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 Jul 14, 2014@KnightcraftRPGServer
On further inspection, I think the issue is that the "master" enchanting path in your config still has spells in it that you've removed or disabled from spells.yml?
That's where the location of that NPE points, anyway. I'm going to patch that up so that it will ignore but nag to the logs so you know which ones to remove.
EDIT: The latest dev build has those errors fixed up, the "enabled" flags should work properly, and it will log to the console on unknown spells in enchanting paths.
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Posted Jul 14, 2014@KnightcraftRPGServer
Hm- well, it's definitely bad that I'm throwing an NPE, I'll fix the root issue and provide some better messaging, once I can reproduce this. I tried using your crafting.yml and it loaded- ok, *but* I suspect you've also got a custom wands.yml? Does it have the "master" wand defined still?
Otherwise it looks like you've just done what I suggested and disabled the defaults.. this really ought to work. You're on 3.3.1, correct?
If you can provide all of your custom configs, I'm sure I can reproduce and fix.
I do see a problem with the "enabled" setting right now, and I apologize for that- I'll fix it up and get a dev build out- an alternative you could try now if you want is to change "load_default_crafting" to false in config.yml, and then just put the "master" crafting recipe in crafting.yml (remove the disabled ones completely).
I'll keep you posted, let me know if you can send me more configs please!
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Posted Jul 14, 2014I get this error when loading plugin.
Starts at bottom
This is the crafting.yml
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Posted Jul 13, 2014@NathanWolf
No worries.. I appreciate the consideration and fully understand!
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Posted Jul 12, 2014<<reply 2265837="">>
There isn't a way to globally remove all materials, but you can remove them from the enchanting system. That sounds like it's what you want?
For you setup, I think you want to start with the 3.2 configs I linked you (basically just disable all the defaults except "master" in crafting.yml) - and you'll also want to customize enchanting.yml. Take all of the materials, construction spells, and anything else you don't give access to out of the master enchanting path. You can copy paste the one in defaults and edit, or just look at it and make your own. It's a little compels to work with the probabilities, though.
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Posted Jul 12, 2014Hi, is it possible to remove all builder materials? as I don't allow any players to use constructive spells and they are spending XP on materials they cannot use.
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Posted Jul 11, 2014no like may i make a vid on the plugin how to use it and stuff
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Posted Jul 11, 2014@NathanWolf
ok man i will record this on ur server :D
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Posted Jul 11, 2014@bobbysaran
Sure, bobby- you are always welcome :) My Survival server, Dev server and PotterWorld are all good places to capture Magic in action. I'm not actually in game all that frequently, though, so it may be hard to track me down.
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Posted Jul 11, 2014may i make a vid on dis
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Posted Jul 11, 2014@B3fuddled
Thank you for the stack trace!
Unfortunately, for now I'm going to have say Magic is probably not compatible with this version of MCPC. The line of code in your logs:
https://github.com/elBukkit/MagicLib/blob/master/src/main/java/com/elmakers/mine/bukkit/utility/NMSUtils.java#L113
Refers to me trying to bind to some underlying NMS (core Minecraft code) functionality that ought to be there. In this case, it's one of the NBT methods I use to store Wand data, and the plugin really can't function without it.
It's possible that MCPC changed some of that around for some reason, but without seeing their mc-dev source code and making a special Magic version for it, there's probably not much I can do- sorry!
Magic is really a Bukkit plugin, I only really test with CraftBukkit and sometimes Spigot, but I'm afraid (at least for now) I can't easily support every flavor of server. This may improve after 1.8.
EDIT: Thinking about this more, I'm surprised it's broken since this particular class is not in the MCPC repo, and I'm assuming the mc-dev code they build against would be the same. So... this is actually a little mysterious. When I find some time, I'll try to look at this harder- I did test 3.3.1 on 1.6.4 CB and it seemed to work, but I feel like it should work in MCPC too.
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Posted Jul 9, 2014@NathanWolf
Very much appreciate you incorporating some coding for 1.6.4 backwards compatibility.
I tried v3.3.1 and still came up with some errors on starting up the server: http://pastebin.com/VPMeNRS1
FYI: running on Cauldron-MCPC-Plus version git-Cauldron-MCPC-Plus1.6.4-1.965.21.83 (MC: 1.6.4) (Implementing API version 1.6.4-R2.1-SNAPSHOT)
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Posted Jul 9, 2014@B3fuddled
Magic 3.3 had some general problems with 1.6 backwards compatibility. I've fixed those up in 3.3.1 - could you try that, please? I don't test with MCPC, but I'm hoping this one may work better. If not, please let me know any errors it dumps to the console.
3.3.1 Also has a few new spells in the default configs, and some general optimizations.
It also adds support for the WGCustomFlags plugin. If you use WorldGuard for region protection, and you'd like to have fine-grained control over what spells may be cast in which regions, this feature may be of interest to you.
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Posted Jul 9, 2014I have found some issues with Magic 3.3 and CB 1.6.4. I'm going to see if I can get that fixed up and release a patch. Sorry!
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Posted Jul 6, 2014@B3fuddled
I've no idea, sorry. It should be compatible with CB 1.6.4, but I don't test MCPC or any of the other variants. If you'd like to post your error logs, I can take a look!
@deleted_12710003
Er, I *literally* wrote all the crafting recipes out, and linked to all the docs, in my very last post! Admittedly the docs for crafting are really light, but the examples should be all you need.
The official names for everything are in the configs (they are the keys), or on my website:
mine.elmakers.com
Look at the bottom of the spell details, it says "Admin use: /wand add fling", for example. "fling" is the key for the "Fling" spell in that case.
Most spell keys are just the names lowercased. Not all of them will fit on Essentials signs, you may need to customize a bit.
@Higejolly
You can set the default wand mode in config.yml, "default_wand_mode". You can also change this on a per-wand-template basis in wands.yml (add "mode" property a template), or in-game to an individual wand instance using "/wand configure mode <mode>".
Additionally, the default config now has magic items for each mode- so you can do "/mgive chestmode" to get an upgrade item that will change your wand's mode the chest mode. These may be sold in shops.
@KnightcraftRPGServer
I've bailed on IRC, just FYI. Now that I can finally remove it from the description, that experiment is done with.
Ah- yes, the issue with "Hat" is metadata doesn't persist. Bah. Ok, thanks:
http://jira.elmakers.com/browse/MAGIC-102
As for the projectile spells- that's just the vanilla behavior of projectiles. You'll need to disable those spells or find a world protection plugin (WorldGuard, FrameProtect, etc) to solve that problem, I think- I'm not doing anything special there. Sniper should behave just as a player firing an arrow from a bow would... in theory. Or do you think that's not the case!
Thanks, everyone... now to go find out why my email notifications aren't working. :)
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Posted Jul 6, 20141: The hat wand is abusable when you log off you get the item.
2: The sniper, arrow wither spell causes blocks to be shot off an itemframe and duplicated
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Posted Jul 6, 2014@deleted_12710003
Blaze rod and nether star on top of it, you get more spells by enchanting it using old minecraft system (lots of bookshelfs)
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Posted Jul 5, 2014How do I switch a wand between Chest, Inventory, and Cycle modes? Not on the server, the plugin.
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Posted Jul 4, 2014What are the crafting recipes?? I like this plugin, but I wish there was better documentation on the crafting recipes... Also what are the official names to use in essentials [Buy] signs?
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Posted Jul 3, 2014Hi,
Can someone tell me if this is compatible with MCPC+ (now called Cauldron) v1.6.4? I get sever errors when it loads the plugin at server start.
Thank you