Magic
Server Compatibility
Please make sure you download the correct version for your server:
- 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
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- A unique identifier
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- The plugin's version
- The server's version
- The OS version/name and architecture
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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
The way I've done the configuration files is something I need to put more prominently in the documentation- as I said in the below comment, you have to copy the provided "defaults" files, Magic will load your own version instead if you remove the "defaults" from the file name.
This is kind of modeled after PHP (and other similar distributions), and it's an attempt to solve a complex issue.
The problem is that Magic is meant to be very, very flexible- so it's almost entirely configuration-driven. This is nice when you want to modify it, but it also presents a challenge when you want to update.
On update, I may have added features, new spells, wand properties, etc. I also do a lot of balance tweaking, gameplay changing, and sometimes even bug fixing- all entirely in the config files.
Once you've got your own version of the files, you miss out on all these changes. Which is OK if you've chosen to "branch off" so to speak.
But the problem I had before was, Magic would create the config files on first run- and never overwrite them (assuming you might have made changes). So even if you never touched the config files, you wouldn't get updates (unless you did a "/magic reset" or deleted the config files, but most people don't think to do that)
So anyway this seemed like a semi-elegant solution, though it's a little confusing.
It also means that, if you were so inclined, you could use a 3-way merge program on an update to get my changes (or some subset of them) while keeping your own customizations. This gets a little complex, but.. well, hopefully it makes sense.
@dome77
Well, sort of!
If you are editing the "defaults" file, then that is what it's supposed to do, even though it's confusing.
To make a custom configuration, you have to copy the file and remove "defaults". So you want to be editing "spells.yml", "magic.yml" and "wands.yml".
I'll make a second comment with some more information, I just noticed you posted this only a few minutes ago and thought maybe I could respond in time to be helpful :)
If i edit the files and reload, the whole text is set as default... :O Is that normal?
@lawrence1998
No, all the spells should work as normal, as before. Do you get any errors in your console or anything when casting these spells? Are you using one of the preset wands, like "demo", etc?
EDIT: It may be possible that your custom magic.yml file is missing some of the new configuration properties- offhand I can't think of what those would be that would break it so badly (they should have reasonable defaults)- but if you want to pastebin your config file(s) I'd be happy to put them on my own dev server and see what happens.
@NathanWolf
Yup, i edited the magic.yml and set right-click-t-cyle- to true. As for spells, some of them i, like arrow, i have to type /cast to get to work, is this normal?
@lawrence1998
It doesn't work at all?
You have to modify the config to get the right-click-to-cycle functionality. But everything else should be identical- you've created a wand with /wand?
The new version does not work :( Right click dosn't work and im confused, do you left click to cast spells? Spells only work when i type /cast.
@DyreWhite
Thanks! Well I've noticed it, not sure about anyone else :) I should put a disclaimer in about how using creative mode will break all your wands- I'm not sure there's anything I can do to fix it, unfortunately.
As for shell- heh, I was testing out a "power" feature of the elder wand, I originally had it enlarging all the construction spells. Turns out a 5x multiplier on the size of a spell like shell is a little nuts...
So I think the latest build only applies "power" to damage to avoid this insanity :)
Anyway, thanks for your interest! I appreciate the feedback.
I dunno if anyone has pointed this out yet, but when you have a wand equipped(specifically the elder wand) and you go into the "creative" inventory it disables the wand. You have to throw the wand away and spawn a new one to fix it. Hope that helps troubleshooting XD Will post more if I can replicate any bugs ;o
Also awesome mod! ;D Just be careful when using shell o.o
@NathanWolf
I appriciate that! Thanks:)
@lawrence1998
Hrm- addendum, I re-read your comment, and
well, firstly, thanks for your interest and praise! I should've said that first :)
Meh, I say gives the people what they wants. Version 2.5.8 will have a "right_click_cycles" option in magic.yml that disables the wand inventory in favor of cycling. You can shift+right-click to cycle materials for wands that use them.
@lawrence1998
EDIT: Feel free to still read all my justifications and what-have-you below, but... well the top post is more relevant :)
It used to work with right-click-to-cycle (as you can see in the video that I haven't updated yet), and it was really a lot harder to use. Imagine if you have 20 spells on a wand- you have to right-click 19 times to get to the one you want?
From there I combined right-click with an inventory mechanic- this is what's in the video. It solved the too-many-spells problem by treating spells as items, so you could re-arrange and choose the ones you wanted to actively cycle. But it had a lot of problems, too.
If you're curious as to how that one worked, grab version 2.2.6, and let me know what you think.
You'd have to get a really, really old version to have only right-click - that was so hard to use I abandoned it (literally) 2 years ago :)
Personally I think once you get used to it, the new approach is much more "minecraft like" (use hotbar buttons to switch items), and a lot easier to use.
That said, if you think the inventory system is too confusing, you don't have to use it. If a wand only has one spell, it won't have an inventory or any right-click functionality. So just configure wands to only have one spell, disable enchanting, and no inventories.
And, all that said- it probably wouldn't be hard to add a right-click-to-cycle option instead. I just think it'd be a bit of a pain with more than a handful of spells on a wand.... ?
Hey, I absolutley love the commands, so easy, the setup of wands, simple, the spells , amazing. However, I hate the way it works. The whole right clck left click thing scrolling through items dosn't work for em and players would be immensly confused. Could you possibly make it so you simply scroll through spells by right clicking and then active by left clicking? Also love the XP regen.
@moo_we_all_do
Thanks! If you look closely, it's actually a bunch of QR codes in the shape of a glider... but of course that didn't stop me from running it in the Life sim :)
https://www.youtube.com/watch?v=qyL5-JZl4Nk
I've always wanted to try and make a Life sim (maybe a 3-D version) in MC using block ticks. Not sure if it'd be possible, but maybe I'll tinker with it once Magic is done.
Off Topic: I like your glider from John Conway's Game of Life.
@NathanWolf
Hey, I've found a nifty custom world guard flag which helped me with explosions so we are all set on that front :)
@alek123222
And I love all the explosion spells however they can ruin a lot of buildings and the scenery itself would be nice to see an global option for toggle-able block damage.
Oops, I missed this one earlier- lots of comments! :)
A couple of solutions to this:
- Magic has WorldGuard integration, so you could WG protect the areas and magic should respect that. This could work well if you have any areas you'd like to be destructible (thinking fun in a PvP arena!)
- I will add "break_blocks" options to fireball boom and (if I can) grenade- not sure about the TNT entity offhand. Then you can set that to false in the config to avoid breaking anything with them ever.
EDIT: So I can add "break_blocks" to BoomSpell, but that's it. Sadly Bukkit doesn't let us tweak this property for Fireballs or TNT - in TNT's case it is hard-coded to "true" (shame), and in the case of Fireballs, it is hard-coded to the "mobGriefing" game rule- meaning you can set that to false and fireballs will in general not break blocks but still cause player damage.
So I guess I can't easily do anything about TNT (though WG can).
I will have a 2.5.4 release uploaded today (I think)- it will have the following fixes, mainly from your use/suggestions:
- Regeneration should respect player's max health now. Please let me know if it does not. (btw.. on your server, do the hearts still match HP or is that completely replaced by the top bar?)
- Having "quiet" set to true (but "silent" still false) will now print messages for cooldowns and other important things (mostly spell failures of some kind).
- There is a "message_throttle" option in magic.yml, this is in milliseconds. A spell will not send a message to a player more than once per this interval- I made it 5 seconds in the default config.
- I put a special check in to make sure you're holding a wand when you swing it. This doesn't fix the root issue you ran into, but should at least prevent casting if you're not holding a wand anymore.
A lot of the other stuff you asked about may take a bit longer. I looked into allowing two spells to use the same material and it got pretty complex- I use the material to know what spell to switch to when you select it in the wand inventory. I'd have to switch to NBT tags (or the display name) to avoid that, neither of those is super appealing :)
@NathanWolf
Sounds really good.
@alek123222
Sounds awesome! I'll have to come check it out.
So by "material" I really mean the icon- each spell needs a unique one, just so you can tell them apart in the inventory. I guess that might not be strictly necessary anymore and maybe I could allow it ... though I think it may be confusing.
As for fireball damage- I think there may actually be an issue in mc where overriding the power of an explosion (so this would apply to boom and grenade as well), it only destroys more blocks but doesn't really do more damage. I haven't gotten a chance to play with this too much, but if there isn't a fix for it I could probably rig something up to apply damage directly.
Hey also how is the damage calculated I've set one of my fireball spells to deal 999 damage to mobs however it barely deals any, a mob with 1000 health should have been 2 hit killed however he losses around 2 hearts.