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 Oct 29, 2015@VirgoDolphinMK1
mine.elmakers.com
Is the official dev server/hub.
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Posted Oct 29, 2015@NathanWolf
Thank you ever so much for helping me over these past few days! You've been amazingly helpful! I mean, if it weren't for you I wouldn't be talking to you over this wonderfully crafted plugin that I exclaim so much about now. Thank you! :)
Anyway, regarding to the situation. I have taken on-board your information and the problem has now been relieved from my shoulders. I am starting to get to grips with this problem-filled mountain which is causing so much confusion. Once you understand how this works, it can then easily be personalized. I now believe that the style in which this plugin is configured is actually a great way to present the data and has many possible outcomes. If I may, a few words of good criticism and things that could improve your plugin are:
Everything you have told me so far has helped me so much in learning about this plugin. And if I could, I would grab all of the information you have given me, not change it a single bit and put it into it's own file in the plugin. That is how great your "words of wisdom" are! Continue with this plugin and don't stop! :) There are so many possibilities that can occur in the process like praise and amazing feedback. Maybe even donations! The "specific wand types" property to shops that I have been talking about recently would be a great addition to improve this plugin! It would make life so much easier! However, NEVER remove the "paths" property even if you are forced to. It is a great concept in which I approve of massively. Only use the "specific wand types" as an addition to the plugin. Do not make it replace paths.
EDIT: - Sorry! XD Just one more query, do you know of a plugin or is it possible to make it so if you buy something from an NPC shop, it gives the player the ability to use a command such as /msg? Thanks. :)
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Posted Oct 29, 2015@VirgoDolphinMK1
I believe NathanWolf has a server you can play it on? If I'm not mistaken.
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Posted Oct 28, 2015Does anyone have a server with this plugin installed that i could play on?
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Posted Oct 28, 2015@ShadowWolf294
Hm- ok so the problem is that you don't have the enchanting paths defined...
but if you want to setup shops that don't follow the enchanting path rules (like you've just got a list of spells there) ... I can see how this is a little cumbersome :(
Let me take a minute to explain how things work in the default configs ... then I can think of how to make it easier for you.
So nowhere does it ever say "here is the Master level spell shop, it has all these spells in it" - it is derived from the enchanting/progression configs.
This is mainly to make the shops work similarly to enchanting .. but if you don't want the enchanting, it's probably just getting in the way.
So.. I guess for now the easiest fix for you is to add some empty enchanting paths. I put the following in enchanting.yml to get your shop to work:
Additionally, you ought to put something like this in messages.yml if you haven't already:
... I need to work out a way to re-use all that text. It's customizeable per-shop, but there are no reasonable defaults anywhere.
Let me know what you think.. alternately you ditch the whole path thing, and I do what you asked for a while ago and add a "specific wand type" property to shops :)
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Posted Oct 28, 2015@NathanWolf
1. Great! I got it all sorted! :)
2+3: I have tried and yet somehow failed many times at correcting this. If possible, (you may be busy and I completely understand so if not do not worry :)) but could you take a look at my custom spell and wand files and tell me where I've gone wrong?
Thank you :)
SPELLS.yml: http://pastebin.com/zc61JwhE (NPC spells towards bottom - I labelled them)
WANDS.yml: http://pastebin.com/7fw7Gvja
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Posted Oct 28, 2015@ShadowWolf294
1. That's up to whatever eco plugin you're using :)
2. I would put each of those wands on their own path. You'd have separate ice/fire paths, for instance. That's the only way you can give them different progressions.
3. You can make a custom itemshop with specific spells in it. The spellshop itself isn't configurable, it is entirely based on the "path" progression.
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Posted Oct 28, 2015Hi! Sorry, it's me again!
I came back because I couldn't find anything on these questions in the documentations...
1. How do I change the currency from "Dollars" to something else?
2. Is there a way I can make it so that shops/NPC's only allow players who have a certain wand rather than path? Example: If there was a fire wand, someone would have access to a "fire shop". If there was an Ice wand, someone would have access to an "ice shop". However the fire wand cannot access the ice shop?
3. How do I change the spells that are sold by NPC's in the trait SpellShop for example?
Thanks :)
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Posted Oct 28, 2015thx for the new spells to modify :)
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Posted Oct 27, 2015@NathanWolf
Thanks both NathanWolf and HlgBruski! I should be able to progress now without further help... However, that's probably not going to be the case. So just keep a watchful eye out for more questions :)
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Posted Oct 27, 2015@HlgBruski
Okay! Thanks for the help man! I may not know everything about this plugin, however it's fairly straightforward if you think about it. :)
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Posted Oct 26, 2015@HlgBruski
Weird- ok! Anytime that happens, check your server logs- it should dump a big ugly thing to the logs that shows you which config file has a problem, and where.
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Posted Oct 26, 2015@NathanWolf
Yeah I changed it in messages and it still made the plugin unusable. I'll poke around. I'm sure I'm doing something wrong. But putting it right in there with the spell worked! Thanks a lot.
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Posted Oct 26, 2015@HlgBruski
You don't want the "messages." part- it goes in messages.yml, but the root is "spells"
So spells.spellkey.name
You can also just put name+description in the spell config directly, if you don't plan on localizing it may be easier to manage that way!
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Posted Oct 26, 2015@NathanWolf
Last Question, whenever I make a custom spell, I can't set the names and descriptions. I'm using messages.spells.<spellkey>.name: then the name I want. Is that not right?
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Posted Oct 26, 2015@NathanWolf
Sorry for all the questions but thanks so much for the answers I really appreciate it. I also read that you planned to make players "know" spells. I think this would be awesome. Maybe teach them through books or one use "tomes". Just an idea. Thanks a lot again! Hopefully I won't have anymore questions lol and sorry I just saw your most recent comment, I accidentally looked over your last one earlier :P that potter link is really helping me out. Way easier when I'm not guessing.
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Posted Oct 26, 2015@ShadowWolf294
I think you got it, and HigBruski's explanation was correct. That tells you how many casts are required for the spell to auto-upgrade to the next level. This may also require your wand to be at a specific level.
Note that casts only count if they succeed- so for damaging spells, you actually have to hit a player or mob for it to count!
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Posted Oct 26, 2015@HlgBruski
You can find all the wands/brooms/items here:
http://mine.elmakers.com/?example=potter#wands
Or in-game with the /wands command :)
Wands can override FX a bit if you plan for it. Each wand can have a custom particle type that spells can use if present, and each wand has a color you can use in various FX.
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Posted Oct 26, 2015@ShadowWolf294
I am almost 100% positive that the upgrade_required_casts is the amount of casts need to get the spell to the next level. Some spell have more than one level, like the spell "kill". I think if you cast it 50 times it will go to level 2. Also thanks for the effects tip.
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Posted Oct 26, 2015@NathanWolf
Oh okay, I sort of understand how the paths work now. Thank you! :) I still need to get the jist of the coding though. So if it says "upgrade_required_path: master" for example, does this mean the player must have a master wand to obtain this particular spell?
With "upgrade_required_casts: 50" what does this mean?