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?
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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
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- The plugin's version
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- 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'm loving the plugin, great job on it!
However, the auto-undo feature doesn't seem to be working for me. In my config I have
But structures don't undo themselves after 10 seconds. There are no error messages. Any idea why?
You know when People use the want in creative it break blocks
Example:
I have a wand with TorchSpell (i am in creative) when i left click to activate the spell and there is a block infront of me
It breaks the block and don't activate the spell
I home you have wands not breaking blocks in creative or auto undoing just like world edit
@ghosttractor
Actually not much work at all :) It'll be in 2.9.4, I've been using it on my server to clean up spawns and it works wonders.
Caveat though: it's WIP and probably will be in 2.9.4, still. Mainly this means 2 things:
1. It is not undoable (!) 2. It MAY not respect WG permissions if the region isn't full height. (It only checks the target block, but currently regen'ing means replacing the whole chunk!)
I'm hoping to fix this up, but that's where it gets complicated. I basically have to make a copy of the whole chunk, regen it, then figure out what changed for undo, and also replace any blocks that are within a WG region (or just check every single block in the chunk, I guess)
Anyway, it's there :)
@NathanWolf
What about the regen spell?
I know its a lot of work but it is worth it.
@lathame
Version 2.9.4 has a fix for this, I think, that's more elegant than giving players "/wand fill" (though I still plan to fix that permission issue, too).
If you make an Essentials sign with just "wand", they'll get an empty wand. If "fill_wands" is set to true in config.yml, when a player activates an empty wand, it'll fill it up.
I'm hoping this gets you what you want :)
@ghosttractor
Thank you :)
But yeah you'll have to disable those spells for now, then. The list of spells in Magic that don't modify the world is pretty short. :)
@NathanWolf
i need that because i have a survival server/WizardWars
i don't want people distroying land
Btw You have the best plugin in all time :)
@ghosttractor
Because Bukkit (and, from what I've dug, mcserver, really) does not support turning off block-breaking for tnt or fireballs- only for raw explosions.
It has been suggested that I turn off the actual explosion for the tnt and instead create my own explosion when I detect that the TNT detonates, so I may try that at some point.
@NathanWolf
Why doesn't: break_blocks: false
Work on Grenade spell?
@lathame
Ah, I see- so you have an essentials sign that just sells an empty wand? And your players can buy it... but you have players in different groups with different spell permissions, and you'd like them to get an appropriately filled wand?
I'd like to think of a way to do that without your players having to use /wand fill. Unfortunately Essentials doesn't tell me *who* is buying something when I generate the wand... but maybe I can check for an empty wand when a player holds it and fill it up.
Anyway, I'll make a note to fix the permissions. I'm not sure if that's a GM thing or a me thing, but it's not really intentional that "-Magic.commands.wand" also means you can't do /wand fill if you have "Magic.commands.wand.fill".
@NathanWolf
Yeah they buy them from essentials signs, the wands dont seem to fill by themselves though.
@lathame
There is a fill_wands parameter in config.yml that I think will do what you want.... Maybe?
It's a little weird to be able to fill a wand but not get one- where do they come from?
I'll take a look at the permissions, if I can do something to make that work (fill perms with no wand perms), I will!
Well I have a issue, I want players to get a wand and type /wand fill, but inorder for them to be able to type /wand fill they have to have /wand and I don't want them to have permissions to spawn in wands
@timoteo2000
Magic 2.9.4 will have a "mana_display" property in config.yml, which can be either "bar" or "number". (I think I'm keeping the default as "bar")
I tested it out, and "1000" mana just *barely* fits on the screen - but otherwise this seems to work great. Thanks for the suggestion!
@diannetea
Oh, ok :) Well, I forgot to ask - how are they getting the wands? If you've given players access to the /wand command, then I mis-spoke. There ARE per-wand permissions for that command- it's Magic.commands.wand.wand.elder (yes, two "wand"'s - it's a weird one), for instance.
But that doesn't prohibit them from using the wand, just obtaining one via /wand elder.
As for blink- try this:
That last line is I think the problem- spells, by default, can target through transparent materials. Construction spells don't do that, however, so I think if you use that transparency set you'll be ok.
Alternately, edit materials.yml and remove glass and stained glass from the "transparent" list- but keep in mind this will have other effects (like no spells can target through glass).
On a side-note- this sounds like a fun setup! Can I come check it out?
@NathanWolf
It's okay, I just negated all spells and gave permissions for the spells their wand is supposed to have, so while they can still cheat to get them, they're completely useless in the arena :)
Oh, one more thing, the blink spell, even though I have passthrough set to false, is still letting them teleport into my spectator room (stained glass) where there is food :(
@diannetea
I'm afraid not, only per-spells.
The reason for this is there really is no such thing as a "type of wand". The wands in wands.yml are just templates... hard to explain, but once created an Elder Wand is only an Elder Wand in name. It can gain or lose spells, properties, etc after that.
Similarly, a player can start with a simple Wand of Arrow (or whatever) but upgrade it to be better than the Elder Wand ... so I'm not sure what the best way to handle that is!
Is there a way to do per-wand permissions? I have players cheating to get different classes wands in my arena, so if they can't use the wand they'll learn fast to not do it
NEVERMIND I figured it out after reading a few of the posts below :)
Now they can't use the spells :)
@timoteo2000
To be clear the "random" wand is used for a few different things:
That said, check out this config:
https://raw.github.com/elBukkit/MagicPlugin/master/src/main/resources/examples/supersafe/wands.yml
I went through and removed any and all spells that could possibly change the world at all (either via explosions or direct block changing). Anyway, feel free to edit this list as you like.
Just drop this in plugins/Magic (overwrite the default empty one that's there) and I think it'll do what you want.
All those crazy numbers by the way are probability weights. It's quite complex, but there is an explanation in wands.defaults.yml if you want to actually change the way the randomization works.
@timoteo2000
Lol - yeah you clearly share my distaste for console-commands-as-gameplay :) I guess it makes semi-sense in Ollivander's ("incantations")- but doesn't MagicSpells have a wand? And I guess you could also use PowerTools to kind of make your own wand..
But I digress.
The undo system *will* preserve chest contents. It tries to preserve signs as well, but there are cases where that fails (e.g. you remove the block it's attached to, not the sign itself). I'm hoping to fix that before 3.0.
But that all said, permissions are a fine way to go :) The issue I see with enchanting is kinda complex, but basically when a wand is getting enchanted it doesn't know who the person is doing the enchanting. So I can't avoid adding spells to a wand they don't have access to.
This would all be fine, except it might prevent the wand from really upgrading, since it will only add a limited number (like, 1-5) of new spells- if all 5 new spells are things they don't have access to, they kind of get robbed. I like the idea of "exchanging" the spells, but they'll still have that same problem next time they go to enchant the wand, I think.
Anyway, try it out, see how it works, lemme know if it could be better.
If you don't want *anyone* to have access to some spells, it's also easy to disable them - just add two lines to spells.yml for each spell you want to remove, like:
blast: enabled: false
I'll double-check to make sure that works properly with enchanting (i.e that spell doesn't count at all). Thanks for your patience! :)
Also, survival is the main goal of Magic. It's meant to be a direct add-on to vanilla survival, so I'd love to see what you end up with. I have yet to find a server that wants to use my plugin for survival :) (It's usually all about the VIP rewards :P)
Finally (post too long already...) Interesting idea on using xp level rather than the progress bar. I wonder how high xp level can go (natural mana limit is currently 1000)... I'll make a note to try that as an option! I kinda like the non-deterministicness of the xp bar, but I can see people wanting to micro-manage with real numbers like that.
Thanks for your feedback!