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Added unformatted placeholders for leaderboards, those will only return the value not the formatted placeholder from config, example:
- /wizards autojoin now requires the permission
wizards.autojoin
Applies for all leaderboard placeholders:
- %wizards_data_kills_player_1% - Returns the player name with most kill
- %wizards_data_kills_1% - Returns the kill amount of the 1st player
- %wizards_data_damage_player_POSITION%
- %wizards_data_damage_POSITION%
- %wizards_data_healing_player_POSITION%
- %wizards_data_healing_POSITION%
- %wizards_data_flags_captured_player_POSITION%
- %wizards_data_flags_captured_POSITION%
- %wizards_data_wins_player_POSITION%
- %wizards_data_wins_POSITION%
- %wizards_data_exp_player_POSITION%
- %wizards_data_rank_POSITION%
- %wizards_data_leaderboard_exp_POSITION%
- In shop.yml, you can now change the lore for locked classes.
- To do this, add new lines until a new section that you can create by using lore-locked, for example:
- Code (Text):
aquamancer:
item: 'IRON_AXE : 1'
name: '&6Aquamancer'
lore:
- '&7Shots a spell of water'
- '&7healing and causing'
- '&7damage.'
lore-locked:
- '&7Shots a spell of water'
- '&7healing and causing'
- '&7damage.'
- '&7'
- '%price%'
slot: 11- The %price% placeholder can be changed at Messages.Class-Price (already possible before).
- The team selector lore can now be multiple lines, it has changed its path to Messages.Teams.Selector.Lore-Lines.
This is a small update to attend a request:
- You can now have Flags Captured Achievement Type.
- Use 'flags_captured', example:
- Code (Text):
flags_captured:
'15':
enabled: true
display-name: '&b&lConquer!'
description: '&7Capture a flag 15 times!'
commands:
- wizards coins add %player% 50
- 1.17+ servers can now disable numbers (the red score) from the Scoreboard, applies any Wizards Scoreboard.
- Option at Options.Scoreboard-Hide-Numbers, true by default, disabled in non-supported versions.
- Requires Paper, but any of its forks should work as well. Auto disabled when not supported.
- Fixed DecentHolograms using wrong API version.
- If you are getting errors after updating, update your DecentHolograms.
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BossBars can now be enabled in settings.yml, at
Options.Use-BossBars (enabled by default, disabled in legacy versions)
This feature is only for 1.13+ servers, which has native BossBar support.
- Objective BossBar:
- When a player steps on a objective, a bossbar will be shown that can be changed at
Messages.Objectives.Boss-Bar-Format
- %team%placeholder returns the amount of players of the team that owns this objective at the moment.
- This changes accoding to who the capture is ticking to. For example, if the objective is switching to RED, %team% will return the amount of red players on the objective.
- %enemy% placeholder returns all players from other teams that are touching the objective, adding players from Teams B (and C & D if available).
- %name% placeholder returns the objective name.
- You can also change Messages.Objectives.No-Owner, this is a failsafe if a team is disbanded (all players of a team leaves and the point is ticking)
- The BossBar is dynamic, so it updates the "health" according to the captured percentage of the objective.
- Objectives now tick the player amount, so it can now be accessed via the API via Game -> Objective List -> GamePoint#isOnObjective. Check the wiki for more info.
CTF should also receive BossBars in a later update. A common request is the possibility to change the objective size, this is also coming in a later update. I'm basically spliting this update in two parts, this being Part 1.
Added a new class: Bard
- Added a new event: PlayerManaRegenerationEvent
- You can cancel the mana regeneration and or set/get the value from a specific player.
- This event is only triggered when player has < 100 mana.
- The max value is always 100, even if you set to more if will default to 100.
- Check the WIKI for more info.
- Added a new option Options.Game.Use-Glow:
- As of now, the glow effect is applied to a player if he is buffed.
- Added a few new messages at the Skills in language.yml.
- Changed the structure of all game classes for better performance.
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This update has some pretty big internal changes, new systems and another changes for a upcoming big particle update, so please report any problems at discussion or via Private Message.
- This is the first buffer class, Bard aims to buff damage and mana generation.
- Full bard options:
- Code (Text):
#If enabled, the skill will do a certain amount of damage per second
enable-damage: false
#Range of the skill for teammates and enemies
skill-range: 16
#Skill damage multiplier
#0.01 = 1%
#0.1 = 10%
#1 = 100%
skill-damage-multiplier: 0.3
#Determines how much extra mana the player gets per match tick, this does not stack with Powerups and other classes.
extra-mana-recharge-amount: 3
#How long should the skill last, in ticks; 20 ticks = 1s.
skill-duration-in-ticks: 120
#The skill buffs does not stack, but its damage per second (if enabled) does. You can limit so only one teammate can use the skill at time.
only-one-skill-per-team: true
#If false, players will not lose the buff if out of the skill-range.
#Otherwise, the game will check for range every tick, which can impact server performance if the skill range value is big (>64).
remove-buff-if-out-of-range: true
- The default shop.yml has been updated, to see the new class delete your current shop.yml to generate a new one or add the following:
- Code (Text):
bard:
enabled: true
item: 'BEACON : 1'
name: '&6Bard'
lore:
- '&7Creates a area of effect '
- '&7that buffs mana regeneration'
- '&7and skill damage.'
slot: 33
- I've reorganized the shop.yml, if you are using the default I'd recommend deleting to generate a new one.
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