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
From what I understand you can add a permission and command to a powertool so that they could use the tool without having the permission themselves.
yup :)
@Soljnir
I see- well there was a bug that was fixed semi-recently where it wasn't loading the right file (wands versus wands.yml) - so make sure you're up to date.
As for having /cast cost- if that would be useful, I can certainly add it! It would be an easy change to make that configurable. You can set up commands with powertools that a player can use but they can't use that command on the console?
Reason I found to use the /cast command "if it had the ability to cost things". Would be to apply them as powertools with cast commands.
As for the adding spells and remove that should work for what I need. I tried editing the wand.yml but the wand did not show up when listed or using /wand to create it. So I was checking to make sure it was possible.
@Soljnir
If a wand has more than one spell, right-click to open the wand inventory. Use your hotbar buttons (1-9) to select spells. Open the inventory UI (e.g. "E" button) to re-arrange spells (and materials, if the wand has them). Right-click again to close the wand inventory (which will restore your previous survival inventory).
If you mean how to add more spells to a wand, you can use the "/wand add" and "/wand remove" commands, or modify the templates directly (or create new wands entirely) with a wands.yml config file.
And, finally, you can now also add spells to wands with an enchanting table- they will be random though.
... I hope that answers your question? :) I wasn't quite sure which you meant.
/cast commands are not meant for player use and bypass all costs and cooldowns. You definitely do not want to let your players use cast- read all the fine print above for details, but yeah "/cast boom size 1000" would be bad.
How do I change spells on a wand? If I cannot, how can I make the /cast commands cost xp?
Nearing feature complete!
2.5.0 is another major update. Anvils can now be used to rename wands.
There is now a feature to create a randomized wand. Use "/wand random" or "/wand random(23)" - where "23" is a level from 1-50. Higher levels are better wands.
This feature is used in the chest population code now, and the crafting/enchanting interfaces (see below)
And two really awesome (I think!) new features integrate Magic more tightly into the Minecraft experience:
This system is new and I plan to expand more (e.g. adding random wand properties or materials, dealing with limited-use wands [edit: coming in the next release]) - but this is really the last piece I needed to make Magic a complete gameplay system. It can bring a whole new experience to your players in a very Minecraft-ish way, with zero admin. Enjoy!
@EyeSawYou
Just a note, there is now a "/wand configure" command in 2.4.0 (and the wands.yml issue was fixed, too).
2.4.0 is a pretty big update. It adds an optional block populator, if you want your world's naturally-spawned chests to randomly have wands in them.
There are also a few new spells and wand properties, see the file notes for details and the new main sections for the block populator if you're interested in playing with that.
I'm getting to the point where I want to take this thing out of beta, but it's going to really need a lot of play testing and feedback.
Is there anyone out there interested in doing that?
I played with the Spigot 1.7.2 server hack, just out of curiosity. This is no way means Magic is 1.7.2 ready, but it has been updated to work with the new block types (stained glass, red sand, etc).
@euQsei
Magic 2.3.1 has WorldGuard support. Any spells that may modify the world are disallowed if the player is not normally allowed to build in that region.
I'm looking into Factions support, but so far it appears much more complex from an admin and dev perspective. I kind of wish something like Factions could layer over something like WorldGuard- a centralized protection system would be nice. But I digress.
I've just uploaded 2.3.0, which is a pretty big change I'm testing out to the main wand mechanics.
Cycling is gone. Right-click will now open and close the spell inventory of the wand you're holding. (If the wand has more than one spell or material).
You can put spells and materials in the hot bar and use the 1-9 buttons to quick select spells and materials while the wand inventory is open. With the inventory closed, you can cast the active spell while still easily using the rest of your survival inventory.
This new system is still W.I.P., and I've kept the old system in a branch, but so far I like the new system much better. As a player I can still quickly switch my active spell if I want to leave the inventory open, but it feels more "Minecrafty" than the cycling did. It's also nice to be able to close the inventory and use a single spell- though it makes me want to have a few different wands versus one with everything. Let me know what you think!
From the admin perspective, this also lets you create single-use wands that don't require any complex inventory mechanics. You could litter chests with 10-use fireball, arrow rain, blink, fling wands - that kind of thing (note, I want to hook into chunk generators to optionally do this automatically, eventually- but that'd only work for a new world)
Once I get this tweaked the way I like, I'll look into WorldGuard (and maybe Factions?) support. I also have a few random TODOs and other ideas- see the "Future Ideas" page if you're interested or want to contribute! (Also a good place for spell suggestions, should you have any)
Thanks for reading!
@Satyrcyn
Most definitely! I'm anxiously awaiting being able to upgrade my own server.
I will also be actively taking advantage of the new 1.7.2 features as much as possible, as in painting with stained glass, etc.
Thanks for your interest!
EDIT: For what it's worth, I'm running the 1.7.2 Spigot now, and Magic seems to work with it. The only issue I've run into so far (other than the obvious "you can't use any new features" thing) is that Spigot doesn't handle soft dependencies, so Magic/WorldGuard integration isn't working there.
Anyway, it's a nice-ish stopgap if you really, really (really!) can't wait for 1.7.2- but I'm hoping it'll give me a chance to get ahead of any issues that might be on the way. My main fear is that the NBT-tag editing methods I'm using to store spells on the wand items is going to break- we'll see. Otherwise, Magic is strictly Bukkit API these days, so I don't expect any serious breakage.
My server is currently using MagicSpells, but this plugin seems superior in many ways. My question is will you be actively developing this plugin for 1.7.2 as soon as the bukkit dev builds come out? If you will, I'll be switching over to this plugin and requesting to be on your servers list :D
@EyeSawYou
Thank you so much!
Apparently I had a typo, I'm ashamed I didn't notice it wasn't actually loading wands.yml!
A fix is on the way (2.2.6), with a few other random bug fixes.
In the meantime, try making the file just "wands" (in the Magic folder, right by default.yml)
I'll probably pick up development again soon, I have an idea for a new GUI (see below if interested). I've been a little deterred since 1.7 came out!
So, I'm thinking of ditching the cycling mechanic. Instead you would right-click to toggle the wand inventory open/closed.
With the inventory open, you can "reconfigure" your wand by selecting new items and spells. You can leave the inventory open to be able to quickly select spells or materials from your hot bar, or collapse it to quickly switch between wand and other items.
I think this might work well- I could also have an option for wands without inventories, like one-shot fireball wands and such.
Oh, also, I *do* plan on adding console commands to set the properties of wands (xp regen, protection, etc). Thanks for your interest!
First, Id just like to say I love this plugin!
However to be as helpful as I can there do seem to be a few problems I've noticed. - Mainly my biggest issue is I can't customize my own wands in wands.default or by creating a wands.yml file. As soon as you run the server, magic recreates the wands.default file and ignores the wands.yml file. Since there isn't a command to add xp regeneration type effects to the wand creations in-game, theres no way to replenish xp_mana except through normal experience gains. Making the use of magic a very rare occurrence. Correction: default wands can have their stuff removed leaving the effects, and have your own spells added. But it is very limiting still as this only works for that once specific wand and doesn't change the yml file.
Thanks! Keep it up this is a really great plugin.
Protection note: Protection Stone plugin does block the effects of the spells when cast at an a area being protected.
Please add Factions support! great plugin though!
@euQsei
One thing I did want to mention, I don't know exactly what you were interested in- but you can use Magic in the meantime with a selection of spells, many of them are safe (well, in that they can't modify the world, though they can certain kill people :)
Note that many of these may be tweaked as you want to make them more or less powerful.
Here's a list of the ones that should be safe:
Safe:
Semi-safe:
Maybe-safe: (Might modify the world, but will restore it.)
@NathanWolf
I really wanted to use this plugin to offer additional resources for VIP, the problem is that he can destroy all the buildings of the server. I test with World Guard and Residence and really they do not protect anything. You can destroy everything with the same protections. When you get to interact with the plugin protections know, because I am subscribing to your updates. Thank you.
@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.