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
i have one issue, the reason why i am trying to get a no-glow option is because sleepyfeeling plugin turns items that arent supposed to exist into non glow items every few ticks. players that dont hold them in their hands dont experience the effect. people get past this glitch by only using magic every few seconds.
how can i circumvent this until you fix it? i tried making it so in the config all wands are gold hoes, but blaze rods keep spawnining in the dungeon chests
@broluigi
There is already an option to turn off enchanting, check config.yml.
I'll make a note to add the no-glow option for 2.9.8, unless something weird comes up there.
@NathanWolf
i just dont want the blaze rods to glow, (as a option) and secondly can you make it a option so that wands cant be upgraded at all (not enchanting tables or anvils, absolutely no upgrades)? im trying to make it so no-one has a ultimate wand, but a weak wand they have to use conservatively
my server play.lotsoblawk.com has a dungeon where people find wands, but recently they have been making god wands. i disabled the overpoweredness of the diamond block painters.. but people are no longer selling them or buying them because its so easy to make a god wand with a few EXP
@broluigi
Hm, I could probably add that as an option. Do you want the spell icons not to glow, too?
how can i make the wands not glow? i dont want them to appear enchanted
Thank you elMakers for your response. I'll try to find a solution and eventually remove MV inventory .. Keep on the work ;)
Its not a big deal for me. I only used it in the MobArena and nobody was able to create wands or access them outside of the arena. All wands that were made available in the arena were also custom-made in the wand file.
Thanks for the update on why that was happening.
LHammonds
@LHammonds
@YaYAirea
Ok, guys, I have good news and bad news. The good news (for me) is I don't think there is a bug in Magic. The bad news (for you, and for me as an admin) is that this appears to be a bug in CB R3. Enchanting works fine in CB R2.
There's really not much I can do one way or the other- I only get an "ItemEnchant" event, Bukkit it supposed to take care of actually deducting the XP.
Hopefully this will be fixed in the next CB release, in the meantime if you want you can downgrade to R2, or just disable enchanting until this is fixed.
Sorry, wish I had a better answer for you! :(
@LHammonds
Ugh, sorry guys! I tried it too and it's definitely broken :( That may be a new issue, I'm not sure- I'll try and get that fixed and up in a build asap.
Are you both on 2.9.7? I'm not sure when this would've changed, this is really surprising to me.
I noticed the same issue with the wands being able to freely enchant and max out without actual XP costs. I went onto your dev server and the same thing happened there.
@YaYAirea
I'll double-check, but it definitely should not do that- enchanting should cost however many levels it says it does.
Glad to hear you got the rest working, though!
I got it working now. I just did a clean wipe of my sever folder. Thanks for the help. Also with enchanting it does not take away my xp levels and I can just keep spamming enchant button and get a max wand with ease, is that a bug or is it just me. Either way thanks again for the help and sorry for filling up the comments.
@YaYAirea
You don't need to copy over everything, just having the three lines I put will be enough to disable nuke.
I'm not sure what you mean about the text turning red though, and if all spells seem disabled, make sure there isn't a general error loading spells.yml, this would cause all spells to fail to load. Check your server logs, chances are you put a tab in or did something else to upset the oh-so-picky YML parser. This is probably what that red line is telling you, if you were referring to some YML editor syntax highlighting, maybe?
@NathanWolf
Sorry I should of mentioned this, I did try that before where I added enabled myself in between icon and category. When I do that it disables all spells and the enabled: false text is red, not just the spell I wanted. With your example with nuke when I type "enabled: false" the text is red and it too disables all spells.
@YaYAirea
You just add "enabled"- so for instance in spells.yml you could put
And that will make it as if the "nuke" spell didn't exist at all.
You can also use "Magic.cast.nuke" type permission nodes for more fine-grained control over who can cast what.
I have been trying to disable some spells I find over powered but I am having trouble doing so, I was able to edit the spells I had no problem with that but I am not sure how to enable or disable them. In the default spells it says you set enable to false|true to change it, but none of the spells have the option. I am sure its's an easy fix I just can seem to figure it out. Thanks for any help.
@uderline
Yes, unfortunately, Multiverse inventory could most definitely be the problem.
There will be no global fix for this until/unless Bukkit ever accepts a real Item metadata API. There is a ticket open, I (and many other devs) are willing to do the work, but Bukkit has not seemed interested in supporting this. If you want to go vote, here:
https://bukkit.atlassian.net/browse/BUKKIT-3221
The basic problem is that I use custom NBT data for the wands. This is how each wand "remembers" what it is.
Sidebar: I realize this was an odd choice on my part, versus just making spells and abilities bound to players, but .. well that's what I chose to do, it feels more "Minecrafty" to me, and I really like it the way it is. That said, this kind of thing makes me worry that one day Bukkit will update and my plugin will be entirely broken, so we'll see.
Anyway, the core issue is that Bukkit does not respect this data. So when Bukkit makes a copy of an ItemStack or serializes one (as in when MV Inv saves an inventory) it only stores the tags it cares about, and discards the rest.
When this happens, a wand loses its magic, so to speak, and becomes a fancy-looking blaze rod.
Unfortunately the only real work-around for this problem is for me to integrate with every single plugin that I want to support which currently breaks wands. I am in the process of working on this with dtlTraders because I would like NPCs to be able to sell wands. I will eventually want to support multi-world inventories, too. But each of these integrations can be a long process that may need to involve working with the other plugins' devs, who may or may not have time or interest in helping me out. It's not a simple thing, unfortunately.
So in the meantime I do not have a good solution- my guess would be it's the MV inventories that are the problem. Players can Stash their wands (or just use ender chests) when changing worlds, but I know that's a pain and a lot to ask. I am hoping to fix it eventually, but maybe not before 3.0.
Hello,
Like diannetea, I found some issues and especially about "breaking wands". Seems like once you change item in the inventory, the wand doesn't work anymore but you can still see the name of the last spell used.
The problem gets solved with a global reload (/magic load doesn't seem to resolve the problem) but I need to do it at at least every two hours which can become a bit annoying (especially for the players).
I thought about a bad config of the plugin (on my behalf) because there are errors in the console: [Magic] Task #242671 for Magic v2.9.7 generated an exception com.elmakers.mine.bukkit.plugins.magic.wand.Wand.loadState(Wand.java:676) [?:?] com.elmakers.mine.bukkit.plugins.magic.wand.Wand.(Wand.java:151) [?:?] plus more ..
Is it to do with Magic or Bukkit ?
I'm using bukkit for Minecraft 1.7.4 and the latest update of Magic (2.9.7). I also use multiverse-inventory, could that be the cause of the problem ?
Anyway, very nice plugin I'm using "Quests" plugin at the same time and it's really awesome !
I wanted to give a preview of a little pet project of mine:
This may or may not interest you, depending on whether you're into Conway's Game of Life.
@moo_we_all_do - Maybe you'd be interested? :)
@LHammonds
Spells that are purely "no pvp" should only prevent targeting players, but otherwise allow you to target mobs. There aren't many of these spells though- arrow and arrowrain are some of thy only ones.
If you think WG can prevent all damage from explosions (I have not seen this to be true!) you can modify config.yml for each spell you want to allow, like so:
The "bypass_build" parameter will force the spell to bypass all build permission checks (this includes explosions). Similarly, if you think the pvp stuff isn't working correctly (make sure you're on a current version, I did fix this at some point) you can similarly use "pypass_pvp".
Alternately, if you just want to turn off worldguard checks completely, use "region_manager_enabled" in config.yml.
I will also try to add global "bypass" parameters to config.yml so you can globally turn off build checks but keep the pvp, if that'd be useful.
I hope that helps!