color_override: color_override
effectlib:
class: ConeEffect
particle: flame
lengthGrow: 0.1
radiusGrow: 0.003
updateLocations: false
updateDirections: false
parameters:
allow_max_range: true
velocity: 200
range: 8
hitbox: true
target_type: Damageable
player_damage: 2
entity_damage: 4
target_breakables: 1
cooldown: 15 seconds
reorient: false
destructible: solid
destructible_durability: 50
break_durability: 2
undo: 10000
costs:
mana:
Bug Proof:
The Spell with the display name on the wand:
The spell without a display name on a wand:
I also found it works fine if the spell is in my inventory not on my Hotbar. So I believe this to be a bug.
The lore on the spell doesn't also display properly I am unsure if I have done something wrong but it won't display properly despite the wand I am using.
If I'm understanding what you're saying, this is intentional. Otherwise when you switch spells by using the hotbar it will look very glitchy as Minecraft wants to show the name of the spell for a brief moment.
This is why all the spells in your hotbar are usually renamed to include the wand name.
When using a fixed display name for the wand, it doesn't show the spell name and so has to resort to renaming all of the spells to be just the wand name.
It's possible I could change this for wands that don't use inventory mode or other special cases, but that is the reasoning behind what's going, let me know if that does not make sense.
Yeah what I am saying is I am trying to rename the spells to be different and not include the wand name, is that possible or?
No, because it will cause the UI to glitch out.
I can leave this ticket open and add a way but you probably won't want to use inventory mode in that way.
Ah okay, I will see if I can reformat the name, and the lore on the spells is that the same? Or can that be solved?
For spell lore, you can use description
then I think you could turn off all the auto-lore via messages.yml, that'd turn them off for all spells in the game though.
Alright yeah thanks for the help if there is a way that could be implemented that'd be fantastic 😀
(The naming of spells mainly)
Alright I will look to see if I can do that. We are limiting spells on my server so it's all manually added to a wand for a player. So it wouldn't really matter about all the lore stopping as long as I could essentially do custom lore. For each one I have created
The next dev build (https://jenkins.elmakers.com) will have a new wand parameter spells_use_wand_name: false
to use the bare spell names, as well as support for a lore
string list on spells to replace the autogenerated lore.