Magic

Server Compatibility
Please make sure you download the correct version for your server:
- 1.20.5 and Up => Latest Build
- 1.9 => Magic-10.9.8 (or latest Magic-Legacy 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

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Posted Jun 26, 2015@ThaRam
No, unfortunately :(
It's due to the way I store the items in the config.
I had a plan to fix this, and also to allow editing of shops in-game. But, honestly, since 1.8 added support for custom item data, opening up shop plugins like Shopkeepers, the time I want to spend on the built-in shops has dropped to basically zero.
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Posted Jun 26, 2015Any way to influence the order in which items show in the magic shops? seems random by default
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Posted Jun 25, 2015@Atrelyu
Thanks! I'll try and figure out why ItemLoreStats is getting in the way when I can, maybe there's something I can do about it.
The config approach you describe is tempting, but I'd suggest not doing that. It's better to only tweak what you need to change, which is why the configs are set up that way.
The reasoning is that this plugin is heavily config-driven, so I may change or fix things just by editing configs- if you've made your own copy you won't get those changes or fixes.
But that is up to you! If you don't plan on keeping updated it may not matter- you are essentially "forking" the configs if you go that route.
But config.yml in particular, it's pretty rare you'd want to change that much stuff in there.
For spells.yml and wands.yml- if you want to create new spells or wand templates, it's totally fine to copy from the defaults and rename- but for modifying existing spells, it's better to put in the "diffs", if you will- like if you wanted to make the cooldown for Fireball longer, you can just put
into spells.yml, it'll get the rest from the defaults.
There have been a few times (like when I had to update ALL of the spell icons for 1.8.3) where having a completely copied config can be a real pain to update.
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Posted Jun 25, 2015@NathanWolf
It would be ok if i replace the files like config.yml with config.default.yml and start editing from there by just renaming them?
I mean, take this file config.yml Replace it with this one config.default.yml And then rename it like the first one (config.yml)
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Posted Jun 25, 2015@NathanWolf
I uninstalled and re-installed ItemLoreStats and yes, it's the cause of the error. Just letting you know if that helps :)
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Posted Jun 25, 2015@MrHedra
Yup, that's right. You can add new wands there, or modify default wands (including disabling them by setting "enabled: false")
None of the default files are editable- the plugin puts them there for reference, so it's worth looking through the wands.defaults.yml file for examples of what can be done.
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Posted Jun 25, 2015Hi Nathan. Ok so the Owner just trusted me to the config files now I have access to it. Ok so it says on wands.defaults.yml " Do not edit this file. It is overwritten by Magic on reload.". So do I just add the new magic items I want to add in wands.yml? Like, just add it at the bottom?
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Posted Jun 25, 2015@Atrelyu
I'll bet ItemLoreStats is the cause, that was the exact problem the other person described. I'm hoping to get a chance to look into why!
As for the configs- I don't get much time for this stuff, but I'd be happy to help! Let me know what you had in mind- like if you have a specific set of wands/classes with specific spells you'd like to set up, or what.
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Posted Jun 25, 2015@NathanWolf
ah i see, so different effects for the angle of use
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Posted Jun 25, 2015@ThaRam
It is wearable- aim up and swing or activate it :)
It's actually an ender portal frame block, so it's not wearable in the vanilla sense.
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Posted Jun 25, 2015@ThaRam
@NathanWolf
Ah excellent, at-least there is a fix available. ty
random: Is the magic hat meant to be wearable? i ask because i cant wear it.
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Posted Jun 25, 2015Yes! I'm using itemlorestats and it might be the cause of the error. I remember running Magic with most of the plugins I have before and basically the only new plugins that I'm using are MythicMobs, Heroes, QuestWorld and ItemLoreStats but the console is not sending any kind of errors to me, is just in game problems. I could try uninstalling Itemlore and tell you if it makes any difference :)
I would LOVE your help in any aspect, seriously haha and if I can help you in any way just tell me :) it have been quite hard to set up all the configs for the server and I must say you have been quite an inspiration to me (not trying to sound weird or something lol, it's just that you are a really nice programmer and it's nice to see how much support you offer to other people and how much you are willing to teach) :)
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Posted Jun 25, 2015@Atrelyu
Are you using the ItemLoreStats plugin by chance? Someone *just* reported a very similar issue that turned out to be caused by that plugin- I haven't had a chance to see how it's interfering just yet though.
What you describe could work well, that's generally how I handle classes or ranks. You can give each unique wand type its own "path" for upgrades- either via vanilla enchanting, the builtin spell shop or other means.
This would take quite a bit of customization to set up, but I can help with that if you want!
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Posted Jun 25, 2015Spells are attached to wand items, uhm.
So, how about if I create a "kit" named Archmage for that specific class (for example) and the kit would basically be a custom made wand with certain new spells and since the wands are bind to players, other players couldn't use it, just the player who bought the kit, right?
I would appreciate if you would be so kind of giving me some extra hint for that "bridge" so I could find it easily :)
Another thing, when I'm in the server and I use /wand, /wand heroes or even when I create a wand and switch to another item or left click it, I can't use it anymore since it says it's bounded to other player (even though the name of the player is my name) any ideas of why is this happening?
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Posted Jun 25, 2015@Atrelyu
You can kind of work it that way- a lot of servers go for a "rank based" set up that is very similar to that- controlling what players can cast with permissions.
Unfortunately the way Magic works is mostly in opposition to that idea- since spells are attached to wand items, not to players directly.
Normally servers will use the "fill" command and/or wand property to auto-fill the wands with all of the players' spells (the ones they have permission to cast). This ends up with a similar set up, but it still feels kind of lacking to me.
If I can't get Heroes+Magic to work, I'll probably want to implement my own "skill" system of some sort, though it wouldn't be nearly as complete as Heroes so hopefully it'd hook into that in some way. I believe Heroes has a permission skill that you could use to bridge the two together at that point.
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Posted Jun 25, 2015I must insist that your idea is great :) but yeah i get your point, it would quite hard to inject the spells as skills. How about if you make it permission based?
Let's pretend we are creating a path like this "Mage>Archmage" for example. In order to achieve the Archmage rank, you have to earn enough XP until you hit lvl 20. Another plugin could autorank the player, putting him in the new rank, and inside of the config of that rank there would be permissions granting the user "X" magic!
Maybe I'm not explaining myself clearly enough so I will try another example. Using PermissionEx, you can edit the permissions of every player and ranks, so, if a player gets Archmage, it wouldn't be posible to give him a permission like - magic.<spellname> in order to cast the spell in game? So even though it would be necessary a few classes to keep order, all classes would have specific spells :)
I'm just speculating of course but I do appreciate your help! :D
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Posted Jun 25, 2015@Atrelyu
Glad you found that! You can use the "/mskills" command for the hotbar icons that they use on Herocraft. "/wand heroes" will give you a wand with your Heroes skills on it.
Unfortunately, what you describe isn't possible- at least not easily. I've been looking for a way to do this myself, since I'd like to use Heroes' progression system with my own spells.
Unfortunately, Heroes skills are required to be separate pieces of code- so there's no (easy) way for me to inject my own spells as skills.
Probably the "easiest" way would be to create a new Heroes skill that invokes a specific Magic spell via the API (or by just dispatching the /cast command) - but that means creating a separate Heroes skill (Java class) for every spell in Magic that you'd want to bring over- kind of a pain.
I'll definitely update you all if I ever find a way to make this happen, I've gone so far as to explore using JavaAssist to create new Java classes on the fly- never got that working though.
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Posted Jun 25, 2015@NathanWolf
Hello! I have a question. I'm trying to set up a server and I'm currently using the Heroes and Magic plugin. When I ran the server, I noticed this curious yet interesting message:
19:07:49 [warning] [Magic] Heroes found, skills available for wand use
I find it awesome that Heroes skills can actually be integred into wands and be used like other spells attached to them.
But my question is, it would be possible to create a spell with Magic and assign it to a specific class for Heroes?
Example: Let's say I create the ThunderBolt spell and only the players with the "Warrior" class can use it, it's posible to do that? If so, how can I do it?
Thanks in advance :)
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Posted Jun 25, 2015@ThaRam
Hrm :( The dtlTraders integration worked at one point, but it sounds like I need an update. Not sure when I'll be able to get to that, sorry.
And yeah the shops- it is kind of a pain, sorry again. You'll need to also copy the magicitemshop stuff from messages.defaults.yml into messages.yml to configure all the in-game text. I really ought to make that stuff default to something :(
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Posted Jun 25, 2015Dosn't seem like dtl traders works, I assume the way you use it is by setting up the "trader" normally but having a wand in hand to load spells to drag and drop in? if that is the case, each time you open the inventory of the trader, the wand unloads the spells that would show in inventory. If im wrong lemme know how to use dtl traders with spells.
Also found this may be a bug. I created new spell which was an exact copy of "magicitemshop" and called it "Magicitemshop" so i could customize items but it does not display the item prices when talking to npc. It just says cost_lore.
p.s. it does actually still charge you and takes money it just does not display the amount of show how much was charged until you look at your balance to see the difference