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 13, 2014@MinePress
1. I'm assuming you've got MV Inv or something? Since otherwise a player's item doesn't change when changing worlds ;) Unfortunately if another plugin takes the wand away, I don't get an event and don't know it happened. The same issue occurs if you /clear yourself while holding a wand. I've tried to fix this in the past and it caused issues with wands in inventory mode... I'm hoping to fix it again eventually but for now I don't have a good solution, sorry.
2. What do you mean by "blast an area"? Boom may be what you want- it can be made more powerful without breaking blocks, though in the default config only the low-powered Boom variant doesn't break blocks. TNT and Fireball/Wither based spells can't be made to not break blocks (unless you turn their power down to zero, but then they do no entity damage, either.
3. Hmm... well, I do, but I don't have a channel or anything. That's not a bad idea.... Can I just make a new one on esper.. or how does that work? :)
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Posted May 13, 2014@GPSforLEGENDS
Hm- same problem as Halts, maybe?
Try putting
wand_item_enchantable: wood_sword
in config.yml and see if that helps? It should swap the wand out for a wooden sword when you put it on the enchanting table.
If that does help, please come back and let me know- I should probably make that the default again.
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Posted May 13, 2014Hey dude,
A few things.
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Posted May 12, 2014why wands enchanting doesnt works? there are no errors but wheni click on a enchantment nothing happens
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Posted May 12, 2014@HaltsLongBow
That is the correct syntax, but you're better off just deleting that block. Remove the entire blocks for any worm or virus if you just want then gone.
The ender dragon never spawns, so that won't make it rare, it'll make it never :)
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Posted May 12, 2014If I say changed the target_type to ender_dragon would that basically make worm spawning next to impossible and is that the right syntax?
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Posted May 11, 2014@HaltsLongBow
No, you want to change the "probability" for that. Use min_y to determine if they'll spawn underground - though with the "outside" flag it's more of an optimization.
Worms should be pretty vulnerable to Nuke- they tend to expose theirs brains, as long as you're near the living part- the part that's changing.
Virus is harder right now, it runs away so can be very hard to kill. Engineering magic like Repair, or Convert+erase, that kind of thing, can be very effective. The worm has a smallish radius, so it's somewhere in the middle of the part that's changing. SuperConvert works well too but is trickier to use, increase wand power if you really want to get one.
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Posted May 11, 2014@NathanWolf
So the lower the min_y is the less chance of them spawning? Also how exactly do you destroy worms and virus' as I've tried nuking and everything and I can't seem to find the brain or heart no matter how many times I nuke or how many friends I bring to help me blast it.
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Posted May 11, 2014@KnightcraftRPGServer
I just added "magic clean check". If you run this (again, console is best) it will clean up the mess I've left with that last dev build- sorry!
I was actually wrong about chunk loading- I forgot I removed that for performance reasons. Someone (can't remember who, sorry!) pointed out that Magic eats up a decent amount of time on chunk load looking for wands, so I took that out. But in theory, with the exception of bugs like this one, it should properly manage lost wands- if not, the new command should clean it right up without deleting anyone's actual precious lost wand :)
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Posted May 11, 2014@HaltsLongBow
I'm still very much tweaking my "other side" config - I think the spawn rates are really high right now. If you've copied that config, you should definitely look it over, understand it, and tweak it as you want. The basic idea is that whenever an entity spawns, there is a % chance of an Automata spawning as well. So the overall chance is based on the chance of a particular entity type spawning x the percent rate you've assigned.
Hunters and Defenders are the only "safe" Automata- ones that don't leave a mess (on purpose- Hunters do make a mess on death though). If you want, you can just remove any entries that spawn Worms or Viruses.
A typical entry looks like this:
What this says is 1% of the time a spider spawn naturally, cast "worm" and "flare". The flare is just an extra little effect so you can notice an Automata spawning... in reality I don't think you ever see it, I may just remove it.
Anyway, you can change the "probability" to make them spawn less often. "min_y" and "allow_indoors" may also be important to you, this specifies here that Worms only spawn above sea level and when not covered by a block (of any kind, at any height).
This rule can be used to cast any list of spells on entity spawn. Spawning an automata is just a matter of casting its "soul" spell- in this case, there is an extra "seed_radius" parameter. This creates a cube at the spawn location before casting the spell, to make sure the automata has some "food" to grow on.
Automata are not height-limited in any way, once spawned. They can effectively fly (they are not affected by gravity in any way). So going up is not a good way to escape :)
However, they can not pass through solid walls of any kind. Cast Dome around yourself (with glass, preferably)- and then spawn a Hunter or Worm outside. You should be safe inside (other than if they try to cast spells on you... I'm working on fixing the targeting there!)
A single hole in a structure may be enough for them to squeeze through, so keep that in mind. Hunters need a bigger hole, I think- depends on the ruleset. If a Virus find a single block hole, you'll see it squeeze a little tentacle through, then the heart and brain will come through on the tentacle, then it's pretty much all over for your safe little dome :)
I'm glad to see people experimenting with Automata, but please keep in mind they're still very much work-in-progress! If you really want to experiment, check out the spell definition and start playing with the birth and death rules.See here for scholarly info.
... I should change my tagline to tl;dr
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Posted May 11, 2014Can automata reach players that are say like 90 blocks underground or if they are really high up?
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Posted May 11, 2014I see is their a way for example to stop worms from spawning but allow other automans to spawn or to at least decrease their spawn rate as they are huge.
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Posted May 11, 2014@HaltsLongBow
It is not intended but is a known issue. :)
Sadly there is no anvil API yet, but I am hoping to hack my way into that working better at some point.
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Posted May 11, 2014Thanks it's working now! :) Also thought you should know when you combine wands with a anvil you don't see the finished product I don't know if that is intended or not.
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Posted May 11, 2014@KnightcraftRPGServer
Oh, and the spell markers currently stay until server restart. This seemed like a good idea when it was only players, for auditing purposes, since it only shows their last spell it wasn't a huge mess.
But now with automata and mobs casting spells, I should probably make them time out after a while. I'll try and remember to add that to jira. :)
Edit: and keep in mind wands and spells are separate layers, you can hide them in dynmaps web UI.
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Posted May 11, 2014@KnightcraftRPGServer
Ah, good, well hopefully that bug didn't creep into 3.1.1 .. I gotta clean all this up and make a stable release soon.
I've fixed that issue in the latest dev build, I'm pretty sure. After you update, you can use the following (best done from the console)
This will clean up the lost wands, but it also means removing any actual valid lost wands it finds. I'd like to add a "magic check" command to only remove the ones it can't find.
Otherwise, they should also get cleaned up automatically as chunks load, if it's working properly.
Sorry about that- as it turns out, I've actually changed quite a bit of internal stuff since release, much more than I'd hoped. The recent dev build does a few cool things, one of which is what broke dynmap:
Anyhow, thanks for being patient with the dev builds :) I'm hoping 3.2 is coming soon, there was a lot I had planned to do for that release, but a lot of this re-work was unexpected, so when it settles down I'll probably push out an official build.
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Posted May 11, 2014@NathanWolf
Yeah I'm using the dev build. The spell cast markers are very helpful, thank-you. But How long should they stay for? Ive had some stay for hours.
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Posted May 11, 2014@HaltsLongBow
Same question as below - are command blocks enabled? :) Automata need them (so does Wolf House and a few other spells).
Wither won't cast if you have set the "pvp" region flag to "deny"- otherwise, by default, it is not restricted in no-build areas, only the engineering spells are.
You can also set the "ghast-fireball" region flag to "deny", which I think will make the spell work, but fizzle.
EDIT: Oh, and spawning naturally is not necessarily a great idea, at least not yet :) If you really want, though, you'll need MagicWorlds, the dev page for that has a link to the configs I'm using. Basically it involves making the plugin cast a spell (e.g. hunter) in place of spawning an Entity.
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Posted May 11, 2014@MinePress
Do you have command blocks enabled in your server config?
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Posted May 11, 2014Also players are able to use the wither spell even in worldguarded regions anyway on stopping it?