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Integration
Other plugins may use Magic's API to integrate for casting spells, creating wands, and other functionality.
MagicWorlds is a world modification plugin. I can be used to cause Magic Wands to randomly generate in naturally spawned chests. MagicWorlds is also able to cast specific spells on entity spawn, which can be used to make Automata naturally spawn.
MagicArenas is a simple yet powerful Magic-integrated area/dueling plugin. The main limitation at the moment is that there can be only one winner, it does not easily support team battles.
Magic optionally integrates with several popular plugins, though it has no required dependencies. Magic will do the following by default if it detects these other plugins are present, though the functionality can be turned off in config.yml:
- WorldGuard : Magic will respect build and pvp region permissions when casting spells that are considered "construction" or "pvp". Magic will, in general, not allow block changes inside a protected region.
- dynmap : My favorite Minecraft map plugin! Magic will show the location of lost wands as icons on your dynmap. Magic will also show spell casts in real-time, personally tailored to match the casting wizard. This can add a few unique elements to your server, such as player spectating and wand lost+found hunts. Magic will also make sure that changes made to the world via spells get shown in dynmap, though be advised this will cause a much higher frequency of rendering, depending on the spells you give out and number of players!
- Heroes : Magic adds a graphical skills menu and hotbar items, as well as a skill-based wand for casters.
- dtlTraders : Magic will allow selling or buying wands, spells, brushes and upgrades from a Citizens NPC via dtlTraders (v3.1.0 and higher!).
- Citizens : Magic provides a Magic NPC trait for making NPCs that cast spells, as well as several built-in shops and other mechanics. Magic spells will ignore NPC's unless directed otherwise (e.g. the Camera spell).
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Factions : Magic will respect build permissions for Factions.
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Towny : Magic will respect build and PVP permissions for Towny regions.
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GriefPrevention : Magic will respect build permissions for GriefPrevention claims.
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Lockette : Magic will not allow building over a Lockette chest or door.
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PVPManager : Magic will not allow combat skills while PVP is disabled.
- CommandBook : Magic can use CommandBook warps as Recall waypoints.
- Multiverse : Magic will respect MV per-world PVP settings
- WGCustomFlags : Magic will add the "allowed-spells" and "blocked-spells" flags, for fine-grained, per-region spell permissions
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Vault : Magic will use Vault block names for brushes, and Vault economy in shops.
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Essentials : Magic will make wand templates available for sale on signs or in kits, and Essentials warps can be used in Recall.
- Elementals : Magic spells work against Elementals (try Shrink!)
- MythicMobs : Magic doesn't directly integrate with MythicMobs, but you can set up mobs that cast spells. See below for details.
To sell a wand or spell on an Essentials shop sign, use the following format:
"wand: <name>"
"wand: elder"
or
"spell: <name>",
"spell: blink"
Use this as you would any other item name. You may also include wands in kits the same way.
Dynmap integration requires no setup, though it can be disabled. Indestructible wands will show up on the map, as will each Mage's last spell cast. This includes Automata, which can make them easier to locate.
Magic adds a "magic" Citizens trait- do "/trait magic". Then use the "/mtrait" command to configure your NPC's magical abilities.
See Magic NPCs for more information.
Use the "/mskills" command for a graphical skills menu. You may take items out of the skills menu and place them in your hotbar for use as quick-select skills.
The "hereos" wand (/wand heroes) will automatically fill with available skills, and can be used like any other wand to activate your skills.
In order to get icons for your skills, you will need to edit your skills.yml. Put an "icon: blaze_rod" line in to use an item for an icon, or "icon-url: http://some_skin_url" to use a custom player head icon.
You may also want the old skull icon model for your resource pack.
EffectLib is integrated into Magic for special effects for its spells. See this video for some examples. As always, the system is fully configurable, and gives you access to all of EffectLib's classes and properties.
You can Shrink, Disintegrate, Frost, Fire, etc Elementals to damage them. I'm hoping to add a spawning spell and other abilities as the Elementals plugin matures.
You can use the "cmd" Skill in MythicsMobs to have mobs cast spells. This is Work-In-Progess, but you can see the configs I'm using here if you like. A basic example would be:
Lightning:
Cooldown: 10
Skills:
- cmd 'castp $world,$boss_x,$boss_z,$mobuuid lightning' >0 1
This will have the mob cast Lighting. The spell will be cast in whatever direction the mob is facing, as if the mob cast it. You can modify this behavior if you want by providing a direct target location and/or source location:
Lightning:
Cooldown: 10
Skills:
- cmd 'castp $world,\$boss_x,\$boss_z,$mobuuid lightning pworld $world px
$boss_x py $boss_y pz $boss_z tx $player_x ty $player_y tz
$player_z' \>0 1
The special "$world,$boss_x,$boss_z,$mobuuid" in place of a player name tells magic to create a Mage for the mob's entity. This will make the mob function just like a Player casting spells. This means you can use Counterspell on it (it has an undo queue), you can cast Curse on it to prevent it from casting spells for a while. Its spell casts will show up on dynmap uniquely.
Automata will also react to them as if they were players, so Hunters will hunt them. Magical MythicMobs can add a lot of depth to your server, and provide a scaleable way to add "boss mobs" and other challenges for your powerful Mages.
The dtlTraders integration requires no setup. You may add wands, spells, or other magic items to a trader's Buy or Sell inventory, and it should work as expected.
The following plugins may interfere with Magic items, causing them to lose data, or otherwise is incompatible with Magic:
- AutoSaveWorlds
- ItemLoreStats
The following plugins don't necessarily have issues with Magic, but Magic items won't work when used by these plugins, unless you have a patched Spigot build.
As of the most recent Spigot build, this is no longer an issue for wands and magic items. Spells and items with custom icons will still be functional, but the icons may change to steve/alex heads. I'm hoping this is resolved in a future version of Spigot!
- Shopkeepers
- StarterKit
- Home
- FAQ
- Support
- Progression
- Spell Points
- Crafting
- Basic Setup
- Customization
- Resource Pack
- Examples
- Messages and Languages
- Vanity Items
- NPCs
- Magic Blocks
- Magic Mobs
- Putting Images on Maps
- Using MySQL or SQLite
- Placeholders
- Skript
- Regions









