The Art of Spell Crafting
Alpha 1.0.0 is Released!
Today we proudly present the very first alpha release of “Wizards of Lua”.
If you are interested into this mod at this early stage, please feel free to
download and install it.
Make sure to read the introduction in order to get some hints
about how to use this mod.
If you have some feedback or a self-made spell you want to share with us please post it on the forum thread for the alpha release.
For bug reports please use our issues tracker at GitHub.
The following features are implemented so far.
Implemented Features
- Wizards can cast spells using the /lua command.
- Wizards can list all active spells using the /wol command.
- Wizards can break all active spells using the /wol command.
- Spells can be casted by command blocks.
- Spells can create any available block using the Blocks module.
- Spells can read and modify all block properties using the Block class.
- Spells can copy and paste blocks using the Spell.block property.
- Spells can read and modify a small amount of entity properties using the Entity class.
- Spells (in fact all entities) can be moved around.
- Spells can be made visible.
- Spells can execute any Minecraft command. This includes casting other spells.
- Spells can be sent to sleep for a certain amount of game ticks.
However, this version is marked as Alpha, which means that there are still
important features missing.
The following features are planned to be implemented before we make the final release.
Planned Features
- Spells can read and write more entity properties.
- Spells can read and write entity NBT data.
- Spells can query for entities.
- Spells can receive in-game events, e.g. Left-Click, Right-Click, Player-Logged-In, …
- Spells can send and receive custom events.
- Spells can import Lua files from the server’s file system using Lua’s
require
function.
- Spells can import Lua files from GitHub Gists.
- Spells can share data using a player-specific clipboard.
- Wizards can define a player-specific profile to configure default includes.
- Wizards can list their own active spells.
- Wizards can break specific spells.
- Wizards can define event handlers that cast spells automatically.
- Operators can define permissions required for casting a spell.
- Operators can configure the maximum number of Lua ticks a spell can use per game tick.