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
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
@NathanWolf
That's bit strange not to allow the same material for a spell. Yeah I will be releasing the magic wands on my server along side an rpg map I been working on for months now, I am very close to releasing now, all I need to do is add few more spawn points for mobs and add few more chests, the server ip is alison-mc.info. We are still in 1.6.4
@alek123222
Oh, about the fireball thing- there is already a spell ("flare") that has the firework icon- so you'd have to delete that spell or change its icon to something else if you want to use the firework icon for fireball. I think the plugin will print warnings about this (same material used for two spells) on startup.
@alek123222
I'll see if I can figure that out- there's probably some weird case where the wand gets deactivated but my plugin doesn't catch it. If you can reproduce it that would be helpful :)
As for invincibility- some spells are admittedly not ready for prime time, in particular the "effect" spells like invincibility, levitation, etc. They don't support durations or draining costs while active- they are just on/off. (which is very unbalanced).
I will probably make levitation work better at some point, but I was never too crazy about invincibility as a real spell, especially now with item (and wand) enchantments for protection. I might invest some time in that eventually, though.
Thanks for all your interest! I'd be curious to see what you're doing with the plugin if your server is public.
@NathanWolf
Yep, and invincibility seems not to care about duration property. I also stumbled across a bug that when I simply changed a icon of fireball into a firework the spell no longer cast fireball but fireworks :<.
@alek123222
That's pretty weird, but I could see how maybe that'd happen... So you were punching or swinging other tools, and it was still casting spells?
Bug: I sometimes can cast spells without of having the wand in my hand.
@NathanWolf
I never play with sound on and I assume a lot of players don't play with sound too. I think the particle is a better idea. Although a toggle-able text option is great too. But that explains why my cool-downs were so unnoticeable, I thought it was in ticks.
p.s. Also not sure whenever this is a glitch or not but "invincible" spell doesn't protect you from lightning or spells cast by mobs.
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.
Also just simple things like after the invincibility runs out a message saying "You are no longer invincible" would be great!
And also is duration in seconds or in ticks or milliseconds. I have a feeling that duration might be a bit buggy my invincible looks like this : http://pastebin.com/sagqJiBF
@alek123222
Cooldowns are in milliseconds (I don't use timers for cooldowns), so maybe that's the issue?
I just tested with the "sniper" spell on my dev server (mine.elmakers.com), it has a default cooldown of 1000 (which is 1 second) and that seemed to work fine.
I'm not really a big fan of chat messages or commands in general. Magic is meant to be as integrated an experience as possible- nothing you will ever do in the core Minecraft game will print text on the screen, and I aim to do the same.
That said, I can look into throttling cooldown messages if enabled- but I'd prefer any ideas you have on better feedback. I thought the sounds were a nice addition, but I don't always play with sound- maybe a particle effect or something?
@elMakers I did some testing with the cool downs and they still let me cast the spell, the time of cool downs is ticks I assume? I didn't have a chance to test the quiet option, but I assume that it just spams the cool down. What you could do is just limit the message to only once players tries to cast the spell. This plugin seemed very interesting but the cool downs not working for me turned me away from it :<.
@alek123222
Thank you, I will test with that one!
Very few spells have cooldowns by default, not sure if you've been tweaking things. I'm pretty sure they do work, but I don't use them much anymore in favor of xp and xp regeneration (which is going to be a more robust mana system eventually).
There are messages for everything, I just find them annoying so they're off by default. There is audio feedback (a "bonk") if you don't have the mana or are under cooldown. If you really want all the chat spam you can turn off the "quiet" option in the magic.yml file (which you must create, copying the default to start with).
If that ends up being too much chat spam, let me know and I can see about adding an in-between setting, like only print messages on failure (I think that may print a message on cast for most spells...)
I am using a custom plugin thats based of this one: http://dev.bukkit.org/bukkit-plugins/lore-attrubites-revival/ Also cool downs seem not to work at all and also a message would be nice that when a spell is on cool down should pop up saying "Cool-down blah"
@alek123222
Good point, I think I need to support the new(ish) max health stuff. I've never noticed that because I don't use any plugins that artificially increase health (which I assume is what you've got?)
I'll reply to you when that's fixed! If you could let me know what you're using I could test with it.
Can you make it compatible so when a user has over 20 health he can still be healed because at the moment the plugin just sets them back to 20 again.
Hmm... This could be useful for my Mob Simulator mini game on my server
@Soljnir
Quick update, I just tested on my own server to be sure, changes to spells.yml do work. I added a spell and modified the existing "shell" spell and both works. Just make sure you've copied the file and you aren't editing the default.
I'll see if I can add a better explanation of all this to the docs when I get a chance.
@Soljnir
Are you changing spells.default.yml - or did you copy it to a new spells.yml? Magic will overwrite the "default" files each time it runs, but it will use "spells.yml", "magic.yml" and "wands.yml" if you've created them.
Here's a copy+paste of my note from earlier:
One other thing about the config files that's worth mentioning- you have to copy .defaults and rename it (e.g. magic.yml, wands.yml). The defaults files are just there for reference, and get overwritten on each run. I change stuff in there a lot, so if you go down the road of having your own config it can get complex if you also want any new spells, balance changes, etc that I might add to the configs.
EDIT: Also make sure to disable enchanting and crafting in magic.yml if you don't want wands
Spells are not staying configured... I change things and save then /magic reload in game and nothing changes go back to the spells.yml and everything is reset :S
@Soljnir
Great, glad to hear it! Makes sure that just "/cast shell" doesn't work either :) (should be disallowed for non-ops by default, but.. just in case)
Note that "shell" is one of the configurable ones .. you can do stuff like
For smaller/bigger shells (default radius is 10)
/cast shell radius 30
For shells made out of specific materials (will use whatever they're pointing at by default, which is pretty abusable as far as cloning blocks goes ...)
/cast shell material glass
Etc... Hope it works out for you!
Thank you so much! I tested it out and it works "/powertool cast shell" tried it in command line and it doesn't work. So happy... especially with costs now on it.
@Soljnir
Ah, I see! Sounds cool!
Well, I just uploaded 2.5.2 which has options in magic.yml for "cast_command_cost_reduction" and "cast_command_cooldown_reduction". Set these to "0" for normal behavior when using /cast.
I like the idea of attaching spells to tools- let me know how that works out! And let me know if you have any questions about configuration options for spells- a lot of that isn't documented, but you can get a feel for what's available by the spells I've made.. e.g. sniper, arrowrain and arrow are all the same spell configured differently.
You may want to configure custom costs (you can specify items and amounts) though unless you want it to cost XP to use - the mana system only works with a wand equipped.
Do try out the wand though! I've spent a lot of time trying to make a useable multi-purpose tool that can do a lot more than just assigning commands to a click will do for you. :)
One other thing about the config files that's worth mentioning- you have to copy .defaults and rename it (e.g. magic.yml, wands.yml). The defaults files are just there for reference, and get overwritten on each run. I change stuff in there a lot, so if you go down the road of having your own config it can get complex if you also want any new spells, balance changes, etc that I might add to the configs.
EDIT: Also make sure to disable enchanting and crafting in magic.yml if you don't want wands :)