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 May 10, 2014Also when I do /wand enchant it only stays enchanted for a few seconds.
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Posted May 10, 2014What command do I use to name a wand?
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Posted May 10, 2014@xs0lidus
Hm, yeah, I tend to agree. I originally had messages on very few spells, especially after adding all the visual and sound effects.
I think I may save the current config in examples as "verbose" or something, and then trim down what I have as the current defaults. If you like, you can wait til I do this and then see what you think- I'll definitely take your suggestions into account.
Actually I think nearly all spells will notify the target player at this point. This includes splash effects from spells like Neutron Bomb and Wither, as well as any spell that you directly target at a player.
This can be overridden globally or on a per-spell basis with "cast_player_message". In messages.yml, all spells will use whatever is under the "default" spell entry, unless there is something defined in the spell itself. I think Gather is the only spell that overrides this by default, if you want an example (NathanWolf Folded Space).
Personally I thought it was important that players know when spells were being cast on them- my main motivator was Automata, since you're suddenly Cursed and its nice to know why :) But, as always, it's customizable! That should be my slogan...
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Posted May 10, 2014@NathanWolf
I think anything that shoots a projectile doesn't need a message at all, same with spells that modify terrain in front of you. It's obvious what is going on.
Spells which empower you or another player should have messages, as it isn't clear what just happened.
Btw, do any spells show messages to other players when cast?
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Posted May 10, 2014@xs0lidus
I got you! :)
Use "quiet" (see the Wolf wand for an example- I'm not a huge fan of all the cast messages, myself!)
So "quiet: 1" means don't show cast messages and "quiet: 2" means no messages at all (I use this one when I do vidcaps). One of those undocumented tricks ... I gotta document all those eventually.
EDIT: Oh, and changing which spells have messages is totally possible, too. I tried to not have messages on ones you'd spam like Arrow and Fling- but if you edit messages.yml you should be able to do something like:
to get rid of Perk's cast message. Let me know what you come up with, I'd certainly be willing to blow away some of the text from the defaults if you think there are some spammy spells!
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Posted May 10, 2014Hi again, tired of my name yet? :D
Feature suggestion: Messages per wand/spell
Something like messages: false in wands.yml would work.
I'd like to display messages for wands that aren't obvious what they do. Perk, blessing, things like that, and disable messages for wands with spells like icbm.
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Posted May 10, 2014@HaltsLongBow
The only docs are on this site- click on Pages up top or follow the links in the main post. If you want to create a custom wand, check the Customization section, or here for details:
https://github.com/elBukkit/MagicPlugin/blob/master/WANDS.md
If you mean how to make it so players will spawn with a wand on first join, use "welcome_wand" in config.yml, using one of the templates defined in wands.defaults.yml, or one you've added to wands.yml.
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Posted May 10, 2014I'm confused how do I make a wand that all players will spawn with exactly? Also is their a tutorial for this plugin?
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Posted May 9, 2014@NathanWolf
There seems to be a flush of updates to support UUID's that may be adding a plugin review backlog.
Could you add my server to the 'Servers using Magic' please?
Knightcraft RPG☤Quests☤Dungeons☤Boss Battles☤Villages and Cities☤
IP = play.knightcraft.org.uk
--Website = Knightcraft.org.ukimage URL http://i.imgur.com/UyKNpNL.gif
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Posted May 9, 2014@KnightcraftRPGServer
Well that was a pretty major problem! :) But thank you for the praise, and your patience.
I'm glad you got fixed up- I don't like asking people to use dev builds here (clearly you figured it out on your own) so I'm hoping the patch gets approved quickly.
I dunno if it's just the sheer size of the plugin, or maybe the Bukkit team is generally overloaded, but I feel like my submissions have been taking longer and been more likely to go "Under Review". Weird.
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Posted May 9, 2014@NathanWolf
I am using the dev build, and it all seems to work. Thank-you greatly. This is the best experience I've had when submitting bugs to a dev, you work and reply so fast. Keep up the great work!
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Posted May 9, 2014@KnightcraftRPGServer
I have found and fixed the issue, and submitted a hotfix for approval as 3.1.1.
I may remove the 3.1 build, though I'd like to wait for the hotfix to be approved.
Sorry for any issues this caused! I'm still not too sure what happened.. I think I maybe added "Magic.cast" to plugin.yml at some point as a test and forgotten to remove it.
Anyway, I re-worked the permissions logic and tested all the cases I could think of (* negation with individual spell access added, * access but removing specific spells, etc)- it seemed to work ok. Please let me know if you have any additional issues after updating.
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Posted May 9, 2014@KnightcraftRPGServer
You could probably go back to 3.0 - I honestly am not sure when this broke.
However, I'm hoping you don't have to do that. The current dev build seems stable, I am able to reproduce your issue and should be able to fix it. At which point I'll release a hotfix here (3.1.1).
Sorry about this- one thing (the wand-specific check) I know why it broke, and I have that fixed already.
I currently have no idea why "*" stopped working... unfortunately I have to do some weird stuff, and I'm remembering why now- I can't put a list of spells in my plugin.yml, since it's dynamic- so the GM doesn't know about the pnodes, so it can't default them to true. So instead, I have my code assume it's true unless there is a pnode set.. but it has to jump through some hoops to handle "*" and especially "-*"... used to work though. Anyway, point being, I should have a fix for this soon, sometime today- though Bukkit approval will take a bit, of course.
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Posted May 9, 2014@NathanWolf The players are crafting them and the staff use commands. Is there a version that supports 1.7.8 and has working permissions?
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Posted May 9, 2014@KnightcraftRPGServer
:( Well that sounds like I broke it! That'd be really bad if so, I'll look into it ASAP. Hopefully I don't need to pull any builds.
How are your players getting wands? Another approach is to remove the spells you don't want players to use from wands.yml, but this will take quite a bit of customization if you're using randomization (enchanting, crafting, etc). The alternative, though, is players have spells on their wand they can't cast which is a little weird.
I don't use permissions myself, I think it creates something of a broken experience in this plugin, but I do try make sure they function, so I will take a look. Sorry!
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Posted May 9, 2014@NathanWolf
Yes I tried disabling the constructive spells which didn't work also. eg: -magic.cast.blast They are still able to cast the spell with a wand, but not able to use /cast blast
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Posted May 9, 2014@KnightcraftRPGServer
Hrm- -magic.cast.* should work, though I seem to recall I had to put something hacky in place for it (like GM does not actually handle that in the way you'd expect if trying to revoke default perms)
Last I checked this worked, a lot of servers rely on it, so I will double-check the permissions setup when I get a chance.
I did change it so it will now show spell icons in a wand if the player has no access- but they should not be able to cast it. It used to be if a player got ahold of a wand with spells they didn't have permission to cast, it would actually remove the spells from the wand.
I thought I tested all that, but maybe I broke something.
Have you tried disabling an individual spell, just as a test? "*" ought to work, and I certainly don't want people to have to remove permissions for all 130 spells by hand... but it'd be good to know, since I did have to do some weirdness for -* for some reason.
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Posted May 9, 2014Hi, great plugin, although I am trying to limit normal players so they cannot use constructive spells. The permissions do no limit what spells they can use. I added -magic.cast.* and they can still use any spell? I am using GroupManager
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Posted May 8, 2014@xs0lidus
Ah, ok, well I can use an older CB when I do my testing.
"costs" in this case refers to the "costs" list on a spell- the mana/xp, by default. So a wand with a 50% cost reduction will only charge 4 Mana for a spell that normally costs 8. You can see the reduction in the spell's lore within the wand.
You can turn on and off mana on a per-wand basis this way (make it cost-free).
There are upgrade items that can increase max XP, and also a little "consumable" item that will bump your XP up to max. I recently added these to the website on a new tab, check it out:
http://mine.elmakers.com/#upgrades
These are really just wands that have the "upgrade" property set- so, as always, you can make your own. You can also make them out of exist wands with the "/magic give upgrade <wandname>" command- that will turn a wand into an upgrade, which will affectively add itself to the player's wand.
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Posted May 8, 2014@NathanWolf
That's the one, but as you can see it isn't 1.7.9 ready yet. Though I'm sure it's being worked on.
The quest rewards do not support commands, just item-ids and amounts, quest points, and money.
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I'm still not fully understanding costs. What does it cost? Currency supported by Vault?
Mana system is pretty simple too, unless you add "uses" to a wand you have a never ending limit of spells. Maybe there should be a way to increase your mana with potions or by purchasing it?
There should be an option to use mana per wand, or a global mana that when at 0, does not regenerate unless you buy/obtain it.
Also, I was very surprised to see there is no /mana command.