Inactive [FUN] Magic v2.0.8- Spells and Wands [1317]

Discussion in 'Inactive/Unsupported Plugins' started by NathanWolf, Jan 16, 2011.

     
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    NathanWolf

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    Spells / Wand / Magic!



    Magic is a Work-In-Progress system, the end goal of which is to bring an RPG-like experience, focused on magic spells, items and abilities, to Minecraft.

    Downloads
    Magic.jar on MediaFire

    Source Code / Contributor Group (want to join?)
    elBukkit on github

    Currently Implemented:

    Magic is a configurable system, set up to let admins create their own experience on their servers. It will create a default configuration (spells.yml) with a variety of spells- but you are free to edit, add, remove spells at will.

    Take a look at the spells.yml file that Magic generates at first run. Documentation coming soon!

    Spells
    • cooldown - spells can only be cast so often
    • range - How far a spell can target
    • target_through - What a spell can target through (e.g. glass, water)
    • name, description, wand icon, etc - All editable in spells.yml
    Magic is currently more appropriate for a creative-type server than a serious RPG server, however you can use the Permissions plugin to lock down spell and wand use. I would like to tie into (or create) a leveling system eventually, but for now you can create classes and such using Permissions and various other plugins.


    Planned:
    Most of Magic's systems are not yet functional. Before I can call this ready-for-RPG, I will want to have working:

    Spells
    • Reagents - spells consume items when cast
    • MP - A system to use a pool of "magic points" to cast spells.
    • Automatic regenerative MP, other ways to gain MP (temples, actions, etc)
    • Health-for-MP, Eragon-style life-force casting
    • Permissions-driven per-player statistics, so players can have different casting costs / MP pool sizes, et
    Wand

    • Data-driven wands, using different items (or no item, for "abilities")
    • Dynamic wand action system, for alt-fire and context-sensitive actions
    • Better spell inventory system- I have a few ideas, I'll be playing around with this eventually
    Plugin devs: do you want to help? PM me! All of my code is community-sourced on github, you can contribute hassle-free, if you want to.


    Permissions

    By default, all players have access to the wand and all spells. If you use the Permissions plugin, you can set up individual permissions using the following pNodes:

    Code:
    Magic.wand.use : Player can use a wand
    Magic.commands.spells : Player can use /spells
    Magic.commands.wand : Player can use /wand
    Magic.commands.cast : Player can use /cast
    Magic.cast.<spellname> : Player can cast a specific spell
    Admin commands:
    Code:
    Magic.commands.magic.reload : Reload spells.yml
    Magic.commands.magic.reset : Delete spells.yml and re-create it from defaults
    
    Default Spells
    Exploration spells

    • blink: Teleports you to, or through, your target location.
    • peek: Temporarily turn the target surface to glass.
    • elevate: Teleport up or down to the nearest standing place
    • recall: Set a marker and teleport to it later (aim up to return), or to spawn
    • torch: Place a torch at your target location
    • goto: Go to the farthest away player- can target other players
    • fling: Fling yourself in the target direction. (Also, fly)
    • levitate : Fly with controlled thrust, Iron Man style. WIP!
    • portal : Create two connected portals (WIP)
    Construction spells

    • bridge: Extend the ground under your feet.
    • construct: A powerful spell for constructing, filling, or erasing
    Alchemy spells

    • rewind: Undo your previous spells, one at a time.
    • alter: Alter certain blocks (stairs, logs, leaves, wool).
    • transmute: Modify the material used in your last construction.
    • absorb: Give yourself some of whatever you're pointing at.
    • recurse: Recursively replace the target material.
    Mining spells

    • mine: Mines out the targeted ore vein, and drops the ore blocks. Not rewindable.
    Help spells

    • heal: Heals you to full health.
    • time: Adjust the time of day
    • cushion: Creates a (Final Fantasy-inspired) temporary water bubble, meant for landing on.
    • manifest: Give yourself some material by name. Only gives building material blocks.
    • invincible: Makes you impervious to damage of various types.
    • sign : Give yourself some signs.
    • pull : Pull items (or creatures!) towards you. Aim down for a super-powered version!
    Combat spells

    • fireball: Cause an instant explosion at your target location
    • arrow: Fire a magical arrow.
    • fire: Start small or large fires. Great for lighting portals from a distance!
    • lava: Fire a very destructive, not-yet-temporary, stream of lava- CAREFUL!
    • wolf: Summon and tame wolves
    • grenade : Toss out a live TNT block
    Farming spells

    • tree: Grows a tree magically.
    • familiar: Spawn an animal familiar to keep you company.
    • farm : Create a random herd of friendly animals
    Nature spells

    • frost: Freezes water and snows up other blocks.
    • weather : Summon or dismiss storms
    • lightning : Strike down your foes with lightning
    Builtin Variants

    Several variants of the above builtin spells are also builtin:
    • blast, superblast : Destroy large chunks of common materials
    • fill : Click twice to fill a volume
    • monster, mob : Summon monsters
    • ender : Summon an enderman
    • blob, superblob : Create large blobs of any material
    • inferno : Create a large fire
    • tnt, kaboom, nuke : Progressively more powerful and dangerous versions of fireball
    • gills : Stay alive in water, but only while moving around
    • ascend, descend : Take you up or down one level, through solid ground/ceiling
    • spawn : Return you directly to spawn
    • pillar : stalactite : Extend the ground or ceiling up or down
    • paint : Fill a single block
    • shell : Create a hollow sphere around your target
    • box : Create a hollow box around your target
    • sandblast : Create a large blob of sand (aim in the sky!)
    • arrowrain : Create a "splitter" arrow
    • mob : Summon an insane mob of enemies
    • push : The opposite of the default "force", pushes objects instead of pulling them
    Default Material Icons
    • absorb : bucket
    • ascend : red mushroom
    • alter : redstone torch (lit)
    • arrow : arrow
    • blast : gunpowder
    • blink : feather
    • bridge : gold hoe
    • blob : clay ball
    • boom : red rose
    • box : wooden door
    • cushion : slowsand
    • day : flint
    • descend : brown mushroom
    • disintegrate : bone
    • ender : ender pearl
    • familiar : egg
    • farm : wheat
    • fireball : find and steel
    • fling : iron boots
    • frost : snow ball
    • gills : raw fish
    • goto : glowstone dust
    • grenade : TNT block
    • heal : bread
    • inferno : fire
    • invincible : gold apple
    • kaboom : redstone wire
    • lava : lava
    • levitate : gold boots
    • lightning : cooked fish
    • mob : jack-o-lantern
    • monster : pumpkin
    • night : coal
    • nuke : bed
    • paint : painting
    • peek : sugar cane
    • pillar : gold axe
    • pull : fishing rod
    • push : minecart rails
    • recall : compass
    • shell : bowl
    • sign : sign post (not the item)
    • stalactite : wood axe
    • spawn : wood door (the item?)
    • storm : grilled pork
    • torch : torch
    • tower : ladder
    • transmute : gold ingot
    • tree : sapling
    • tunnel : stone pickaxe
    • recurse : wood spade
    • rewind : gold watch
    • sandblast : sandstone
    • superblast : slime ball
    • superblob : clay brick
    • weather : water
    • wolf : pork
    Tip Jar
    If you really love this stuff, and you're feeling generous, I'd more than appreciate a donation. Go here if you're interested!

    Changelog

    2.0.8 - 1.8 Update. (Added ender spell, new buildable materials, fixes) - wand doesn't auto-swing :(
    2.0.7 - First release with casting costs. (See grenade and heal for examples)
    2.0.6 - First release with configurable spells (via spells.yml). A little experimental still.
    2.0.5 - Some experimental changes (including an awesome perf hack) to fling and levitate, drop leap variant.
    2.0.4 - Major refactor (prepping for spells.yml), add force, some fixes/tweaks, fix shell.
    2.0.3 - Add cloak and decoy (wip), and fix arrow and arrowrain arrows.
    2.0.2 - fling auto-protects you from fall damage, wolf, frost and disintegrate balanced.
    2.0.1 - Added kamikazee
    2.0 - Removed Persistence, collapsed into a single jar, added Permissions support.
    1.18 - 1.7 support (RB953)
    1.17 - Add necromancer class, improve monster, magic arrows can't be picked up, portal now works like Portal (!), and improvements to the CTF bases (signs!)
    1.16 - leap and tesseract added, low-power variants of fling and blink. Cooldowns added on some spells. CTF support!
    1.15 - erase added, targeted version of rewind (ops can use it on other players), tweak levitate and blob
    1.14 - tag added, leaves a sign with a timestamp and your name at target
    1.13 - levitate improvements, rename goto to gather, change the way it works.
    1.12 - levitate, ironskin, leatherskin, map (WIP!)
    1.11 - fling, force/push, lots of fixes/improvements (wolf, tree, gills, blink)
    1.10 - goto, arrowrain (paging in /spells list)

    View full changelog on github

    This post has been edited 5 times. It was last edited by NathanWolf Dec 12, 2011.
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    raught19

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    if you added all the magic spells to Heroes skills, thatd be amazing! :D
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    Flenix

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    I don't intend to add ALL of them, just the more RPG based ones that Heroes doesn't already have, for example Cushion.
    I won't bother porting any of the Construction spells etc, Magic will always be useful for those :)
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    deeraj319

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    idk if the link is outdated or something but the download link does not work :(
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    gamedude30

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    I feel kinda noobish for asking, but how do I set up permissions just to allow admins to cast spells?
    I have everything installed, just dont really get what to do now lol
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    NathanWolf

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    I copied it over from the wiki to the main post, since that was too confusing. No one seems to get or use the wiki- now we're supposed to switch over to something new, anyway... :D



    I just pushed latest, including the 1.8 updates (more on that below)



    I still plan on updating Magic... I'm kind of in a holding pattern right now, honestly. I would like to see integrating with the newer features of 1.8 and the upcoming 1.9 features- I want experience to get spent on spells and abilities, and I'd love for NPCs to dole out quests to earn XP, etc.

    Until I can start to use all of that I don't have a whole lot I want to do with Magic right now... so if other plugin authors are picking up speed on spells and magic-related (or RPG-type encompassing) plugins, then I could see Magic getting left behind. Basically, if there isn't much interest at some point, I might close up shop... but otherwise I'll still be (at the very least) keeping it up to date with latest Bukkit RB's.



    Sorry- my home server died! I've updated the links in the OP to a new provider that should stay up. The new jar is intended for 1.8 - but *should* run fine on the latest Bukkit RB (for 1.7.x) as well- let me know if you have issues. (Just don't try and cast the new "ender" spell on 1.7)



    If you don't have the Permissions plugin, then everyone should be able to cast any spells- there's nothing else to do. If you want to use Permissions, you'll have to go look at that plugin's tutorials and such to learn how to set that up.

    The latest Bukkit code has a lot of permissions-related code in it. I would expect that we'll be told to switch over to that and away from the Permissions plugin sooner rather than later. For what that's worth.

    This post has been edited 1 time. It was last edited by NathanWolf Sep 18, 2011.
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    NathanWolf

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    1.8 Update

    Magic 2.0.8 is a minor update for the next Bukkit RB, which will presumably be targeted at mcserver 1.8 (they are very, very hard at work on it as I type this).

    I've got the latest Bukkit/CB source code, and I was able to build it and run this version of Magic with MC1.8.
    There was a minor fix needed for Magic, but it was relatively benign.

    I added a few things for 1.8 as well, such as "ender", "silverfish" and "cavespider" parameters to the "familiar" spell, as well as a default ender spell variant to summon an enderman. (Current users- if you want to get the new defaults, you have to delete spells.yml and lose any customizations you've done...)

    I also added all the new block types to the default "buildable" material list. Mainly, I want to be able to construct with vines and such- but be careful trying to fill with those, I imagine that'll break.

    Um.. I guess that's all for now. If you skipped over the huge post above, the keynotes are that I am still keeping Magic up to date, but don't really have time to actively work on it. I got a lot of big plans I'd like to do with it, mainly post MC-1.9, but we'll just have to wait and see how that goes. Meantime, feel free to check out all the other great plugins out there if you feel I'm lagging behind :D
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    NathanWolf

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    Regarding 1.8... I should mention that I haven't successfully constructed with vines. Not sure why. Glass panes work, though- and are fun to play with :D

    Also fun is having an enderman familiar ... I took some screenshots, if you're interested.
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    G4meM0ment

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    I had an idea, could you add the ability to set spells like a buff in wow. For example i use some invincible spell on myself and its stops protecting me after a time, possible to set in the config. The same for heal, expect of having a fully heal, healing over 20 second every second half a heart. I hope my stucking english was good to understand :p
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    NathanWolf

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    I think that buffs (and curses! :D) are a great idea. The Magic framework doesn't support it well, is the main reason I haven't done it... but using bukkitsched, it probably wouldn't be too hard.

    One caveat is I would also like to be able to "drain" resources while the spell is active- so, for instance, maybe the "invincible" spell eats 1 golden apple every 5 seconds, and lasts up to 30 seconds (or until you run out of apples).

    P.S. Your English is fine! ;)

    One thing I was thinking would be cool is the ability to attach certain spells (like, most of 'em) to arrows ... so instead of casting fire, you could shoot a fire arrow (or lava blob arrow, or explosive arrow, etc...)

    I started looking at some of the new 1.8 code - there is a concept of a player level already, even if it's not totally obvious (at least not to me) that your player levels up when collecting experience. I also experimented with adding new crafting recipes, which is something I've never played with much.

    So, some general ideas I'd like to throw out, see if anyone's paying attention and has any opinions :D

    These are all kind of separate ideas, but probably could be mixed+mashed together...
    • Creating wands bound to a specific set of spells (like, up to 8?) by crafting them- you put a stick and a set of items into a crafting table to craft a wand, basically. You could have multiple unique wands, each one would be bound to different spells.
    • Learning spells by spending experience points at an in-game "shrine" object (either crafted or randomly placed in the world)
    • Choosing a character class, and automatically progressing (gaining spells, spells get cheaper/more powerful) by progressing in experience level.
    • Spending XP to cast (not learn!) spells. So, you must hunt to use magic ....
    I like this last idea, but obviously it breaks whatever notch has in mind for XP (or whatever other plugin devs use it for). I just think that, from a UI perspective, re-purposing that as an "MP" meter would be super swell. I could have Magic dole out XP for other things, too, or maybe just fill it up at regular intervals, whatever.

    And finally:
    • Integrating Magic with Spout (and Spoutcraft)
    This is something I've been thinking about, and off-and-on-again excited about, since Bukkitcontrib was first a glint in @Affores' eye.... :D

    I'm still not really crazy about the idea of requiring a client-side mod for Magic to work properly. The idea is for Magic to transform a server in a way that a normal Minecraft player can come visit and have a different experience. I don't want it to be something exclusive to people who know about Bukkit or Curse or Spout or any other kind of mods or any of that...

    Anyway, that said.... it sounds like I could use Spoutcraft to add to the HUD. So, Spoutcraft thoughts:
    • Display selected wand and spell (much like old Wandmin) on-screen. Allow cycling of spells and wands (no more item/inventory-based spell selection!).
    • Spell icons would be crazy-awesome if we want to get into custom assets and all that.
    • MP meter for mana-based casting costs
    • An actual wand item that the player must craft (not a stick anymore!)
    I think I could really do a lot with it, but... I dunno. I think I'd still like to at least play with what I can do with just server-side mods. The thing that mainly bugs me (and you guys, I think) is the way the wand works- and I have some thoughts on that, too. But.. another day.

    What are your thoughts?

    This post has been edited 1 time. It was last edited by NathanWolf Sep 19, 2011.
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    G4meM0ment

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    I like all of your ideas very much, theyre GREAT. Id use Spout for having a better and easier working spell system :D
    In the beginning you said it would be hard to add buffs, one off my friends did :p shell I send you the source?
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    Sweenster13

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    i just have a few suggestions nathanwolf on just a few things u might want to add instead of having diffrent wand and items for it how about you do it so that u can bind the spell to a specifed item by type /c bind boom to stick and that way u dont have to use up ur whole hotkey bar cause think about a pvp server in your hotkey bar u would have dia sword bow maybe tnt and a flint and steel and food and you want to use spells on the raid but u would have to stop switch the item in hotkey bar and then continue without getting killed sounds pretty hard be cause if u were just able to cast it of the item of ur choice and be able to have mulitiple spells bind to one item it would be so much easyer and you would have on eof the best spell plugins ever. I hope you really consider this idea i know it might be hard but you probly can do it then u would get so many using ur plugin. and thanks for taking this under consideration

    This post has been edited 1 time. It was last edited by Sweenster13 Sep 19, 2011.
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    NathanWolf

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    Thats ok, thanks- it's probably not going to be directly helpful to me, if I had to guess :D It's more of a ... uh... architectural issue, I guess.

    I would not expect to see timer-based spells show up anytime real soon- I'd prefer to work on wand mechanics, if anything :)

    I think this sums up most peoples' complaints with the current system- that inventory space is valuable!

    What about if it only used two slots? One for the wand, one for the spell?

    Right-clicking could still cycle spells, but it would cycle through all of them (or all the spells bound to your selected wand, anyway). This might work with multiple wands.

    If you're interested in console commands, I have a separate plugin for that (called Wandmin), but I don't really maintain it anymore. I do not want players to ever have to use console commands- those are for admins, not for gameplay :)

    So, I'm interested in ideas that can avoid the console, mainly... though I like where you're going.
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    NathanWolf

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    Verified with latest RB (1185) for 1.8 update- whoohoo!
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    angus22397

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    change ur picture to the old one, the one with the wolf rather than this fugly white thing which I don't actually know what it is...

    EDIT: I think its a bunch of tiny QR codes...
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    mohamad

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    does this work with group mager
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    EmpiricalDepth

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    Im a little confused.. I tried using the spells with /wand bind cast grenade for example and its says nothing back to me and nothing happens when i use the wand... nothing is working.. I noticed ealier u had posted we need the spell plugin... its included now right? so this should work.. i dun get it
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    GayJuice

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    Hi

    everything is working for me except the cooldowns don't work on any spells. any help would be appreciated
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    Noogies

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    I have (and others have) occasionally made a mess of a build while using Magic. We have LogBlock on our server, but it doesn't catch any of the changes made by the Magic plugin. So, we cannot roll back any changes made by Magic.

    Could you tie into LogBlock so that administrators can roll back mistakes, or intentional mischief.

    Here is the link to the LogBlock API... https://github.com/DiddiZ/LogBlock/wiki/API

    Thanks.
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    Thorns_Ofire

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    I very much have to agree with Noogies! I've had to go to my back up a few times because people were being stupid with magic. Being able to rollback with LogBlock would be unbelievably helpful!

    I'm also having issues with "fill". Most of the time when I use it, it just acts like paint and turns the block I clicked on into my material. Or else it will randomly change a few blocks in the area on the first click. Its been happening after the 1.8 update with both 2.0.8 and 2.0.7.

    Another problem I've been having is with fling. I keep getting "player moved wrongly" errors in the console and when I'm using Spoutcraft it right out kicks me. Is there any way to maybe limit the speed at which you can travel to avoid this?

    P.S. DO EVERYTHING YOU'VE BEEN THINKING ABOUT WITH SPOUT!!!!!!!!1!!11! If you do I might just cream myself a little :p I've been waiting for something like this so I can force everyone to use Spoutcraft.

    This post has been edited 3 times. It was last edited by Thorns_Ofire Oct 10, 2011.
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    Thorns_Ofire

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    Also don't forget that Magic is really useful in creation servers. Basically I give creation members access to only the building spells and since they are easy to use I can give them out more freely than I would with features from say WorldEdit. I do love the idea of buffs, curses, and having to level your spells and such. But my server mostly uses it for creation atm. Eventually when the Aether comes out for bukkit I would love a more in depth spell system. My goal is to have a world strictly for creation and one for adventuring (with crazy magic, quests, dungeons [which are part of the Aether], and other cool stuff), controlling what people can do per world with permissions of course. I can only see epicness in the future of this plugin:cool:


    Oh and you might want to fix your tip jar its not working ;)

    This post has been edited 1 time. It was last edited by Thorns_Ofire Oct 10, 2011.
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    NathanWolf

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    Hey... sorry I've been away! Trying to migrate to the BukkitDev system, and also been very busy. No updates to report, but I have tested Magic with latest RB (1317), so I wanted to report in so as not to get removed :)

    It is, and also a glider.

    You have the wrong plugin, and/or watched an outdated YouTube video. Magic doesn't work with bind/unbind commands anymore. The system in place is admittedly not complete, but attempts to use an icon-based approach rather than commands and chat messages. Please check out the instructions in the OP! :D

    I don't think there are cooldowns on any spells by default anymore, but if you add a cooldown field to the YML, it ought to work. Can you pastebin your spells.yml file for me, I can try it out? (No guarantees, I'm afraid, I'm honestly not around much anymore...)

    Probably not, sorry! If bukkit ever adds built-in world protection, I'd certainly use it.

    Thanks for all the great bug reports, some of which are new to me and sad to hear about. I'll try and get a fix release out... er... eventually.

    I've been so very busy at work, I really have had zero free time. I was always hoping more devs would jump on board the Magic wagon.... sorry!
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    Brvtvs

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    It is nice to see that you are still around at least, this is an awesome plugin, I love summons and the push/pull spells.
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    brown34

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    awesome plugin !

    i want to use but i need iconomy support :)
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    Thorns_Ofire

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    I'm waiting eagerly for a patch
    I totaly understand you predicament, with school and work my minecrafting has slowed to a crawl. Along with Minecart Mania being out of action my server has gotten preaty dull lately. I only wish I knew Java... I'd hop right into this plugin. You definitely need more devs, come on people this plugin has promise it adds a huge RPG element to the game and some good tools for creation servers!

    When things slow down a little for me I'll start posting some tickets on BukketDev.
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    dragosago

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    how do u turn spells of
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    Bonkerz

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    why do the /cast arrow & arrowrain hurt the animals & mobs, but doesn't hurt other players ? /:
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    olimoli123

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    Hey dude, I found a bug idk if its with latest build but , when you logout you would have the items you had 1 min ago, so say if you dropped them you could log in and have them again.
    Another one was block updates were broken.
    Lemme know if these were fixed,
    :]
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    Zenit55

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    cant download !!
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    0o0ice

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    Where is the download?
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    NathanWolf

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    Magic.jar on MediaFire

    Hey, everyone... sorry I've been gone. I think it's safe to say I really just don't have time to keep up with this anymore :(

    I also "lost" my server, so that's why the download links are broken. I threw the latest build up on Mediafire, see the link above- it works with the latest Bukkit code, so I imagine it should work with the 1.0 RC as well, when it's released. I fixed some bugs, and added the new mob types to familiar (so you can spawn ender dragons, among other things), but otherwise not much has change.d

    To be honest, it's far more about the time spent on the forums and/or dealing with the new bukkitdev system than it is about actually maintaining the code. I still work on the Magic code some, and I like to keep it up to date, but all the administrative red tape is just too much.

    If you've found another magic/spells type plugin that you're happy with, then good- stick with that :)

    If you still want to use Magic, you're more than welcome to- just keep in mind that I don't really keep up with it, and no one else really seemed interested in working on it, either. If this situation ever changes, I'll definitely let you know! Though, I assume most everyone has moved on to more actively developed plugins...

    Take care everyone! It's been fun, I still love Magic and love the fun it brings to Minecraft, so hopefully I will be able to take what I've done here and make something new and cool with it eventually....

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