Magic
Server Compatibility
Please make sure you download the correct version for your server:
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1.9.3 and up => Latest Build
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1.8.8: => Magic-5.5.6
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1.8.3: => Magic-5.3.3
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1.7.x => Magic-CB1.x
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Earlier: => Check Compatibility in Files Section
Need Help? First Try:
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Check the FAQ
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Read the rest of the wiki
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Check the reference manual for configuration options
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Check the config info page for spell, wand and other info
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Find examples in the builtin configs
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Check your logs for errors
If you can't find what you're looking for, come join us on Discord for help or ideas!
Found a bug? Have a Feature Request?
- Use our issue tracker
Overview
Live Demo
Tutorial Videos
More Information
Please see the Magic home page on github for up-to-date information!
Metrics Collection
This plugin uses bstats for metrics collection. The information sent to bstats.org is completely anonymous, publicly viewable, and includes the following metrics:
- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version
Opting out of this service can be done by editing plugins/Plugin Metrics/config.yml and changing opt-out to true, or by editing this plugin's config.yml and changing "metrics_level" to 0.
Changelog
Full changelog can be viewed on github
@connor1k
For admin stuff, please read the "Admin Instructions" page- link above, right at the bottom of the main post (or click "Pages" in the header for all the pages). All of the commands are there- sounds like you found most of them, though.
The default wand can be modified by editing "wands.yml", see the instructions in the config file itself, and refer to the default config. I wouldn't necessarily recommend this, though, if you're planning on using crafting since it will bump up the power of the default crafted wand, which is maybe not what you want... just give out a more powerful wand if you want one, maybe?
I think maybe the demo wand can't be modified, I'm not sure. Use "/wand elder" if you just want a nice wand to test with and not have to worry about mana. That one is modifiable.
Otherwise for your own wand, you can do
/wand configure xp_max 1000 /wand configure xp_regeneration 100
etc to bump up your mana. There is tab-completion for all the /wand commands to help you out with all of the available config options, and you can reference the defaults/wands.defaults.yml file to get an idea of how the default wands are configured.
Check out the instructions on the "elMakers Development Site" link above, for the basics of how to use a wand. There is no "cycling" by default, though you can configure your wand to do that as of 2.9.2. Wands can use the default inventory mode (use the hotbar buttons 1-9 to switch spells), or a chest mode (WIP) or cycling- but cycling really is not effective for anything but a very simple wand.
I hope that helps!
@NathanWolf
You could do that But auto regening the land after like 1 min to 30 seconds (changeable in the conf file) is a good one too right??
Hope you keep up the good work :)
@ghosttractor
Do you mean a spell to regenerate the blocks back to normal? That *would* be awesome, but possibly very difficult :) Maybe something I'll look into post-release.
Thank you for sending the stack trace- the issue was my silly Essentials Mailer integration- I've wrapped that in a safety check for 2.9.2, which also has what seems to be a pretty important bugfix that might sometimes overwrite a wand's data.
Oh, also - 2.9.2 has a new wand mode you can try out, suggested by a player. Right-clicking will open a chest inventory where you can select your active spell- no inventory replacement.
If you want to check out the wand modes, change the "default_wand_mode" parameter in config.yml, or on a per-wand basis with
/wand configure mode [inventory | chest | cycle]
@NathanWolf
Wouldn't regening the land be a good one??
@ghosttractor
The server log would probably be archived by now- don't worry about it :)
Unfortunately, Bukkit does not give me access to the methods to make projectiles or TNT not break blocks. You can configure kaboom to not break blocks (like how boom is), but you will have to disable wither and grenade/frag entirely if you don't want them to be destructive. Sorry! If I find any tricks there, I'll let you know.
@NathanWolf
(And by the way)
Can you make something in the conf file that grenades and wither spells etc can't
destroy land
If you may!
@NathanWolf
I had Essentials WAY back in 1.5!
And how do i get the server log??
I opened the (server log) and it stopped since:2014-01-03 10:43:37
@ghosttractor
Well I'm glad you got it working! However, this sounds a bit odd- what version of Essentials do you have? And if you happened to keep the console logs that had the error, I'd love to see that- there's usually a long stack trace that would be helpful to see.
@NathanWolf
I got it!!
Deleting Essentials was the fix
thank you elmakers! :)
@NathanWolf
it says loading spells/wand etc THEN
[error] error eccurred while anabling magic v2.9.0 [is it up to date?]
@ghosttractor
No no, just the plugins/Magic folder. If you already did that, then it may be worth trying it without any of the other plugins (maybe just make a clean server setup and try it from there, rather than deleting your plugins. You only need 2 files to test Magic- Magic.jar and Craftbukkit.jar)
Before you do anything else, though, check your server logs or console. You should see Magic print a lot of stuff about loading config files, spells, etc when your server starts. Also look for any errors.
@NathanWolf
I already did that and nothing different happend
Or you want me to delete all my plugins?
Btw my plugins are:
Essentials_EssentialsChat+EssentialsProtect+EssentialsSpawn_Modifyworld_Magic2.9.0_ Multiverse-Core-2.4_PermissionsEx_WorldEdit_WorldGuard_Clearlag_Factions_mcore
Multiverse-Portals-2.4_MythicMobs_NoCheatPlus_SimpleCensor
@lathame
Thank you :)
Version 2.9.1 will respect WorldGuard PVP Deny settings for any spells I consider "attack" spells.
It also includes a global "cost_reduction" flag you can use in config.yml to easily turn off mana (and all reagents/costs). Someone asked for that, but I can't remember who or see it in the comments.. maybe they asked in game. Oh, well!
@jacob_vejvoda
Version 2.9.0 came out, btw- with the global auto undo setting. Just in case you didn't notice. :)
@Kyurem55
Do you use creative mode? It destroys wands. There will be an inelegant workaround in 2.9.1 for that.
Otherwise it'd have to be one of your other plugins, something that saves and restores inventories by making shallow copies.
I found a little glitch, after using any wand for a while it loses it's power and becomes a normal blaze rod with a fancy name. Is this actually a glitch or is it supposed to happen?
@NathanWolf
Thanks, the support for this plugin is superb :-)
@lathame
I will bump that up to 2.9.1 and try to get it done in the next few days! It's something I've been wanting, and I can test it out on my own server.
But... I have to say it might get tricky! I will have some spells that will get limited by PvP, some spells that will get limited by building perms- but it might be a grey area. Such as "Lava"- that's really an attack spell, but definitely needs to be turned off in No-Build areas, too. Or "blob"- that's a building spell, but you can definitely kill someone with it... well you can kill someone with any of the building spells, really XD
Anyway I'll do my best, and as always make it configurable. :)
Hey Nathan, when do you think you'll add the feature where spells respect PVP or Building in Worldguard regions? I'm going to release my server in around a week or so, and it's a key feature that's needed. (Players jump off from spawn into a no-build but PVP enabled zone before entering the build and PVP area of the world)
@ghosttractor
Well, almost - this is a general procedure for completely resetting any plugin:
@NathanWolf
so you want me to
1-Delete Magic
2-Start my server
3-install Magic again
is that it??