FINALLY! ... (For real please read the release notes on this one)
IMPORTANT NOTE
7.0 Represents a major change for Magic "under the hood", and is hopefully the beginning of a more flexible framework for the future.
However, this means that the initial release of 7.0
could potentially have issues and should be considered semi-experimental.
I've tried my best to test it as much as I could, but with a plugin as configurable as Magic there is always the possibility
that I've missed some use-case or that it won't work quite right with your configs.
So please, if at all possible, when upgrading to 7.0 do some testing with your configs in a controlled environment, or at least
make sure to backup MC player data and Magic player data first. Note that without backups
it will be very difficult to
downgrade from 7.0, as wand data will migrate to player data, and older versions won't know what to do with it.
If you are using completely customized configs there shouldn't be much change, I'm hoping everything will work the same as before.
If you are using the default configs or inheriting from them, everything should
appear the same as before. However, things
are going to work a little differently behind the scenes.
Magic is evolving past a custom items and spells plugin, and hopefully will become more like the RPG framework that, I think,
many users have always wanted it to be.
For now what this mainly means is that you can configure how data is stored, instead of it always being stored on the wand items.
The default wands are now set up to store mana, spells and a few other attributes to the owning player. This means that
player progression is now tied to the player, not the wand.
If a player were to craft a new wand, they will see it has their mana and spells on it.
Mana and spells are shared between the Wand, Master Sword and Spell Book, so players are free to mix and match and choose
their own play style without having to re-earn the same spells over and over.
The war configs also make use of this new setup, allowing players to increase their "skill" with certain weapons.
Potter and stars configs have not yet been converted, but they will be, probably in the next release. Mana and spells will be stored in separate classes, so that configs can still be mixed together and make sense.
In the future I hope to expand on all of this with a class system in the new "rpg" configs. This isn't ready yet, however,
but I have been working on these changes for so long, now that they seem functional and stable I wanted to get them out there.
I hope you enjoy! Please let me know if you run into any issues.
General Changes
- War configs: some weapon skills now upgrade with use
- Add protection option for magic mobs, warlocks no longer take fall damage
- The ModifyMana action now acts on the target rather than caster
- Check for lore as well when comparing crafting ingredients
- Color and word wrap support for recall icon descriptions
- Fix right-click behaviors with skull wands
Player Data and Classes
- Add /mage configure, upgrade and describe commands for dealing with Mage data
- Add /mage add and remove commands for dealing with Mage spells and brushes
- Add /mage reset (class) option, for resetting a class progress on a player
- Add /mage activate and unlock commands, for manipulating mage classes
- Add classes config file, defaults have a basic setup in each example config. Generally:
- Spells and mana are held by a base class that may be shared (like by the Master Sword, Wand and Spellbook)
- Progression path is stored on sub-classes
- All other properties are still tied to the wand items