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
@shadowofdoom100
Hmmmm ... well I think I can make it prevent you from even trying to enchant a wand if wand enchanting is disabled. Let me see! That'd at least be something for now.
@NathanWolf
Yes, exactly! I'm just about to tell you that, enchant table will breaking the wand even if we do not enchant anything. I do even considering to completely disable enchant table, because any little mistake by players putting wand to enchant table, they lost their wand, that is too risky and not acceptable. xD Looks like I'm okay with it, because my uber items solely comes from boss monsters, so disabling manual enchanting will barely affect anything.
@shadowofdoom100
Sorry, I had put it in the wrong folder at first XD
Yeah I see the problem now- it even goes so far as to wipe my wand even if I don't try to enchant it!
Well I'll see what I can do.. unfortunately plugin integration has proven to be a huge pain.. I love the dtlTraders integration, but lately I've been spending much more time getting it working properly than I have working on the core plugin :(
@NathanWolf
Hmm I'm using SignChestShop plugin for the wand trading (buying or selling). That plugin also using inventory-based trading, so I can sell my wands there. xD
I'm using MythicDrops for the enchantments. It really cool to have item drops from boss monsters that have some unique enchantments. :D Hmm did the EnchantmentAPI made any folder after first server restart? Maybe its something to do with your craftbukkit build version? Actually I'm using CB-1.7.2 when first-running EnchantmentAPI. Then I shifted to CB-1.7.5 to complement some plugins compatibility. But so far I found no errors using 1.7.5, so I keep running that version.
Oh and maybe you should also using EnchantmentsPack to try the plugin, if it were possible to make any difference about placeholder item (but I doubt it will making any difference).
@shadowofdoom100
Awesome! I actually only have one item left on my TODO list for 3.0 now... a pesky traders bug :\
But in the meantime, I'm downloading Enchantment API, and I'll take a look at the source. I can't use it as an API, exactly, as it's not soft-dependable, but maybe there's something sneaky I can do.
May ask what plugin you're using that uses Enchatment API? It's just an API, right- another plugin has to use it to actually do anything?
EDIT: I downloaded the API and ran with it, and it did nothing... is it configurable, or is there another plugin I should also DL to test with? Thanks!
@NathanWolf
Ooh so I got it wrong. xD Its okay.
I have tried the RC3 snapshot build. Really nice. The mana display system now can work with my leveling plugin. But the enchanting system still conflict with EnchantmentAPI. I do aware that has nothing to do with Magic, EnchantmentAPI's placeholder item that causing the conflict. I will stick to combine command upgrade instead.
Thank you very much. I will let you know if I have some suggestions later, if you don't mind. :D
@shadowofdoom100
Sorry for being unclear, the new display mode is not *released* yet- you can get it in an unsupported dev build which I am unable to directly link to, if you want to try it out.
Otherwise, you'll have to wait for RC3 or (my hope is) Magic 3.0. You can also come on to either of my servers if you just want to see it in action since I'm now using it as the default.
The main change in RC2 was that it is compatible with CB versions 1.7.2-R0.3 and up.
There's not a lot left on the list for 3.0, mainly a couple of dtlTraders-related glitches I'd like to resolve.
@NathanWolf
Hmm I seem to lose the way here. I have downloaded the new snapshot build (Magic 3.0-RC2) and have tried it out. But the default mana system still using the "mana_display: bar" config, so that my level number will be set to 0 if I'm holding an active wand. Yes it will retain player's level number if only the wand is empty. But as soon as I upgraded the wand (using "/wand combine random(#)" command) my level number will be set to 0 once again when I'm holding that wand. And also the default wand item is still Blaze Rod, not Wooden Hoe.
Actually I didn't find any difference yet between build Magic 3.0-RC2 and Magic 3.0-RC1 that I downloaded. Maybe I need to do something with config file? Because I'm using default settings when I'm testing this. Oh and I'm using craftbukkit-1.7.5-R0.1-20140408.020329-16 when trying this out, if only it were possible to make any difference.
@shadowofdoom100
Well the new mana display is in the latest snapshot build, if you want to try it out. This build also changes the default wand item to one that is enchantable by default (the wooden hoe), so Magic won't swap out the item... however I suspect the problem may be EnchantmentAPI swapping it out, in which case there's nothing I can do.
Let me know if this happens to fix the problem for you.
ADDENDUM: You can use commands to upgrade wands, do /wand combine random(40) to add 40 levels to it. Would be nice to fix enchanting, though - I'll make a note to get in touch with the plugin devs, if I can.
Actually I don't really think the conflict with EnchantmentAPI can really be fixed. Except if somehow we can disable the EnchantmentAPI's placeholder item. But it looks like impossible, because we are talking about another plugin.
Maybe you can make an alternative for upgrading the wand. Instead of using enchant table, we can upgrading via commands maybe? I'm okay with commands, at least if it can make the plugin functional, commands are acceptable.
@NathanWolf
Its okay, I will wait for it. :)
Oh one more thing, can you make compatibility with EnchantmentAPI plugin? Magic's feature that conflict with EnchantmentAPI is the wand upgrading system (by enchanting at enchant table). When we put the wand at enchant table, EnchantmentAPI will change the image to a placeholder (to be specific, EnchantmentAPI's placeholder is a Book item). And because Magic has its own placeholder item (Wooden Sword by default) when enchanting, it will conflict, at the end of enchanting the wand will eventually turned to the Magic's placeholder item (Wooden Sword) permanently and lost its wand function to cast magic. Actually we can prevent it by disabling wand upgrading system. But by disabling upgrade, it kills half of the Magic's coolness. (personally I really like the upgrading system :D)
I do think this issue should be addressed to EnchantmentAPI's author. But looks like they can't be contacted right now. So I'm asking this to you whether you can find a solution for the issue.
Thanks. :)
I've created an official resource pack for Magic! I'm no artist, and it's work-in-progress, but so far I'm happy with the results!
It adds a custom item for the wand. I've also changed the default wand item to the wooden hoe to make this easier and to make enchanting work better. You can change it back in config.yml if you prefer to run without the resource pack and like the look of the blaze rod.
The resource pack also contains a custom texture for command blocks to make Automata look a little more menacing. I'm still working on this.
That's all that's in the resource pack, so it's lightweight and you should be able to easily use it along with your other favorite packs.
If you'd like to suggest this pack for your Magic-enabled server, simply put the following in your server.properties file:
If there are any artists out there who want to lend a hand, please let me know!
@shadowofdoom100
Well thanks!
I just added a new "hybrid" mana display mode that should do what you want. I thought about a bit and actually made it the new default :)
It may be a little bit before I make another release. I have a build server set up for dev builds, but there is a currently a dtlTraders dependency issue waiting on a PR, so that won't work at the moment either...
@NathanWolf
Cool. And yes, the plugin only looks at the level #, not the xp bar progress, so its okay to manipulate xp bar. I'm really looking forward to it By far I found that your plugin is the best compared to other magic plugin. At least for my need. :D Thanks.
@shadowofdoom100
Hmm ... yes, I think I could do a combination of the bar as mana, but still preserving your current level #. If your health mod plugin only looks at xp level (and not progress to next level) that ought to not make it freak out, eh?
I also planned on making a scoreboard display, but that's probably not happening soon. That would generally be useful for avoiding conflicts with other plugins that want to use the XP bar. I'll probably avoid the boss bar completely since everyone uses it and using it is hacky :)
Hey is there any chance to lock level number when holding a wand? I mean if we holding a wand, the level number is still the same, displaying player's level, not change it to wand's current mana. I have tried to set "mana_display: number" in "config.yml", but then the level number will be set to 0 when holding a wand, so that is not helping.
I'm asking this because the wand behaviour to change level number will conflict with other plugin that change player's health based on their current level. For example if every 2 player's level, they will get 1 extra health. So if player's base health is 20, at level 8 they will have 24 health. The problem is when I'm holding a wand, it will change the level number, thus also change player's health, because this other plugin read the level number to determine player's health.
@Spartan071
Oh, and I did heavily nerf enchanting not that long ago, I think 2.9.9? It still needs more tweaking, I'd be interested to see what you had in mind. I don't entirely want to tweak towards game-breaking stuff like XP farms, but it is generally meant to be a long-term experience :)
@Spartan071
Of course! Though I will admit this gets into probably the most complex area of customization you could hope to mess with..
See here:
https://github.com/elBukkit/MagicPlugin/blob/master/src/main/resources/defaults/wands.defaults.yml#L112
For a semi-decent explanation :)
Nearly everything is customizable- spells, brushes, properties. There are a few "limits" (like max mana, protection % reduction etc) that are not yet customizable, but should be by the full release of 3.0.
The randomization works like this:
When evaluating a randomization, it will use the XP levels spent as an input, and choose a spot along the "band" of xp levels you defined. I then uses the weights (linearly interpolated for smooth transitions between your XP level "keyframes") to create a weighted probability set to choose an outcome from.
Confusing, I know! Hopefully you're still with me, somewhat. The values of the weights are irrelevant, the important thing to understand is they are compared to each other- a higher weight means that outcome is more likely.
So, a quick inline example:
This means that when you randomize a wand, you may get 1-5 new spells. At levels 1-25, you have almost no chance of getting more than 1 spell. At level 40, you will get at least 2 spells, and have a decent chance of getting 5.
The "spells" list is handled in a similar way- it will pick one of the spells from this list for each spell_count-chosen value. It prunes the list first, though, removing spells the wand already has on it.
In my config, I've used the last row, 45, to normalize everything out. It's a little bit of a weird choice, and I'll probably tweak it, but my desire is that if you're spending more than 40 levels you just have an even chance of everything, so you don't miss some lower-level spells.
Ok, well, I think that's about as good of an explanation as I can give! If you go down this road, I think you may be the first, so let me know how it goes :)
And keep in mind once you've customized this list, the defaults will be ignored. So if I add new spells, it'll be up to you to decide if they should be given out via enchanting.
Is the price for enchanting or the associated power and spells that are added for each upgrade configurable? Because since my server has a wonderfully efficient end farm, xp is really, really easy to get. If I could increase the price for each upgrade or something, I would think about adding enchanting upgrading back to my server.
@NathanWolf
Thanks for the update. I will test it.
Great work!