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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That could be something I try to add after I get the mechanics working well. I'd have to pick the few most popular ones that have API's I can hook into (assuming there's no standard for that nowadays). I know WorldGuard would be one.
Would you want to be able to disable magic completely in certain areas, as well as trying to prohibit targeting of an area? Meaning I guess you could still let people use non-dangerous spells (like ones that don't modify blocks)?
Some spells are just inherently dangerous in a way I can't necessarily prevent- like I can stop you from firing a fireball in a certain area, but if one happens to fly in that area anyway, it's just a normal fireball- does WorldGuard prevent the explosion?
I'll have to do some testing of my own once I get a real server back up.
This is something I do think about a lot, but have never wanted to get too tied down having to directly link to other plugins. But I also want Magic to actually be usable on a real server, not just a playground environment.
Anyway, thanks for your interest, sorry for the rambling reply! I'll definitely make a note if/when I add support for some protection plugins.
Hi! Just found this plugin by browsing through the latest plugins. Sounds like a great idea and I'm going to try it out on my server later.
I used a magic plugin before called MagicSpells, but it was very complicated and hard to set up. This plugin sounds a lot easier to use, and I'll definately test it.
Just wanted you to know someone was interested :-)
I'm working on a version that uses a "Spell Inventory" to avoid all the annoying issues with items-as-icons.
When you select a wand, your survival inventory is hidden and the wand's spell inventory is shown instead. Deselecting a wand brings your inventory back.
While a wand is active, any items you pick up go to your (stored, hidden) survival inventory. You cannot take any "items" out of your wand's inventory (since they were never meant to be items in the first place).
In this way, an op can create a wand, assign several spells to it, then give to another player who can immediately use it without any console commands or plugin knowledge.
This is all working currently, I'm curious if there is anyone left out there using this plugin, reading these posts, or interested at all! If so, let me know and I will post some in-progress versions.
Otherwise I'll just hold off and keep improving since it's just me using it :)
Further plans:
- Add configurable preset wands that ops can generate (e.g. a preset list of spells on a named wand)
- Add wand renaming command for ops (renaming on an anvil works, though currently it wipes the wand's spell list- so rename first then assign spells!)
- Add spell removal commands, remote wand modification commands (e.g. give a spell to some other Player's wand)
- Add XP to the casting cost system
- Add wand XP regeneration
I've updated with a fully-compliant version of Magic.
I stripped out all the references to CB and MC server APIs so it will work with any RB of CB.
Testing with 1.6.4 dev release, but it should work with prior versions.
Pending approval.
If there is interest, I might start maintaining this plugin again- I've been having some fun with it on my own and have some ideas, but I'm not sure what's out there anymore, been away for a while. If there is something else out there that does what Magic does, please point me to it!
EDIT: Note that there may be a ton of broken stuff....
EDIT2: And, actually, now that I try this out using the latest official RC (instead of running from code) ... it seems broken. Oh, well... sorry! MIght get it working at least somewhat.
EDIT3: Ah, looks like I was bitten by the recent securing of Bukkit preventing plugins from using CraftBukkit code directly. Well, sadly, that's pretty much a dealbreaker for Magic and I don't at all have the time to update code and re-release on every Bukkit update, unfortunately.
I am deeply sorry to hear, that this plugin has become inactive. It was one of absolute favorite plugins ever. I haven't thought of it until now, but this was most likely the inspiration to my SSP mod, Magiz.
You deserve a lot credit for that. Thank you for inspiring me with this brilliant plugin.
This plugin looks really cool, however, I am a little confused about how to make my own spells, but I can see that you just haven't figured out a comprehensive guide yet. In the meantime, what exactly is an icon, is that what wand you need to cast it? I also really like the idea of the summons, I have been looking for that for a long time. Is there a possibility of being able to heal an entity like a wolf? So he could fight and you could keep him alive?
@euQsei
I'm afraid it's not supported yet :(
That could be something I try to add after I get the mechanics working well. I'd have to pick the few most popular ones that have API's I can hook into (assuming there's no standard for that nowadays). I know WorldGuard would be one.
Would you want to be able to disable magic completely in certain areas, as well as trying to prohibit targeting of an area? Meaning I guess you could still let people use non-dangerous spells (like ones that don't modify blocks)?
Some spells are just inherently dangerous in a way I can't necessarily prevent- like I can stop you from firing a fireball in a certain area, but if one happens to fly in that area anyway, it's just a normal fireball- does WorldGuard prevent the explosion?
I'll have to do some testing of my own once I get a real server back up.
This is something I do think about a lot, but have never wanted to get too tied down having to directly link to other plugins. But I also want Magic to actually be usable on a real server, not just a playground environment.
Anyway, thanks for your interest, sorry for the rambling reply! I'll definitely make a note if/when I add support for some protection plugins.
How can I do to the magic does not affect protected areas with World Guard and Residence?
Thanks, @pgmann! Let me know how it goes, I'm making some progress with it. The latest version is definitely much easier to use, I'm hoping.
@NathanWolf
Hi! Just found this plugin by browsing through the latest plugins. Sounds like a great idea and I'm going to try it out on my server later. I used a magic plugin before called MagicSpells, but it was very complicated and hard to set up. This plugin sounds a lot easier to use, and I'll definately test it. Just wanted you to know someone was interested :-)
Back from the dead!
I'm working on a version that uses a "Spell Inventory" to avoid all the annoying issues with items-as-icons.
When you select a wand, your survival inventory is hidden and the wand's spell inventory is shown instead. Deselecting a wand brings your inventory back.
While a wand is active, any items you pick up go to your (stored, hidden) survival inventory. You cannot take any "items" out of your wand's inventory (since they were never meant to be items in the first place).
In this way, an op can create a wand, assign several spells to it, then give to another player who can immediately use it without any console commands or plugin knowledge.
This is all working currently, I'm curious if there is anyone left out there using this plugin, reading these posts, or interested at all! If so, let me know and I will post some in-progress versions.
Otherwise I'll just hold off and keep improving since it's just me using it :)
Further plans: - Add configurable preset wands that ops can generate (e.g. a preset list of spells on a named wand) - Add wand renaming command for ops (renaming on an anvil works, though currently it wipes the wand's spell list- so rename first then assign spells!) - Add spell removal commands, remote wand modification commands (e.g. give a spell to some other Player's wand) - Add XP to the casting cost system - Add wand XP regeneration
I've updated with a fully-compliant version of Magic.
I stripped out all the references to CB and MC server APIs so it will work with any RB of CB.
Testing with 1.6.4 dev release, but it should work with prior versions.
Pending approval.
If there is interest, I might start maintaining this plugin again- I've been having some fun with it on my own and have some ideas, but I'm not sure what's out there anymore, been away for a while. If there is something else out there that does what Magic does, please point me to it!
I took some time to update Magic ... Unfortunately I still don't have time to really actively develop or particularly support it.
Not sure if anyone ever comes here anymore, but if you are interested I have a jar here:
Link Removed: http://www.mediafire.com/?x1wse1o72z3dep7
And have updated the code on github as well.
EDIT: Note that there may be a ton of broken stuff....
EDIT2: And, actually, now that I try this out using the latest official RC (instead of running from code) ... it seems broken. Oh, well... sorry! MIght get it working at least somewhat.
EDIT3: Ah, looks like I was bitten by the recent securing of Bukkit preventing plugins from using CraftBukkit code directly. Well, sadly, that's pretty much a dealbreaker for Magic and I don't at all have the time to update code and re-release on every Bukkit update, unfortunately.
plz update this plugin i like it :(
I am deeply sorry to hear, that this plugin has become inactive. It was one of absolute favorite plugins ever. I haven't thought of it until now, but this was most likely the inspiration to my SSP mod, Magiz. You deserve a lot credit for that. Thank you for inspiring me with this brilliant plugin.
Nathan made awesome addons that really haven't been replicated by anyone else adaquetely imo. Be good if he came back sometime :(
NATHAN! I would say "Glad you're back" but then saw this wasn't updated in the past 6 months.:(
You should come back to our server sometime, the players miss you :P
This plugin looks really cool, however, I am a little confused about how to make my own spells, but I can see that you just haven't figured out a comprehensive guide yet. In the meantime, what exactly is an icon, is that what wand you need to cast it? I also really like the idea of the summons, I have been looking for that for a long time. Is there a possibility of being able to heal an entity like a wolf? So he could fight and you could keep him alive?
What happened to tunnel that was such an awesome spell.