Plugin Integration

Plugins that Integrate With Magic

Other plugins may use Magic's API to integrate for casting spells, creating wands, and other functionality.

MagicWorlds

MagicWorlds is a world modification plugin. I can be used to cause Magic Wands to randomly generate in naturally spawned chests. MagicWorlds is also able to cast specific spells on entity spawn, which can be used to make Automata naturally spawn.

Integration With Other Plugins

Magic optionally integrates with several popular plugins, though it has no required dependencies. Magic will do the following by default if it detects these other plugins are present, though the functionality can be turned off in config.yml:

  • WorldGuard : Magic will respect build and pvp region permissions when casting spells that are considered "construction" or "pvp". Magic will, in general, not allow block changes inside a protected region.
  • WorldEdit : If WorldEdit is present, Magic will enable "schematic brushes". This is a special material that lets you use construction spells to build some or all of a schematic. Magic comes packaged with several built-in schematics that, if enabled, will be randomly added to enchanted wands. Some spells (such as Wolf House) are powered by schematics and won't function without WorldEdit. Magic relies on WorldEdit's impressive library of schematic loading code for these brushes to function.
  • dynmap : My favorite Minecraft map plugin! Magic will show the location of lost wands as icons on your dynmap. Magic will also show spell casts in real-time, personally tailored to match the casting wizard. This can add a few unique elements to your server, such as player spectating and wand lost+found hunts. Magic will also make sure that changes made to the world via spells get shown in dynmap, though be advised this will cause a much higher frequency of rendering, depending on the spells you give out and number of players!
  • dtlTraders : Magic will allow selling or buying wands, spells, brushes and upgrades from a Citizens NPC via dtlTraders (v3.1.0 and higher!).
  • Citizens : Magic spells will ignore NPC's unless directed otherwise (e.g. the Camera spell)
  • Factions : Magic will respect build permissions for Factions.
  • CommandBook : Magic can use CommandBook warps as Recall waypoints.
  • Multiverse : Magic will respect MV per-world PVP settings
  • WGCustomFlags : Magic will add the "allowed-spells" and "blocked-spells" flags, for fine-grained, per-region spell permissions
  • Essentials : Magic will make wand templates available for sale on signs or in kits.
  • Elementals : Magic spells work against Elementals (try Shrink!)
  • MythicMobs : Magic doesn't directly integrate with MythicMobs, but you can set up mobs that cast spells. See below for details.

Essentials Integration

To sell a wand or spell on an Essentials shop sign, use the following format:

"wand: <name>", e.g. "wand: elder"
or
"spell: <name>", e.g. "spell: blink"

Use this as you would any other item name. You may also include wands in kits the same way.

Dynmap Integration

Dynmap integration requires no setup, though it can be disabled. Indestructible wands will show up on the map, as will each Mage's last spell cast. This includes Automata, which can make them easier to locate.

Dynmap Wand Display

Dynmap Spell Cast Display

EffectLib Integration

EffectLib allows Magic to use better special effects for its spells. See this video for some examples. As always, the system is fully configurable, and gives you access to all of EffectLib's classes and properties.

Embed Removed: https://www.youtube.com/v/cdinVbIntTU?fs=1

Elementals Integration

You can Shrink, Disintegrate, Frost, Fire, etc Elementals to damage them. I'm hoping to add a spawning spell and other abilities as the Elementals plugin matures.

Embed Removed: https://www.youtube.com/v/I-IATG6dSBY?fs=1

MythicMobs Integration

Embed Removed: https://www.youtube.com/v/28P-aWT0yJE?fs=1

You can use the "cmd" Skill in MythicsMobs to have mobs cast spells. This is Work-In-Progess, but you can see the configs I'm using here if you like. A basic example would be:

Lightning:
  Cooldown: 10
  Skills:
  - cmd 'castp $world,$boss_x,$boss_z,$mobuuid lightning' >0 1

This will have the mob cast Lighting. The spell will be cast in whatever direction the mob is facing, as if the mob cast it. You can modify this behavior if you want by providing a direct target location and/or source location:

Lightning:
  Cooldown: 10
  Skills:
  - castp '$world,$boss_x,$boss_z,$mobuuid lightning pworld $world px $boss_x py $boss_y pz $boss_z tx $player_x ty $player_y tz $player_z' >0 1

The special "$world,$boss_x,$boss_z,$mobuuid" in place of a player name tells magic to create a Mage for the mob's entity. This will make the mob function just like a Player casting spells. This means you can use Counterspell on it (it has an undo queue), you can cast Curse on it to prevent it from casting spells for a while. Its spell casts will show up on dynmap uniquely.

MythicMobs+Magic+Dynmap

Automata will also react to them as if they were players, so Hunters will hunt them. Magical MythicMobs can add a lot of depth to your server, and provide a scaleable way to add "boss mobs" and other challenges for your powerful Mages.

dtlTraders Integration

The dtlTraders integration requires no setup. You may add wands, spells, or other magic items to a trader's Buy or Sell inventory, and it should work as expected.

dtlTrader

Plugins Known to Have Issues With Magic

The following plugins don't necessarily have issues with Magic, but may cause Magic wands to lose their data, much like creative mode does. It is possible to patch this in CraftBukkit, but otherwise Magic is incompatible with these plugins:

  • Shopkeepers

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