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
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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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Heh :) I had to bail pretty much right away, but I plan on coming back...
The camera spell seems a little wonky btw (re: your in-game comments).. sometimes they don't load until after a restart.
I had planned on resetting my world soon anyway, but actually the brokenn-ess (thanks johnnyfive!) is starting to grow on me, so I may just repair the spawn area instead.
Cool, I'm glad! And I will definitely add your server, you will actually be the first! :)
I like the sound of what you're trying to do, I want to come check it out. Just to be sure, you turned off the block populator, crafting and enchanting, right?
YES! Nevermind I found my own solution, YES YES YES!!!!!!!!!!!!!!!!!!!! I'm so happy, ok I don't need your help anymore, if you want to add my server to your servers list, here's the IP: 108.61.108.10:25568
Lol, I think you misinterpreted what I meant, on your admin page, it says that you can make it so not all players know all spells, basically I want them to have access to a spell that they can put on a wand, like /wand add (Spellname) and then they could have a master wand, but I want them only to have access to like one spell at the beginning and progressively learn more as they complete quests. I can remove a player from having a spell by using the node -Magic.cast.lightning and then they only have 81 spells in their /spells. What I want to do is make them have NO spells and adding the permission nodes as they go along. Is there any way to do this?
Oh, I didn't even really answer your question... I don't actually use permissions much myself, but I think you can set up a default permission of "false" for each spell, right?
Well there is a permission node for each spell (Magic.spells.[spellname] i think)
However i would have to say the newer wand system doesn't really make sense with permissions. Players don't even generally have access to /spells anyway, right?
What I would like to suggest you use is unfortunately not implemented yet, but is currently at the top of my TODO list- that is to add a command which will add a spell (or ability or material) to a wand held by a specific player. This could be used in a command block (or some other method) at the end of a quest to let a player upgrade his or her wand.
Basically I made a decision a while ago to make it so wands know spells, not players.
Using the permissions system with wands might create some weird situations where a player has a wand which has spells on it they can't cast. And giving a player permission to cast a spell won't add it to their wand.
I do not recommend giving players access to /cast (see project description for more info). Basically if you're looking for a plugin that is based around commands and permissions, you may have come to the wrong place, and sorry for that! :)
I don't want my players to have access to all spells when they type /spells, I can negate the permission node for a single spell, but I want them to have none, and have them earn the permission to get the spell (Through quests and such) do you think you could tell me how I could do that?
One other thing I thought of, you could maybe use the blob and undo spells in conjunction to get rid of the light. Just cast blob a bunch around where the light is til it goes out, then cast undo til all the blobs are gone.
Sorry for the trouble.. Is it a client lag issue? I haven't tried casting it a ton in one area.
EDIT2: I'm traveling today, but would like to help if this is still a problem. I'd also love to actually see it if you wouldn't mind.. I'm curious how this happened.
I looked over the code, and "light" should be very temporary, even moreso than I stated before- the light should be gone if you log off and back on again. So this seems really odd.
It is supposed to be temporary, but I guess it may take a full server reload- if the chunk reloads the light should be gone. Is that not happening?
I may need to remove that spell. Unfortunately it doesn't record where the light was placed- changing a block in the right location should remove the light, but that means you have to find the location.
Sorry!
EDIT: It's strange that it's causing lag, though. It should just set block light once and be done with it- so the lag may be something else. (?)
Hey I need an answer pretty soon, but I have put too much light with the light spell, and it is causing a huge lag. I was wondering how you could delete this light, unless you can't. Thanks in advance.
Currently you can add random spells to wands on an enchanting table.
The play mechanic I'm working with currently is that players can craft wands on a crafting table (the default recipe is a blaze rod plus a nether star- so very difficult to get).
This gives them a low-powered wand with 1 or 2 spells on it. It's equivalent to "/wand random(1)" - a level 1 randomly-generated wand.
They can then throw it on an enchanting table to add more spells. Each level they add (up to, by default, 40) will add more spells (and abilities) to a wand equivalent to a Level X wand. In other words, if you add 40 levels to a wand, that would be like adding a "/wand random(40)" wand to your current wand.
I do like the idea of being able to collect ingredients to control what gets added to your wand- I chose to go the route of random MC enchantments with this, but I will certainly consider adding something like you suggest!
If I use /wand to get a blank wand is there anyway to get spells randomly added to it after the fact? For instance is there anyway to learn spells to put into the wand or is it just by using the slash commands? It'd be pretty neat if I could give blank wands to my players and they can configure their own wands based on reagents or finding books that have spells in them or something like that. If using reagents make it, for instance, that if I have a feather, a piece of clay and cobblestone in my inventory and right click my wand or use /wand learn, or something then I'd learn fling (horrible reagents for that spell but I'm just trying to explain my point).
This way it turns into a thing where players have to gather reagents to learn spells, and if they come up with what they need they can always share the info with other players or hoarde the info for themselves. It'd almost make it like that God game where you combine things to try and figure out what they make. Just my 2 cents.
EDIT: This will come in 2.6.4 .. I decided to change the way the maps are stored and didn't want to have to migrate, so I pulled 2.6.3 before it was approved.
I've added a new spell in 2.6.3 I'm pretty excited about. I almost made it a separate plugin, but.. meh. You can try it out with "/wand camera".
The camera spell takes a picture of the target player (or a selfie if no one's in view).
The picture renders as a map, so you can pop it in an item frame:
I've also started adding effects to some spells. 2.6.2 added "bending" wands (I'm fond of the Avatar cartoon show), and the "airbending" spells (push and pull) have gotten some love:
The effects are WIP, but once I get it working well I'll probably apply it to other spells. Boom now uses a cool firework projectile effect, and force will highlight the target (which is handy).
It is not compatible with the creative inventory, but otherwise should work. Are you running Bukkit, or something else? What version? Do you have any other plugins that mess with the inventory, like a backpack plugin or something like that?
It isn't compatible with my Server. If i open the Inventory, the enchantment is away and the wand doesn't work anymore. I think, you use an enchantment, who is denyed by my server... please fix that
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@stoddartc1
Heh :) I had to bail pretty much right away, but I plan on coming back...
The camera spell seems a little wonky btw (re: your in-game comments).. sometimes they don't load until after a restart.
I had planned on resetting my world soon anyway, but actually the brokenn-ess (thanks johnnyfive!) is starting to grow on me, so I may just repair the spawn area instead.
@NathanWolf
Lol, every time you're on, I'm afk watching Ashens videos, lul. I come back and I see NathanWolf and Prestige_Pvp and it's like "Woah, who are you?"
@stoddartc1
Cool, I'm glad! And I will definitely add your server, you will actually be the first! :)
I like the sound of what you're trying to do, I want to come check it out. Just to be sure, you turned off the block populator, crafting and enchanting, right?
YES! Nevermind I found my own solution, YES YES YES!!!!!!!!!!!!!!!!!!!! I'm so happy, ok I don't need your help anymore, if you want to add my server to your servers list, here's the IP: 108.61.108.10:25568
Lol, I think you misinterpreted what I meant, on your admin page, it says that you can make it so not all players know all spells, basically I want them to have access to a spell that they can put on a wand, like /wand add (Spellname) and then they could have a master wand, but I want them only to have access to like one spell at the beginning and progressively learn more as they complete quests. I can remove a player from having a spell by using the node -Magic.cast.lightning and then they only have 81 spells in their /spells. What I want to do is make them have NO spells and adding the permission nodes as they go along. Is there any way to do this?
@stoddartc1
Oh, I didn't even really answer your question... I don't actually use permissions much myself, but I think you can set up a default permission of "false" for each spell, right?
@stoddartc1
Well there is a permission node for each spell (Magic.spells.[spellname] i think)
However i would have to say the newer wand system doesn't really make sense with permissions. Players don't even generally have access to /spells anyway, right?
What I would like to suggest you use is unfortunately not implemented yet, but is currently at the top of my TODO list- that is to add a command which will add a spell (or ability or material) to a wand held by a specific player. This could be used in a command block (or some other method) at the end of a quest to let a player upgrade his or her wand.
Basically I made a decision a while ago to make it so wands know spells, not players.
Using the permissions system with wands might create some weird situations where a player has a wand which has spells on it they can't cast. And giving a player permission to cast a spell won't add it to their wand.
I do not recommend giving players access to /cast (see project description for more info). Basically if you're looking for a plugin that is based around commands and permissions, you may have come to the wrong place, and sorry for that! :)
I don't want my players to have access to all spells when they type /spells, I can negate the permission node for a single spell, but I want them to have none, and have them earn the permission to get the spell (Through quests and such) do you think you could tell me how I could do that?
@BedrockSolid
I'm going to go add something similar to the main description, this is a particularly confusing thing.
The short answer is "make a copy, and remove the "defaults" part:
http://dev.bukkit.org/bukkit-plugins/magic/?page=2#c72
How do you modify the config? It reverts itself every time I try.
@Sephiroth146
One other thing I thought of, you could maybe use the blob and undo spells in conjunction to get rid of the light. Just cast blob a bunch around where the light is til it goes out, then cast undo til all the blobs are gone.
Sorry for the trouble.. Is it a client lag issue? I haven't tried casting it a ton in one area.
EDIT2: I'm traveling today, but would like to help if this is still a problem. I'd also love to actually see it if you wouldn't mind.. I'm curious how this happened.
I looked over the code, and "light" should be very temporary, even moreso than I stated before- the light should be gone if you log off and back on again. So this seems really odd.
@Sephiroth146
It is supposed to be temporary, but I guess it may take a full server reload- if the chunk reloads the light should be gone. Is that not happening?
I may need to remove that spell. Unfortunately it doesn't record where the light was placed- changing a block in the right location should remove the light, but that means you have to find the location.
Sorry!
EDIT: It's strange that it's causing lag, though. It should just set block light once and be done with it- so the lag may be something else. (?)
Hey I need an answer pretty soon, but I have put too much light with the light spell, and it is causing a huge lag. I was wondering how you could delete this light, unless you can't. Thanks in advance.
@Galzek
Cool idea!
Currently you can add random spells to wands on an enchanting table.
The play mechanic I'm working with currently is that players can craft wands on a crafting table (the default recipe is a blaze rod plus a nether star- so very difficult to get).
This gives them a low-powered wand with 1 or 2 spells on it. It's equivalent to "/wand random(1)" - a level 1 randomly-generated wand.
They can then throw it on an enchanting table to add more spells. Each level they add (up to, by default, 40) will add more spells (and abilities) to a wand equivalent to a Level X wand. In other words, if you add 40 levels to a wand, that would be like adding a "/wand random(40)" wand to your current wand.
I do like the idea of being able to collect ingredients to control what gets added to your wand- I chose to go the route of random MC enchantments with this, but I will certainly consider adding something like you suggest!
Thank you for your interest :)
If I use /wand to get a blank wand is there anyway to get spells randomly added to it after the fact? For instance is there anyway to learn spells to put into the wand or is it just by using the slash commands? It'd be pretty neat if I could give blank wands to my players and they can configure their own wands based on reagents or finding books that have spells in them or something like that. If using reagents make it, for instance, that if I have a feather, a piece of clay and cobblestone in my inventory and right click my wand or use /wand learn, or something then I'd learn fling (horrible reagents for that spell but I'm just trying to explain my point).
This way it turns into a thing where players have to gather reagents to learn spells, and if they come up with what they need they can always share the info with other players or hoarde the info for themselves. It'd almost make it like that God game where you combine things to try and figure out what they make. Just my 2 cents.
EDIT: This will come in 2.6.4 .. I decided to change the way the maps are stored and didn't want to have to migrate, so I pulled 2.6.3 before it was approved.
I've added a new spell in 2.6.3 I'm pretty excited about. I almost made it a separate plugin, but.. meh. You can try it out with "/wand camera".
The camera spell takes a picture of the target player (or a selfie if no one's in view).
The picture renders as a map, so you can pop it in an item frame:
I've also started adding effects to some spells. 2.6.2 added "bending" wands (I'm fond of the Avatar cartoon show), and the "airbending" spells (push and pull) have gotten some love:
The effects are WIP, but once I get it working well I'll probably apply it to other spells. Boom now uses a cool firework projectile effect, and force will highlight the target (which is handy).
@dome77
No problem, but I am curious what the problem was... ?
@NathanWolf thanx guy(second time)
@dome77
It is not compatible with the creative inventory, but otherwise should work. Are you running Bukkit, or something else? What version? Do you have any other plugins that mess with the inventory, like a backpack plugin or something like that?
It isn't compatible with my Server. If i open the Inventory, the enchantment is away and the wand doesn't work anymore. I think, you use an enchantment, who is denyed by my server... please fix that