I have some not-great news, tl;dr I am not sure when or if Magic is going to support 1.20.5
Development of this plugin has been slowed for a while now, basically reduced to maintenance and updates for new MC versions. I haven't had the time nor energy to do much else with it.
Unfortunately, 1.20.5 has several major internal changes, most particularly the treatment of NBT data, which has caused major issues for updating Magic. I've spent quite a few hours on it already but there's no real clean end or fix in sight.
So for now I am afraid I will have to say the plugin will not be updated.
This may change in the future, but I can't make any guarantees. If Magic does get updated, it will be via one of two methods:
I patch up all the uses of NBT and let the plugin hobble forward full of band-aids.
I re-work Magic internally to make a version that doesn't rely on MC internals, and only uses the Spigot API
Approach #2 is one I've considered doing and even started work on several times in the past. It would be an ideal solution for me since it would make the plugin future-proof, no longer requiring updates for each new version of Spigot/Minecraft.
However, it is a lot of work and would come with several trade-offs. Probably many systems would not make the cut, such as custom mob AI and schematic loading.
Additionally, it's very unlikely that such a plugin would be backwards-compatible with existing Magic items. I would make sure that configs work and are forward-compatible (minus missing systems like mob AI), but the plugin would be unable to read NBT data saved by previous versions of the plugin. Meaning any server that wanted to move to this new version would basically have to reset all Magic items.
I know none of this is good news, but I'm hoping you understand where I am at and that I just don't have time to dedicate to the now-monumental task of keeping this plugin updated.
It's been a joy working for and with many of you over the years, and I hope you all continue to thrive, with or without Magic.
- NathanWolf
Server Compatibility
Please make sure you download the correct version for your server:
Magic is a plugin that adds powerful magic wands, items, mobs and more to your server. With over 200 spells, a variety of wand templates, and complete customization, you can use Magic to craft a unique experience for your server.
The default experience is an "RPG lite" extension to survival. Other examples are included, such as a Harry Potter setup, Star Wars, GTA-Style guns and cars, elemental bending and more.
Magic is infinitely customizable, allowing you to script your own spells, actions, items, mobs and anything else you see done in the included example configurations.
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hey i wanted to start fresh with classes and paths, how do i take it off the default examples set. do i just create new paths and classes and it will automatically take away the defaults choices.
You can edit the existing classes, probably easiest. Make new paths from scratch, set your class to start at your first path.
/mconfig editor path myfirstpath
/mconfig editor path mysecondpath
# .. repeat for however many paths you want
# making sure they all link up via upgrade and inherit
/mconfig editor class mage
# change the path reference in the mage class to myfirstpath
Hi! Please tell me what could be the problem? Using latest dev build. These messages are appear during loading:
> [08:06:25] [Server thread/INFO]: [Magic] Unknown or disabled spell prerequisite gather in path beginner, ignoring
> [08:06:25] [Server thread/INFO]: [Magic] Unknown or disabled spell prerequisite decoy in path apprentice, ignoring
> [08:06:25] [Server thread/INFO]: [Magic] Unknown or disabled spell prerequisite light in path architect, ignoring
UPD: Fixed this by enabling spells in its config but why did they disabled?
Is it possible to contact you directly for shorter response time, using social networks for example?
I just thought that I should immediately write here all my questions that I have. 1. How can I view all paths and its hierarchy in the plugin ingame (or only in survival and engineering examples)? "/mgive book:all" doesn't work. 2. Is there a way to create single-use (or limited, 10 uses for example) wand like charm or smth with only one spell? 3. Can I allow craft wand only to players who have permission magic.craft.wand for example?
4. Can I allow craft charm or smth (if answer for second question is true) to only players who have specific spell? For example I want craft an charm with Recall spell and for this action I must have 2 lvl of spell Recall.
5. How can I find resourcepacks for another example modules for install It manually (wars and HP examples don't use textures)? Or there is a bug of resourcepacks merger? Or It doesn't work with Item Bound resourcepack?
We have a Discord server for live support: Discord Server
Decoy and Light will not work if you've just enabled them. They require additional plugins (LibsDisguises and LightAPI) and will enable themselves if you have those plugins.
Gather is getting removed in the next release because it's a huge pain to support. You're welcome to turn it on if you want.
2. Put "uses: 10" in a wand config, use "/mconfig editor wand mywand" for help there
3. Yes, but you have to set "Magic.craft.*" to false first (in the default group) since everyone has permission to craft everything by default.
4. No, crafting recipes can't depend on spell knowledge
5. You can use http://merge.elmakers.com to merge one of Magic's RPs with some other RP, if you need it. Use "/getrp url" for download links to the right RP for your server setup.
Hello! When I use "/mconfig configure config worth_base 3", spell prices are multiplied by 3 everytime I open spell shop using enchantment table. Start price was 750 sp and after reopening menu it becomes 2250 which it should be, but if I open it again price will 6750 sp, after opening it another time it will 20250 sp, and it will grow over and over. Sorry if there were mistakes in my comment it because I'm from Russia.
I having trouble downloading the resource pack, when I click the link it sends me somewhere weird and I have no access to actually download the file. Can anyone help?
Hey, where can i find list of all swords?
In reply to nanzko:
There are only two, the magicsword (the main spellcasting sword) and mastersword (replica of Link's sword)
hey i wanted to start fresh with classes and paths, how do i take it off the default examples set. do i just create new paths and classes and it will automatically take away the defaults choices.
In reply to bobby0shi:
You can edit the existing classes, probably easiest. Make new paths from scratch, set your class to start at your first path.
Something like that.
In reply to elBukkit:
.. I don't know what the heck the weird editor did with that post but hopefully you get the idea.
Is there a way that I can reset my spell progression? (Revert from Wizard back to Student)
In reply to seraphaum:
do /wand starter
In reply to seraphaum:
/mage reset
So when I shift and right click it doesn't open up the brush inventory, but instead the spell inventory, am I missing something?
In reply to pink_redgreenunicorn:
That only works if you have an engineering spell active- is that maybe the issue?
Hey i have an question can you make an thing so owners/moderators can give them selfs sp?
In reply to mcshavie:
/mgive sp 9999
Hi! Please tell me what could be the problem? Using latest dev build.
These messages are appear during loading:
UPD: Fixed this by enabling spells in its config but why did they disabled?
Is it possible to contact you directly for shorter response time, using social networks for example?
I just thought that I should immediately write here all my questions that I have.
1. How can I view all paths and its hierarchy in the plugin ingame (or only in survival and engineering examples)? "/mgive book:all" doesn't work.
2. Is there a way to create single-use (or limited, 10 uses for example) wand like charm or smth with only one spell?
3. Can I allow craft wand only to players who have permission magic.craft.wand for example?
In reply to DORANDKOR:
We have a Discord server for live support: Discord Server
Decoy and Light will not work if you've just enabled them. They require additional plugins (LibsDisguises and LightAPI) and will enable themselves if you have those plugins.
Gather is getting removed in the next release because it's a huge pain to support. You're welcome to turn it on if you want.
1. Config reference, including paths: http://engineering.elmakers.com
2. Put "uses: 10" in a wand config, use "/mconfig editor wand mywand" for help there
3. Yes, but you have to set "Magic.craft.*" to false first (in the default group) since everyone has permission to craft everything by default.
4. No, crafting recipes can't depend on spell knowledge
5. You can use http://merge.elmakers.com to merge one of Magic's RPs with some other RP, if you need it. Use "/getrp url" for download links to the right RP for your server setup.
In reply to elBukkit:
Thx
Hello! When I use "/mconfig configure config worth_base 3", spell prices are multiplied by 3 everytime I open spell shop using enchantment table. Start price was 750 sp and after reopening menu it becomes 2250 which it should be, but if I open it again price will 6750 sp, after opening it another time it will 20250 sp, and it will grow over and over. Sorry if there were mistakes in my comment it because I'm from Russia.
In reply to DORANDKOR:
Thank you for the very detailed bug report! Sorry about that problem.
This will be fixed in 8.4, but if you like you can try the latest dev build that also fixes the problem:
https://jenkins.elmakers.com/job/MagicPlugin/3570/
I having trouble downloading the resource pack, when I click the link it sends me somewhere weird and I have no access to actually download the file. Can anyone help?
In reply to tondog_:
RP links should be back up now.
Are there more types of staffs or just one?
And I have problem that when the plugin is on the server sometimes if we die items do not fall from us. They just instantly despawn.