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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Eric Blank on March 16, 2015, 11:26:09 pm

Title: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 16, 2015, 11:26:09 pm
This is the next iteration of the release of "Spellcrafts," a mod I've been working on for a few years now.

This time there are more ways to learn spells, and at the moment no way to know any magic innately (creating an adventurer who already knows magics, I mean.) except to start as a wizard (creature).
You can;
Learn spells from secrets stored in towers of great sorcerers - slabs might also be stored elsewhere, as not all secrets allow building towers.
Learn from the lectures of wizards, or murder them and drink their blood.
And study on your own. This will take time, perseverance, an inscribed slate, and lots of junk to grind into aether salts for the reaction. You can also use aether salts to conjure basic items like food or drink in adventure mode, although the utility of this is negligible.

The magics you can learn are further described in the following post

The mod can be downloaded from here:
Main Mod Download (http://dffd.bay12games.com/file.php?id=6378)


But additional steps must be taken during installation for now:

Spoiler (click to show/hide)


A legacy version for DF version 44.12 is available here
http://dffd.bay12games.com/file.php?id=15030

A copy of the current readme file can be found here:
Spoiler (click to show/hide)
The readme file has a little more information regarding these things, so check it out if you need help, or ask in this thread/PM me.

If there's anything else that needs to be said or done with the readme file, let me know.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 16, 2015, 11:26:25 pm
What you need to learn magic;

Fort mode:
You can teach your dwarves magic in the magician's studio by providing them with an inscribed slate, made of any valid building material, and aether salts, produced from various sources. inscribed slates can be purchased from your caravan, as they are tools, or made on-site at craftsdwarves workshops or forges.
Dwarves can also learn magic from wizard creatures, which might show up as visitors, or being "blessed" by the gods if they desecrate a temple, making them a wizard. (but they could turn into a pig or werebeast or vampire instead...). Secrets can also be written down in books and slabs, and an adventurer could collect these and bring them to the fortress.

Adventure mode:
As an adventurer you have access to all the same avenues of learning as in fort mode. There are reactions available to learn magic and produce aether salts (from all the same sources as in fort mode). Inscribed slates can be made from wood or stone. Towers can hold slabs and books, but to build the tower the mages need a zombie workforce, and not all secrets include interactions to raise the dead. The slabs other mages learn from can be found in sites listed in legends mode, but it's still very difficult to actually locate these. Good places to look include mead halls and artifact halls in dwarven fortresses
You can also find wizards or people "blessed" as wizards for desecrating a temple. Stand around them and they will cast spells that create clouds of vapor, which if your character breathes them in will give you access to spells. This could take a while, however. You could also attack the wizard and drink their blood, making you a wizard and allowing you to teach yourself these spells, but starting a fight and benefitting from it of course implies not losing the fight.

Magic Schools ("mundane" mortal magic):

(currently implemented)
Generic: A collection of simplified spells that would fit into one of the other schools
Aetherial: Mysteries of magic itself, warping the very fabric of reality and summoning beings of pure magic
Hyazith: the mastery of fire and ice
Polybestia: the power to shapeshift into various creatures, and to transform your enemies to disrupt them
Medisephos: Holy magic of healing and protection.
Dementia: evil magic, including spells to paralyze and torture enemies with intense pain. Can also raise the dead and become werebeasts.

(planned)
Storms and Earth elements: lightning, wind, stone and stuff
Shamanism: ancient powers to bless or harm others
Dwarves: mastery of the underground and aspects of dwarven life
Elves: devotion to and reliance on nature and one's bodily needs
Illusion: Affecting the senses of others and planting ideas in their heads.
???

Summoning and worship:
Can sacrifice, gift or trade with the gods or otherworldly beings to summon useful items or magic powers
Or die horribly, it depends...

Secrets: various gods may gift mortals with immense powers, detailed on legendary slabs and passed down through teaching and literature.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 16, 2015, 11:27:12 pm
Bestiary and Feature Summary
This post contain some small summaries on important features.

A Bestiary can be found here:
Bestiary (http://www.bay12forums.com/smf/index.php?topic=149426.msg8209964#msg8209964)
And also contained in the "Vanilla entities and extra info" folder

Plants:
Spoiler (click to show/hide)

Tools
Needed for the various reactions in the mod. Most can be made at forges or craftsman's workshops, or magicians studios. Can also be traded for, may be made by adventurers or found on people in adventure mode. Some however cannot be gained by normal means
Spoiler (click to show/hide)

Materials
Some of the things produced by or found in he world.
Spoiler (click to show/hide)
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: GM-X on March 18, 2015, 03:02:34 am
Your fortress magic system idea is fantastic. If you have no objections, I would like to add your buildings into Dark Ages. I've been tinkering around with various arcane buildings, but yours are basically ideal.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 18, 2015, 05:48:59 pm
I suppose that's cool, yeah.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: StagnantSoul on March 18, 2015, 06:06:55 pm
One idea I had in trying to make a magic mod is creating and shooting solid items. In the end, I learned breath attacks that use solid items just cause them to fall to the ground. Though, you could use this for making items like ice swords and stuff, for fighting.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: DukeGod on March 18, 2015, 07:56:36 pm
So, I got myself a Dorf to learn magic, and he did it. This is in Fortress Mode

How do I USE his magic now?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: GM-X on March 19, 2015, 01:48:13 am
I suppose that's cool, yeah.

Thank you. I haven't looked at your raws yet. Generally, I elaborate and collate portions of other mods that fit a horror fantasy theme.

Your name will get added to the lore page, once released.

So, I got myself a Dorf to learn magic, and he did it. This is in Fortress Mode

How do I USE his magic now?

That
is the tricky part in Fortress mode.  ???
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 19, 2015, 02:11:19 pm
It depends on what spells he learned, and it is technically possible that he didn't actually pick up any spell from the vapors, although unlikely.

If it was an offensive spell, he will cast it on enemies, if it's a spell that is activated upon fleeing, like animal transformations, he won't use it until he's running away from a combat situation. If it was a passive healing/buff spell, he'll probably cast it whenever there's another dorf in range. Basically, it depends on the [CDI:USAGE_HINT:x] token, which makes it a matter of putting your dorf in the proper situation to use that spell. If you train up some battlemages and put them in a crossbow squad, that'd be an effective use in fort mode. No way to tell them what to study yet, though.

The reformation spells in particular can be a pain in the ass at times; dwarves that know them will go around turning all their fellow fort members into cocoon-creatures. If a dorf learns those spells, I'd suggest making them a doctor and confining them to the hospital via a burrow, where they will regularly check up on patients and transform them, which results in instant recovery once transformed back.

One idea I had in trying to make a magic mod is creating and shooting solid items. In the end, I learned breath attacks that use solid items just cause them to fall to the ground. Though, you could use this for making items like ice swords and stuff, for fighting.
I actually experimented with that. End result is that item clouds will precipitate great lakes of items on the ground as a big colorful mess. In adventure mode, the adventurer can grab as many thousands of duplicates of that item as they want, but in either mode NPCs will ignore them, except, potentially, to clean up the puddles of swords in fort mode. I'm really hoping Toady does something with that effect such as causing it to actually launch the physical items violently.

I ended up going with the food/drink/materials conjuring you can access now in adventure mode, and I planned to allow that from the magic buildings in fort mode.


Quick question in that regard; how do you guys feel about a possibility of failure on conjuring attempts in either mode?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Ianflow on August 24, 2015, 07:59:20 am
I know I am necro-ing, but honestly this is a nice mod. I am all for there being conjuration failures, but I want to ask if the alchemy skill has been incorporated in some part to this mod, and if there are plans for a workshop that allows the choice of research?
The concept could happily work in line with the next version : D
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on July 29, 2016, 02:11:32 pm
Mod has been updated to 43.05. Lots of changes, too.

To answer your questions Ianflow, I've been thinking about including alchemy for a long time and never actually done anything with it. The workshops will permit choice of research in the future or a general option, too. I'm just lazy and haven't gotten that far yet. :P
I've also been wanting to move away from using the inorganic syndromes and to actual secrets and knowledge that can be written down and learned in a library. I haven't succeeded in tricking the game into doing that. People don't seem to write down secrets except if they have a necromancer tower, which never leave the tower unless an adventurer gets ahold of them and always implies the secret requiring the ability to raise the dead, among other problems. That might turn out to be a pipe dream, but a lot of secrets have been moved over to the no-zombies model already. I've found one slab stored in a dwarven library, once. And plenty of folks who have learned their secrets from a slab, but the slab was stored in a hamlet or something and I've never been able to find those ones. Not in houses, the mead halls, etc. I've occasionally found books lying on the ground out in the middle of the fields, so I figure that's what's happening to books and slabs stored in hamlets or hillocks.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Rumrusher on July 30, 2016, 01:18:50 pm
so are you going to add toppling a statue to get attention of a god and having to roll the wheel on what syndrome class the god going to gift you with? maybe have this stack repeatedly for hilarious results and call them god perks.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Sorgklaan on July 30, 2016, 03:46:02 pm
Awesome looking mod, surprised the thread isn't bigger.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on July 31, 2016, 12:34:42 am
Yeah, the thread is kinda sparse. I literally didn't update for like a year.

so are you going to add toppling a statue to get attention of a god and having to roll the wheel on what syndrome class the god going to gift you with? maybe have this stack repeatedly for hilarious results and call them god perks.

You know, it is tempting to just let you get cursed with all the deity curses, but werecurses at the very least end up being mutually exclusive simply because you can't transform into multiple things at the same time, and the faun (mythological goat-person) and pig curses have you transforming into, well, a faun or a pig. Permanently. Being a pig would kinda put a damper on what you can do. Like opening doors, or talking. I'm not sure how the vampire curses would interact either.

I did want to add a few more curses, but I haven't come up with many. If anyone has suggestions I'd be happy to hear them.

Already lined up for next update: Wereserpents, a food-sphere secret that turns you into a dumb animal that falls apart at the seams (without being fatal, mind) and be butchered and eaten (as well as adding NO_EAT somewhere in there), more to do with "blessed" wizards that can "teach" you the syndrome-based spells, and a fort mode magic study update.


______________
4.01 Update released. Caught a bug with wizards teaching spells, and added evil sorcerers (who won't teach spells). Food interaction/critter and wereserpent included. Magic studying in both fort and adventure mode updated. There's also the testing reaction you can do in adventure mode to make you a real wizard, real fast, just to play with things without having to obtain a spellbook and aether salts.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: pikachu17 on August 03, 2016, 10:21:39 am
PTW
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Abaddon on August 14, 2016, 11:48:22 am
Would be awesome if learning a secret didn't block you from learning more.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on August 14, 2016, 12:03:04 pm
Actually they dont. Secrets are all mutually inclusive. You can learn them all. :P

I'm mostly tweaking variables on the night creatures at the moment, and thinking about how to implement another secret or two. Also messing with the two magic civs. They're less clones of each other ethically and culturally now, and don't necessarily get along. Still have access to effectively all the same technologies and magic reactions, but one thing at a time!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Abaddon on August 14, 2016, 12:04:33 pm
Actually they dont. Secrets are all mutually inclusive. You can learn them all. :P

Really? I just picked up earth bending and ran off to a necromancer tower and reading the slab there wouldn't give me the secrets of life and death.

I've also had a secret and drinking the blood of another wizard wouldn't give me their powers.

Personally I found the dudes who pop up with bogeymen to be massively underpowered.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Abaddon on August 14, 2016, 12:49:05 pm
Really? I just picked up earth bending and ran off to a necromancer tower and reading the slab there wouldn't give me the secrets of life and death.

Hrm I reloaded and grabbed the earth bending slab but didn't read it and then ran off to the necro tower again, reading the necro slab doesn't give me animate so it's probably not an issue with the mod.   :'( :'(
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on August 14, 2016, 03:48:47 pm
Oh! Are you playing as an immortal race, elf or goblin or something? Immortal races can't learn the secrets of life and death in vanilla. My version of necromancy doesn't have that requirement, actually.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Arbinire on August 14, 2016, 05:46:40 pm
This sounds awesome, was wondering if it'd be compatible with something like the Adventurecraft mod, or would I have to go about manually piecing things together? 
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on August 14, 2016, 08:24:32 pm
Having just checked it, it looks like the only things that he's done to make it incompatible are removing/renaming the neck and humanoid joints bodyparts/definitions. It looks like he deleted the NECK and HUMANOID_JOINT body definitions, and included those in other body parts, making them redundant. So you can go through and delete those from the body definitions in the creature_spellcrafts_x files and that takes care of the error log, although there are doubtless countless other things that don't show up. That'd take all of five minutes. open the file, hit ctrl+h, in the upper field enter :HUMANOID_JOINTS: and in the lower field enter only one ':', then hit "replace all." Do the same for :NECK: and that should cover it, and repeat that for the other five files.
Actually, I just noticed all those :NECK: entries are redundant anyway, as the creatures using them are using a body plan that already added a neck. Heh. I'll have to go through and fix that! No point having a creature with one head and two necks, although that doesn't seem to be the result in-game.

Seems like that's most of the compatibility, though. I don't really intend to do versions compatible with various other mods that change how vanilla files are set up or even remove them, not at the moment.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Abaddon on August 16, 2016, 02:34:50 pm
Oh! Are you playing as an immortal race, elf or goblin or something? Immortal races can't learn the secrets of life and death in vanilla. My version of necromancy doesn't have that requirement, actually.

Oh I didn't realize that, I am playing as a dirty elf.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Wyrdean on August 17, 2016, 01:13:03 am
 Not so good at modding (made a creature here and there though they were fancy) referring to the breath attack item making thing stuff in earlier comments could you set the spawned items as a type of arrow? thus making them move rather than just drop.(the "bow" to propel them could be the hands, mouth, and eyes (for frick'en lazers man)

 :P[/font]
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on August 17, 2016, 01:32:16 am
Oh I didn't realize that, I am playing as a dirty elf.

If you use advanced worldgen and set the number of secrets to generate to zero, you won't get any of the vanilla necromancer secrets and instead see exclusively the one from this mod, which elves should still be able to use.

@wyrdean

Well, technically it could spew pools of arrows. But, because of the way item breath emissions work, they'd effectively just spawn in huge pools on the surfaces around you. You'd have to pick them up and throw them in order to hurt anybody with it. Now, I could definitely do that, and you can just sit there in a pool of infinite arrows and pick them up and throw them. That'd actually be reasonably effective right up until whoever you're throwing them at gets up in your face. Could also just pick up stacks of arrows and bolts from people/keeps/warehouses and do the same thing without having to summon an infinite pool, since you'd be hardpressed to throw all 25-30 arrows in a stack in the time it takes for an opponent to get within melee range.

Could also use solid glob emissions, like with the stone/metal shard throwing that is already available. That behaves more like summoning and flinging an arrow, although the glob strikes them as a blunt attack because globs don't have edges. Still, the platinum globs metal-mages can throw now will break bones and kill from afar with ease.

And speaking of laser eyes, the molten rock glob throwing fire mages can already do will set opponents on fire. Since it's a liquid it just splatters on them without doing any damage, but it's still effective.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Wyrdean on August 17, 2016, 12:38:24 pm
I meant this in the raws

[ITEM_WEAPON:ITEM_WEAPON_BOW]
[NAME:bow:bows]
[SIZE:300]
[SKILL:SWORD]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]

[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
   [ATTACK_PREPARE_AND_RECOVER:3:3]

Just change to a reaction (sorta) and specify the material to Shoot
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on August 17, 2016, 04:55:06 pm
hmm, I can't actually do that. Reactions/interactions can't use those tokens, those are only valid on ranged weapon items. Could use an interaction to spawn pools of special arrows and bows for you to use, or make special bows that are available normally to certain civilizations. But this mod is about the magic(ish), not civilizations and technology so much. I actually have a mod going that is specifically related to that, actually, though I haven't uploaded an update in ages. I should do that. :P
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Wyrdean on August 17, 2016, 05:41:43 pm
Any way to modify Dragon breath to shoot arrows instead of flames?
 
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on August 17, 2016, 10:01:20 pm
Nope. The item breath that just sprays pools of items all over the ground harmlessly is literally the only one. There are no ways to do what you're asking within the game's normal function.

I mean someone could maybe do it with DFhack, but I don't know any scripting.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Wyrdean on August 18, 2016, 05:49:09 pm
Might be pointless but is there anyway to make it so a creature has a crossbow for a hand that is still a hand?
There must be a way....
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on August 18, 2016, 11:50:21 pm
hmm... You could give them a renamed hand body part called a "crossbow" that has the grasp tag, yeah. They'd wear mittens on it, though :P
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Wyrdean on August 20, 2016, 02:04:03 am
Arrgg... so there really is no way darn spent last 2 days in vain.
too bad well Toady will make it so.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on August 21, 2016, 12:37:15 am
It's not that there is no way, it's that there isn't a direct route. Sometimes you have to walk in circles until you get offered a compromise with DF modding. All of my suggestions above would give part of the effect you seem to be asking for, even if they're not exactly what you want the finished product to be. For instance, since material emissions can be dependent on the function of a body part, "shoot bolts" could depend on the function of that crossbow-hand. But, like I said, the game treats any body part that can grasp as a hand and you'll see them using that hand for everything else, and wearing mittens on it. Likewise you can use material emissions to spawn pools of bolts and arrows to fire from real crossbows - but the AI wouldn't know how to use them.


Anyway, in mod news, I've been playing around with thunder and lightning secrets. The lightning is debilitating but not exactly dangerous in the lethal sense. It'll knock an opponent out cold for a tick or two every few ticks, and in meta game terms that basically means the fight is over. It's applied as a syndrome-inducing material delivered as a liquid glob. It explodes violently on contact because it has an extremely low boiling point, which makes delivery of the syndrome more likely as it can then be inhaled whereas it otherwise could only take effect on contact. Not ideal, but there's no such thing as lightning or electrical discharge or really a whole lot like it in game terms. There are three methods of delivery, though; as webs sprayed on the ground, kinda dangerous to the caster as sometimes your own tile gets webbed or the webs exploding vapors touch you as well and you end up "zapped", as liquid globs which you can use at range, or by creating pools on the ground anywhere you choose. Usually pools remain liquid, but if a creature steps in them and gets a spatter on their feet/shoes, that spatter will instantly explode, activating the syndrome. The webs and pools make good traps, and the AI can use them even if they're not exactly good at it.


Thunder is still dubious. Using a syndrome like with lightning sounds okay, but so does dust emissions - they're very good at knocking both the caster and target on their bums simultaneously and slamming into obstacles can be lethal, unfortunately. There's not really a way to deliver the knockout dust attack to the target alone, though, besides a material emission giving them an interaction that lets them attempt to attack you with the dust emission, thus making them the epicenter of the destruction and relying on the AI being suicidally stupid. But players don't fall for that, and what's the fun if things can't go south for us too?
I was going to keep them as separate spheres because together they'd be giving the user roughly double the options any of the other combat mages have, which seems unbalanced. And besides, with LIGHTNING, STORM, and THUNDER spheres, if they're both lumped under one then what do I do with the other two?


That's kinda what I mean about walking in circles until you get a compromise. We can have buggy and fun or buggy and unfun, or neither buggy nor fun via doing nothing at all, which is lame.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: jecowa on August 21, 2016, 05:02:46 am
3) how to give a civilization access to magic from this mod: (Note: This is only helpful for playable fortress-mode races, like dwarves)

Go to the raw/objects folder again.
Go to the entity file the civ belongs in, say entity_default.txt
Find the entity definition you're looking for. For the vanilla game's races these are
dwarves - [ENTITY:MOUNTAIN] elves - [ENTITY:FOREST] humans - [ENTITY:PLAINS] goblins - [ENTITY:EVIL] kobolds - [ENTITY:SKULKING] cave animal men - [ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES]

Paste the following somewhere in their entity definition, probably best near the end:

   [PERMITTED_BUILDING:SPELL_MAGIC_STUDY]
   [PERMITTED_BUILDING:SPELL_LIBRARY]
   [PERMITTED_BUILDING:SPELL_STUDY_HALL]
   [PERMITTED_REACTION:SPELL_WRITE_SPELLBOOK2_FORT_LIBRARY]
   [PERMITTED_REACTION:SPELL_WRITE_SPELLBOOK3_FORT_LIBRARY]
   [PERMITTED_REACTION:SPELL_LEARN_MAGIC_FORT]
   [PERMITTED_REACTION:SPELL_MAKE_AETHER_SALT_FORT]
   [TOOL:ITEM_TOOL_BOOK_MAGIC]

A copy of the vanilla game's entity file has been included with these changes done for dwarves and humans, for convenience.

I'm not seeing this file anywhere. Is this step still necessary?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on August 21, 2016, 01:10:07 pm
Oh. Didn't realize I'd forgotten to include that file.

You'll have to add in the tags there to give dwarves access to magic there. Hold on and let me update the listing.


Alright, the listing has been updated with the new stuff and entity_default.txt included. This is what you'd actually want to paste into your entity files now:

Code: [Select]
[PERMITTED_BUILDING:MAGIC_STUDY]
[PERMITTED_REACTION:SPELL_WRITE_SPELLBOOK_FORT_LIBRARY]
[PERMITTED_REACTION:SPELL_WRITE_SPELLBOOK2_FORT_LIBRARY]
[PERMITTED_REACTION:SPELL_WRITE_SPELLBOOK3_FORT_LIBRARY]
[PERMITTED_REACTION:SPELL_LEARN_MAGIC_FORT_SIMPLE_GENERAL]
[PERMITTED_REACTION:SPELL_LEARN_MAGIC_FORT_SIMPLE_THROW]
[PERMITTED_REACTION:SPELL_LEARN_MAGIC_FORT_SIMPLE_DEFENSE]
[PERMITTED_REACTION:SPELL_LEARN_MAGIC_FORT_ADV_GENERAL]
[PERMITTED_REACTION:SPELL_LEARN_MAGIC_FORT_ADV_THROW]
[PERMITTED_REACTION:SPELL_LEARN_MAGIC_FORT_ADV_DEFENSE]
[PERMITTED_REACTION:SPELL_LEARN_MAGIC_FORT_MASTER_GENERAL]
[PERMITTED_REACTION:SPELL_LEARN_MAGIC_FORT_MASTER_THROW]
[PERMITTED_REACTION:SPELL_LEARN_MAGIC_FORT_MASTER_DEFENSE]
[PERMITTED_REACTION:SPELL_MAKE_AETHER_SALT_FORT]
[TOOL:ITEM_TOOL_BOOK_MAGIC]
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: jecowa on August 22, 2016, 03:25:00 am
Thank you!

Are you okay with Spellcrafts being bundled with Lazy Newb Packs?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on August 22, 2016, 10:31:55 am
Yeah, I don't care so long as I get cradit for my parts. Oh and also have to give credit to gizogin; the ice spike spell was his idea, and that's from where I figured out how to work the breath emissions.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: jecowa on September 04, 2016, 07:34:49 am
I noticed a few words that don't have Magics translations.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on September 05, 2016, 09:51:50 pm
Good catch. I'll make sure I get those sorted out!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: jecowa on September 06, 2016, 01:27:40 am
I'm getting a couple of errors when I generate a world.

Code: [Select]
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity tool token: ITEM_TOOL_BOOK_MAGIC
*** Error(s) finalizing the entity PLAINS
Unrecognized entity tool token: ITEM_TOOL_BOOK_MAGIC
(http://I can't figure out what's causing it. I checked and made sure I had "Item_Spellcrafts.txt" installed. Then I tried rearanging the "entity_default.txt" file so that the "TOOL:ITEM_TOOL_BOOK_MAGIC" line was at the end of the area with all the other TOOL:ITEM_TOOLs, but I still got the same error.)
It looks like file names are case sensitive and that objects files all need to start with lowercase characters. This seems to fix the issue.



After making all the objects files start with lowercase characters and editing the first letter of those files to make it lowercase too, I got these errors:

Code: [Select]
*** Error(s) found in the file "raw/objects/creature_Spellcrafts.txt"
GIANT_OCTOPUS_AMPH:Unrecognized Creature Copy (Order is important!): OCTOPUS
*** Error(s) finalizing the interaction SHSH_OCTOPUS_FEMALE
Unrecognized Caste Token in Body Transformation Effect: GIANT_OCTOPUS_AMPH:FEMALE
*** Error(s) finalizing the interaction SHSH_OCTOPUS_MALE
Unrecognized Caste Token in Body Transformation Effect: GIANT_OCTOPUS_AMPH:MALE

I think GIANT_OCTOPUS might need male and female castes.

Edit: Change the name of "creature_Spellcrafts.txt" to "creature_spellcrafts.txt to fix this issue. (Changing the "S" to lowercase causes it to load after the vanilla "creature_ocean_new.txt" file that it depends on, which fixes the issue.)
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on September 06, 2016, 12:37:04 pm
Seriously? I've had no problems with capitalized file names, ever. Are you running a Mac or linux os?

I literally didn't know that could be a problem for anybody!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: jecowa on September 06, 2016, 05:07:00 pm
I thought sorting capitals before lowercase letters must be a Dwarf Fortress thing. It seems very strange. I'm on Mac OS X Snow Leopard.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: vjmdhzgr on September 06, 2016, 09:13:05 pm
It might not have been an issue with capital letters in the file names, it might be an issue with the file nameds not being completely identical to the first line of the file. I think if the name isn't identical to the first line, then the file is just ignored.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on September 06, 2016, 11:58:47 pm
I'll be sure to check for that as well, thanks!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on September 23, 2016, 06:25:58 pm
DOUBLE POST

Update released, fixed the above issues with languages and file names/headers.

Also got some new vampire varieties. Not the most inspired, they're more variations on the basic format the vanilla game uses.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Old Greg on September 24, 2016, 01:47:10 pm
This looks really elegant, can't wait to give it a try!

I spent a lot of time fiddling with material emissions for my old pokemon mod, and yeah, it's pretty obtuse unless you want to lightly bludgeon things. The only snazzy thing I figured out was that, by making MAT_FIXED_TEMP absurdly low, and SPEC_HEAT absurdly high, I was able to make liquids and gases that could (with varying reliability) inflict the freezing effect on other creatures. Kind of a 'cone of cold' effect.

It's been a while since I've fiddled with spheres. Have you found a way to limit certain spell spheres to certain creatures? It'd be fun to play with elves having a monopoly of shapeshifting magic, goblins being all about fire and nightmares, dwarves eschewing pansy air magic, etc.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on September 24, 2016, 03:40:33 pm
It would be as easy as restricting the species in the i target context, but i wasn't going to restrict species from learning a secret, no. Whether the secret is available depends on their civilizations deities, and the deities they worship and ethics/values they follow are dependent on culture, not species. An elf in traditional elven civilization wont be learning any secrets, because the force deities don't do that stuff right now. Goblin society has only their demon, and demons also don't hand out secrets.

I can do that with castes that know magic innately, I did in the original version and I've been thinking of reintroducing that in some way for a while. Still, even then it was based on chances, only I think kobolds and goblins lacked castes for specific magic types and for the other three races some were just more rare than others.

Could also do that through reactions-convert normal citizens into magic castes that otherwise only occur extremely rarely, if and only if the citizen in question passes some other criteria.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Old Greg on September 24, 2016, 05:41:31 pm
Gotcha, that makes sense. I think I'll just make some rare gob/elf castes for my game that use some of your spells. Probably better that way anyway, as I can limit it to siege-friendly spells.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: pikachu17 on September 27, 2016, 09:33:27 am
DOUBLE POST
Do you know you can modify your messages, instead of double posting?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: jecowa on September 27, 2016, 10:52:01 am
The bad thing about modifying you post is that some people may not notice that something new has been posted if they are keeping up with threads using the "Show new replies to your post" feature.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on September 27, 2016, 02:33:57 pm
Exactly!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kraiger on October 09, 2016, 03:48:18 pm
Is there supposed to be a magic workshop? If there is, it's not a build option...
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 10, 2016, 04:22:59 pm
There is one, looking at the raw files I apparently entered the wrong ID into the string referencing it in the entity file. You can correct that by changing it from [PERMITTED_BUILDING:MAGIC_STUDY] to [PERMITTED_BUILDING:SPELL_MAGIC_STUDY]. Same error on the conjure circle and holy altar. Probably have to regenerate the world, knowing how picky the game can be about what entities have access to. My bad, and I'll upload a file with that corrected in both the entity files tonight!

I've been playing with night creatures and spells available to creatures naturally so I didn't notice. Thank you for letting me know!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: ReynTheLord on October 10, 2016, 08:05:57 pm
Is there a complete list of spells you can give us, or do you want us to find out the spells via trial, error, elephants and FUN?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 10, 2016, 10:34:23 pm
A complete list of spells would be a massive pain in the arse for me to make up and you to read through, but I've included a new file that lists most of them, and a new readme file as well.

The download has been updated, and I'll update the thread OP too.

http://dffd.bay12games.com/file.php?id=6378
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: jecowa on October 10, 2016, 11:31:54 pm
One of the changes in v4.04 caught my eye: Magicians Two civilizations are now playable in Fortress Mode. Was this intended, or could it be a debug thing that was left in?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 11, 2016, 12:04:37 am
That was actually intended, and only the dwarvish civ is available. I figured some folks might want to play as those wizardy-dwarfs sometimes, though the difference between them and regular dwaarves is still quite small. Probably should have included that in the update log :P
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Elowin on October 12, 2016, 06:35:01 am
Just discovered this mod recently and it seems pretty damn cool. I always wanted a neat little magic system for DF.

That said, I'm not sure if it's just a problem on my end but it seems like the spells that are supposed to inflict syndromes on enemies, like lightning and curses, just don't do anything.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Dirst on October 12, 2016, 12:12:39 pm
It might not have been an issue with capital letters in the file names, it might be an issue with the file nameds not being completely identical to the first line of the file. I think if the name isn't identical to the first line, then the file is just ignored.
The wiki (which we all know is never, ever wrong ;) ) says (http://dwarffortresswiki.org/index.php/DF2014:Raw_file#Parsing) that the first line inside the file is the one that controls if there is a conflict.  I use capital letters in my modded files, but they don't depend on load order so everything just sort of works by accident.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 12, 2016, 03:26:53 pm
Just discovered this mod recently and it seems pretty damn cool. I always wanted a neat little magic system for DF.

That said, I'm not sure if it's just a problem on my end but it seems like the spells that are supposed to inflict syndromes on enemies, like lightning and curses, just don't do anything.

They do sometimes fail to take effect simply because the target wasn't directly infected with the syndrome (creatures don't breathe every step, for instance, and liquids that land on clothes dont affect the skin beneath) but it could be any number of other things as well. I'll go ahead and test them some more. you're talking about curses so that's from the studying mechanic not secrets, correct?

One question: What creatures were you targeting? Were they vanilla creatures or modded? Sometimes modded creatures dont include, say, creature_class:general_poison, which is the class most of the syndromes act upon.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Elowin on October 12, 2016, 04:20:31 pm
Just discovered this mod recently and it seems pretty damn cool. I always wanted a neat little magic system for DF.

That said, I'm not sure if it's just a problem on my end but it seems like the spells that are supposed to inflict syndromes on enemies, like lightning and curses, just don't do anything.

They do sometimes fail to take effect simply because the target wasn't directly infected with the syndrome (creatures don't breathe every step, for instance, and liquids that land on clothes dont affect the skin beneath) but it could be any number of other things as well. I'll go ahead and test them some more. you're talking about curses so that's from the studying mechanic not secrets, correct?

One question: What creatures were you targeting? Were they vanilla creatures or modded? Sometimes modded creatures dont include, say, creature_class:general_poison, which is the class most of the syndromes act upon.

Yeah, no secrets. I got a few curses and lightning magic and decided to test them out. Tried using them multiple times on the same targets, never seemed to have any effect. They also didn't get hostile.
Most of the targets I tried were just regular elves and goblins.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 12, 2016, 04:33:57 pm
Alright, I've tried them out in adventure mode again. It looks like they do work, but the chances that they take effect are less than 50%. There's not much I can do about that. Since they create a cloud on contact the creature has to inhale that gas, which doesn't always happen before it dissipates (creatures don't breathe every step). Increasing the number of projectiles won't help because only one cloud can exist at a time, and further projectiles will become part of that cloud but won't extend its hang time. I've tried it as a liquid, but clothes will negate its effect then, and directly applying the syndrome to the target without a material, but then the syndrome persists indefinitely and takes effect anew after leaving/returning to an area (or, if the player was "struck by lightning," then you'd get hit with the effect every time you sleep, wait, or drop out of the travel screen.) Which is bad.

I can't really think of anything besides maybe making it a solid glob, but then they'd all behave the same as the stone/metal bolts, and can't use syndromes.

Their not realizing you're trying to attack them is also a limitation of the AI: they don't see material emissions directed at them by a player as an attack, it seems, and since the interactions have the attack usage hint they wont use them on each other unless they're already engaged in combat.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: oh on November 11, 2016, 02:03:21 pm
Was it intentional that you can only transform into a fire demon once? If you try to do it ever again it just says "You take on the aspect of a fire demon!" and doesn't actually do anything to you.

:(

-Edit-

Code: [Select]
[INTERACTION:FIRE_DEMON_TRANS]
    [I_TARGET:A:CREATURE]
        [IT_LOCATION:CONTEXT_CREATURE]

    [I_EFFECT:ADD_SYNDROME]
        [IE_TARGET:A]
        [IE_IMMEDIATE]
        [SYNDROME]
        [SYN_CLASS:WERECURSE]
        [CE_BODY_TRANSFORMATION:START:0:END:50]
            [CE:CREATURE:DEMON_OF_FIRE:DEFAULT]

I'm no expert, but is it because you made it a werecurse and you can only get a werecurse once?

-Edit-

Aaaaaand... I just transformed twice in one lifetime...

Is this one of the effects that only works sometimes?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 13, 2016, 01:13:05 am
I have no idea whats causing that, ill do some tests.

Well, I'm stumped. Still no idea why it would work only part of the time. The werecurse class is extraneous I suppose, so I'll make sure to remove that from the transformations.

Think I'm seeing a pattern here; the game might not do a transformation if you try to transform the instant you load the local area. You have to move/wait/act one step first it looks like, then your next action it should transform successfully.


Edit:
Apologies for absence. Have been kinda busy and not paying attention to df. I'll be releasing an update in a few days, most likely.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on January 06, 2017, 01:00:12 pm
Update has been posted. Fixed a couple problems we discussed here and an issue I found with the weresalamander
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: EldritchVoid on January 24, 2017, 10:27:48 pm
Recently started using the mod, and I've found a couple issues. I am unable to make the advanced and master spellbooks. (Have all reagents, but it says I lack the aether residue), and the holy altar and conjuration circle don't appear to do anything. Otherwise, I am loving your mod.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: skelepound on January 26, 2017, 04:25:28 pm
Hey, Im also making a magic mod, and I wanted to know if a) I could use some of your resources, and b) if you would want any of the spells or aspects of MY mod in your game. I figure we both want more/better magic, so it would be cool to trade RAW's/ideas.

Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on January 26, 2017, 09:49:10 pm
Recently started using the mod, and I've found a couple issues. I am unable to make the advanced and master spellbooks. (Have all reagents, but it says I lack the aether residue), and the holy altar and conjuration circle don't appear to do anything. Otherwise, I am loving your mod.

Ok, the holy altar/conjuration circle's reactions and stuff are actually still a WIP, so I haven't provided them, sorry.
The issue with aether residue, I'm a bit stumped as the reaction will accept any item made from aether residue (the material), so even if you turned it all into chairs or something it should be available. I'm going to try a couple things and get back to you. I'd say double check that the aether residue isnt stockpiled somewhere the workshop wouldnt have access to, or forbidden, just in case.

Hey, Im also making a magic mod, and I wanted to know if a) I could use some of your resources, and b) if you would want any of the spells or aspects of MY mod in your game. I figure we both want more/better magic, so it would be cool to trade RAW's/ideas.


I don't really mind if you use them, they're all basic functions you could throw together anyway, no DFhack involved. I'd appreciate being cited, though. And remember Gizogin, too, for throwing together that first Ice Spike spell that I used. I'd love to see what all you've got too.

Update; I've tested the reactions again myself and successfully produced the advanced and master spell books without issue. Would you maybe be able to upload the save?
I'm going to upload an update tonight anyway; I've changed the biomes and frequency of the wizard creature so that they're not quite so omnipresent and some other tweaks and fixes of issues I've found with the reactions in adv. Mode.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: skelepound on January 27, 2017, 12:44:52 am
Well, i only have 2 types set up, both of them summoning types. Druids have 30 diff. summon spells, with the rule of nature magic being that to create a life, there must be a death. Its all about balance. Low level spells include summon Rat, but you can also get Summon Giant Beetle, Summon Satyr, or, though its kinda rare, Summon Roc. Which makes you OP as fuck. The whole deal with the mod is each spell must be learnt seperately - so you can kinda customize ur spell lineup.Wizards use Arcane magic from primordials(a new megabeast, essentially a slade collosus) or a creation god. Arcane magic is a manifestation of raw power in physical form - specifically, in the form of a megabeast. Ancient Wizards can be much stronger than normal ones; if the creature that is a manifestation of their power survives long enough, and they do as well, a wizard's power may become so great that he can manifest a SECOND creature. (500 year cooldown on summoning spell, so ancient wizards grow in power if their megabeast survives). THEY require a corpse as a host which their power transmogrifies. Wizards, unlike Druids, are immortal. PLANNED additions are divine, psionic, and dark Warlock spells. Warlcoks are given powers for desecrating temples - the demons reqard you for your sin, in the ultimate mockery of the gods. Clerics can heal someones wounds, but only rarely(1 week cooldown on heal spells), boost physical attributes, and MAYBE boost skills, if i can find out how. And psionic chars start the game with the power, such as pyrokinesis, psionic manifestation(summoning), levitation(flight), or invisibility. However, psionic powers are the result of extra-dimensional energies absorbed through a rift in the universe, and make the child less natural - that means you can never learn Druid spells. Since druid spells can let you have stuff like an army of polar bears, giant cave crocodiles, or even Rocs, its a fair enough tradeoff for letting you start the game with magic. On top of that, all semi-megabeasts will be re-classified as megabeasts, and semi-megabeasts is now a special new creature - Wanderers. A Wanderer is always a wizard, druid, or cleric, and they either travel the world, visiting fortresses and teaching people magic, or hiding in caves like hermits - sometimes even building towers. These are magicians which have lived since the dawn of the world, and while more powerful than a normal human, they can be killed. However, they may also teach those who seek them out incredible secrets, and spread magic throughout the world.

Only wizards, necromancers and warlocks will be immortal, and only warlocks will not require food or drink. Warlock magic is not spread through books - they can teach it to an apprentice, or it can be spread by drinking the blood of a warlock or cleric.(clerics have a second syndrome that grants them no powers, but makes their blood grant the drinker warlock powers, as it, too, represents an insult to the gods.) Warlocks will, ideally, be ostracised by the people, and attacked by guards and other types of spellcasters, who are NOT inherently evil.

Lastly, and this will be released as an update, rather than with the original mod, a new civ will be created called Inquisitors. If I can find out how, I will make Inquisitors loathe and seek to kill Druids, Warlocks, Wizards, and Psions the world over. But making a race target and seek out people with specific sydromes is, as far as i know, impossible, so thats probably out. Any other types of magic/creature that may be added hae not been thought of yet. And yeah, the prime types of magic should have just about been represented - Arcane, Divine, Druid, Psionic, and the less common Demonic/Blood magic of the Warlock. Each type has spells seperated into different syndromes, so if the proper Wanderers spawn, and the right people crave immortality, it can be possible to learn Summon Raven, Summon Giant Beetle, First Healing Rune, Spearmans Blessing and Pheonix on a single individual, if he travels far enough and speaks to the right people. Unlike undead, Druid creatures are not inherently violent, so its easier to learn Druid magic than the other types, which may be more jealously guarded; other than the original slab, im considering making it so that Divine magic cannot be learned through writings, though it may be taught - and Clerics also become more powerful warriors when they gain powers, so their blood will not be so easily spilled. They have a reasonable chance of f*cking you up, big time. Wizards may or may not share magic, and since they will not build towers, they will be harder to find - and you cannot be a Warlock if you are a vampire/werebeast. So desecrating temples only has a CHANCE of making you a warlock. If it is possible, Divine Wanderer's will carry Holy Water, which will make Divine magic learnable in adventure mode even if no divine slabs appear, and all Clerics have to learn from masters. Thats pretty much it - the Druid and Wizard parts, as well as the primordials, are done. The Warlock is still being worked on, and the Clerics and Psions will go last, on account of im not very good with Castes, and Clerics are going to be a real pain.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: skelepound on January 27, 2017, 12:49:02 am
Oh, and so warriors are not underpowered, and wanderers are actually extra strong, they will carry magic weapons that give positive syndromes. Magic weapons that make you stronger, more skilled, or maybe that just make a certain type of enemy weaker, like a Giantbane sword that Giants are weak to.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on January 27, 2017, 02:24:33 pm
I don't know about that last part regarding weapons; solid objects cant pass on a syndrome, so neither the wielder nor victims of a toxic material weapon will ever be affected by that toxin. Creatures can be made vulnerable or resistant to a specific material, like a "giants bane copper" but that weakness needs to be written into their creature definition, and you can't make them weak to a particular weapon type, just the material the weapon is made from. Theres a lair token minotaurs use that let's them carry weapons, but you couldn't ensure they're made of a particular material, and iirc you can only select them by skill, not the specific weapon you want.

You could however give the creatures an extra butcher object that is a weapon made of a specific material. The creature won't be able to use that itself, because it doesn't technically exist until the player butchers it.

Ideas sound good in general, though
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: skelepound on January 27, 2017, 09:03:03 pm
I thought items could be syndromed, but thx for telling me how it really is! As for the Giants Bane Copper thing, yeah, i figured that would be the case - but its all good. Ill make one type for each mega beast - including giants and ettins and such, since they get promoted - first, and maybe certain other weapons, like trollbane swords for trolls. But definitely for megabeasts. And yeah, amking magic more common is a pain, but by making Wanderers semi-megabeaasts, it becomes something you can adjust; something with high Secrets but low semi-megabeasts could be a world where magic is rare, but present, and increasing both means that you could have spellbooks and spellcasters in your starting area, let alone psionics, which guaruntees a new player can use magic. The whole idea of each spell being taught/learned sperately just feels like it should be done - and a couple of the healing spells you wrote are basically identical to what i was planning to do from scratch. Still dont know if a spell can increase skill levels though - like, temporarily(or permanently) increasing the Swordsman skill by 2. Or the Dodge skill.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on January 27, 2017, 10:47:07 pm
No, you cant increase skills. But you can increase luck, which gives you better chances of success at anything you do.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: skelepound on January 28, 2017, 02:51:39 pm
Weeell, it woulve been nice. Anyhow, back to the drawin board on the wizards, seeing as they arent supposed to have a manticore army.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: EldritchVoid on January 30, 2017, 02:06:03 pm
Recently started using the mod, and I've found a couple issues. I am unable to make the advanced and master spellbooks. (Have all reagents, but it says I lack the aether residue), and the holy altar and conjuration circle don't appear to do anything. Otherwise, I am loving your mod.

Ok, the holy altar/conjuration circle's reactions and stuff are actually still a WIP, so I haven't provided them, sorry.
The issue with aether residue, I'm a bit stumped as the reaction will accept any item made from aether residue (the material), so even if you turned it all into chairs or something it should be available. I'm going to try a couple things and get back to you. I'd say double check that the aether residue isnt stockpiled somewhere the workshop wouldnt have access to, or forbidden, just in case.

It was sitting unforbidden in the studio. I've made a new world and the issue persists, again with the residue sitting inside the workshop and not designated for any task.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: skelepound on January 30, 2017, 02:08:51 pm
Hey, is it possible to make a sword readable, or a book into a more effective weapon? Experimenting with Runeswords, which will grant temporary syndromes when read - boosting strength, healing, raising the dead, anything that a magic user can do, but inficted temporarily by an item that also functions as a weapon.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on January 30, 2017, 06:09:20 pm
Recently started using the mod, and I've found a couple issues. I am unable to make the advanced and master spellbooks. (Have all reagents, but it says I lack the aether residue), and the holy altar and conjuration circle don't appear to do anything. Otherwise, I am loving your mod.

Ok, the holy altar/conjuration circle's reactions and stuff are actually still a WIP, so I haven't provided them, sorry.
The issue with aether residue, I'm a bit stumped as the reaction will accept any item made from aether residue (the material), so even if you turned it all into chairs or something it should be available. I'm going to try a couple things and get back to you. I'd say double check that the aether residue isnt stockpiled somewhere the workshop wouldnt have access to, or forbidden, just in case.

It was sitting unforbidden in the studio. I've made a new world and the issue persists, again with the residue sitting inside the workshop and not designated for any task.

Should be working then, I'm having no problems on any of the worlds I've tried it on. Could you send me a copy of the save maybe?

Skelepound: I have no idea if that's possible, or if it is then how to do it.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: EldritchVoid on January 30, 2017, 08:33:13 pm
Recently started using the mod, and I've found a couple issues. I am unable to make the advanced and master spellbooks. (Have all reagents, but it says I lack the aether residue), and the holy altar and conjuration circle don't appear to do anything. Otherwise, I am loving your mod.

Ok, the holy altar/conjuration circle's reactions and stuff are actually still a WIP, so I haven't provided them, sorry.
The issue with aether residue, I'm a bit stumped as the reaction will accept any item made from aether residue (the material), so even if you turned it all into chairs or something it should be available. I'm going to try a couple things and get back to you. I'd say double check that the aether residue isnt stockpiled somewhere the workshop wouldnt have access to, or forbidden, just in case.

It was sitting unforbidden in the studio. I've made a new world and the issue persists, again with the residue sitting inside the workshop and not designated for any task.

Should be working then, I'm having no problems on any of the worlds I've tried it on. Could you send me a copy of the save maybe?
Nevermind, I've wasted your time it seems, I had no idea that it needed 5 residue. Sorry for wasting your time, I feel like an idiot.

However, I have found something that I know is actually a thing. I have recieved multiple no-attacker sieges on my new world from a tower that lasted for about a year, and tower sieges have always worked fine for me. I assume your towers aren't able to siege properly?

 Master-level offense and defense are in the adv. category, but that is insignificant.

Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: skelepound on January 30, 2017, 08:56:04 pm
Well, if i figure it out, i'll pass it on, and hopefully help modders everywhere!... yea, i doubt it too.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on January 30, 2017, 10:38:21 pm

Nevermind, I've wasted your time it seems, I had no idea that it needed 5 residue. Sorry for wasting your time, I feel like an idiot.

However, I have found something that I know is actually a thing. I have recieved multiple no-attacker sieges on my new world from a tower that lasted for about a year, and tower sieges have always worked fine for me. I assume your towers aren't able to siege properly?

 Master-level offense and defense are in the adv. category, but that is insignificant.

Bad documentation on my part I guess. I don't think I listed the necessary reagents anywhere. :P

I've noticed the no-attacker sieges occasionally too, I think its because the towers dont have proper zombies or the zombies they have arent explicitly hostile, and I've been considering what to do about it.

And thanks for spotting the incorrect reaction category; I definitely hadnt caught that yet!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 09, 2017, 04:48:32 pm
So I've been having some internal debates and I want others input on the ideas before continuing.

First off is making alternate schools of magic that specialize in certain areas, to be available along with what we have now, which would become a more general but less powerful basic school and might lose a few spells. This can work through wizards, by giving a particular caste of wizard access to a specific school they can teach as well as some general spells, and through spell books and study, which will probably mean lots more menus in game. The two magician civs would have access to different schools of magic, then, as could every other civ, though these would be hard set in the raws and not controlled by the RNG.
Second, is giving people knowing secrets the capacity to teach mundane (non-secret) spells related to their sphere, as wizards are now. So you could approach a fire warrior and if he's not hostile he could teach you fire-related spells from every school, but not those specific to his secret.
Third, is creating consumable plants, potions, and items which provide access to certain powers temporarily. These could be made via reactions or harvested from the environment. NPCs aren't smart enough to eat these intentionally, but in fort mode if they're mixed in to your food stockpiles your dwarves might consume them.
Finally, is the idea of returning to magical creature castes of various races in the general population. I.e. elves having naturally born druids who might be able to teach others. We had this in older versions, but I removed them, with the net result being magic is far rarer in the general day-to-day populace and you'll only encounter historical figures who have gained powers in some way. These castes can be made to be incredibly rare and fit with the idea of schools of magic.
However, this would mean creature_standard.text is modified by default, so you'd be overwriting any changes you've made to anything in that file, say from other mods.

Regardless I have an update with a couple new secrets and some general fixes coming tomorrow.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: skelepound on February 09, 2017, 08:08:04 pm
waaaaaaait a minute - different schools of magic? I feel somehow cheated..... :P

(jk bro, its cool)
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 09, 2017, 10:58:22 pm
Yeah, I didn't even think of the overlap in nomenclature. The inspiration came from the recent threetoe story.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: skelepound on February 10, 2017, 04:04:45 pm
Dig, im just jokin anyhow. But hey, curious for my own reasons, what kind of setup are you planning? Like, i seperated different effects into different types of magic, but on a broad scale - i could have made seperate schools for healing and stat boosts, or made one summoning group for animals and one for more magical creatures - or any manner of things. Basically, have ya any idea whut your Schools of Magic(tm) will be?

ADVERTISING MY MOD:
Spoiler (click to show/hide)
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 10, 2017, 05:01:34 pm
They would be related to a group of spheres, preferably, and the effects in a school would be dependent on those spheres. Some schools would probably end up with overlapping effects. I was going to stick fire, ice, and magma/volcanoes into one school, another that revolves around storms, so it might include thunder, lightning, and water, water might be shared with oceans and fish, which shares aquatic transformations with a polymorphy school that also overlaps with elven druid plant and animal worship that acts as a foil for dwarven mountains, alcohol and caverns. So on and so forth.

The idea is that you could learn magic in general, which gives access to a lot of common low-level effects, some advanced effects, and specific schools give access to something in between that level and secrets, and have more advanced and mastery spells that approach secrets in power. This would end up coinciding with making the general magic effects weaker and secrets much stronger, on average.

You can study specific schools via their associated spellbooks, probably needing some reagents available in environments or beasts associatable with those spheres that make up the school, could be found in the sites owned by civilizations that practice those schools, or from a wizard of a caste that practices that school of magic. So it would also coincide with wizards having multiple castes, with abilities and what they can teach dependent on their caste.


That's the rough plan anyway. It would be a lot of work and if I got it out all at once it would probably mean a long gap in development.
Anyway, 4.07 update has been posted to the download page. New spheres include Thralldom, Fate, and Deformity, and there were some fixes related to discussion in this thread and my own playtesting.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: skelepound on February 10, 2017, 07:08:17 pm
What if you made it so that a wizard gets a slab, right, and from it he gets several syndromes - one for high magic, and some other normal magic syndromes. His normal magics can be taught to anyone, and even obtained thru studying in fortress mode - but to learn high magic, you must have the original slab. The wizard cannot teach it, or write a spellbook with its secrets - but "pure magic" can still be learned via the original slab. Since it came straight from a source of magic - commonly a god or megabeast - it is naturally closer connected, and much stronger. Just a thought!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 10, 2017, 11:05:56 pm
Well, there's no way to give a creature a slab straight off the bat, other than through secrets, which is kinda already going on, and that's exactly why one of my suggestions was to let knowers of secrets spread related mundane magics. When wizards use the "teaching" interaction they're creating the same magic syndrome material that you'd get learning from a book, and since they're not immune to the syndrome they also pick up the "knowledge" in the process of teaching. They also possess additional abilities they cannot teach, but can use themselves. So that's kinda already happening, just that they dont have the syndromes for the "normal" magic until they've tried to teach it, because there's no easy way to expose them to it beforehand.
However, in adventure mode this doesnt matter much because by the time the player meets them they've already "taught" a round or two to the people around them, so they and the people in the room with them have already picked up the syndrome. In fortress mode, they'll start teaching your dwarves as soon as they make it to the tavern. Could just make the wizard immune to the syndromes they can teach and give them copies of everything the syndrome does anyway, and that kinda makes sense.

By drinking the wizard's blood, you actually obtain their power, including the ability to teach, by becoming a wizard yourself. And by finding the slabs that are created with secrets, you would be able to learn everything associated with that secret.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: skelepound on February 11, 2017, 12:45:38 am
well, most of that is what i was saying - they ge a secret as normal in worldgen, but i was suggesting that you make only the SLAB, not the slab AND the blood teach the greater magics - thus making slabs far more valuable, as with enough types of magic, you'll probably only have one slab of each magic type spawn. So you must seek out tthe Slab of Fire to get the best fire spells, or the Slab of Torment to get some of the best curses, dig? I think the blood bit makes it a bit easier to get the best spells - maybe make three tiers, one can be taught, two can be gotten through driking blood, but the top level can only come from the slab itself. Just helpin a homie out. :)
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 11, 2017, 12:54:26 am
Oooh. Yeah, sorry, that is the idea. Wizards won't ultimately have access to the level of power that secrets offer, so yeah drinking blood is not as effective as reading a slab. I cannot into literacy.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: skelepound on February 11, 2017, 01:19:30 pm
See, that works fine - tier 1 spells are taught/written in spellbooks, tier 2 are pretty great and require blood, and tier 3 shit is straight from the gods. I like it, but remember, STAY AWAY FROM TIER 15.

| (• •)| ( ᴥ ʋ)
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 03, 2017, 03:16:58 pm
Since nobody else has expressed an opinion, I'm actually going to move ahead with the plans I mentioned. The next update will be out in the next couple days and won't include any of it, but will have some new reactions available to fortresses, especially the dwarven magicians civ, to give access to new and interesting things. First up is the ability to transform female llamas you own into a spider-llama, a sterile female that produces silk cloth instead of eggs, milk that can be processed into silk, silky fleece to shear, and sprays silk webs at attackers. There will also be the option to turn your dwarves into vampires or were beasts, and some other fun things at the holy altar.

I don't plan to make these all available to the vanilla dwarf civ, but they'll have some unique ones too.

The human magician civ will get some too, eventually. They'll be more organized around beneficial, benign effects compared to the dwarven sorcerers' power-hoarding, sometimes destructive effects. Neither is really supposed to be good or evil, but the cultural differences are meant to revolve around the proper use of magic in society related to their spheres and available schools.


We also get the spider queen megabeast, which has necromantic powers to summon spider servants which can be gained by eating her heart. A great way to consolidate absolute power, if you can kill her.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Frock_13 on March 10, 2017, 05:13:56 am
Well I finally decided to play DF again and wanted a few basic mods for adventure mode. I installed your mod and Adventurecraft and I can't seem to create your spellbooks in anyway shape of form. I've tried workshops at a dwarf fort, I've tried crafting them myself, and I've even tried spawning them through DFHack with no luck. Can you only find the books? I could have sworn your post said you can make them, but is that fortress mode only? I really just want to try out your spells without having to track down one of the new towers.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 11, 2017, 01:33:00 am
At the moment making them is fortress mode only, its done through the magicians studio, there's a submenu for books.

I'll go ahead and include a reaction to make them in adventure mode. I used to find them occasionally in mead halls and camps and such, the idea being they're a tool and tools show up on occasion, but if its becoming a problem I can definitely fix that.

Its probably because I changed the way they work a short while ago. Didn't think about this as a consequence >_>
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: skelepound on March 11, 2017, 02:59:16 pm
It sounds really cool - i gotta wonder tho, i ve never used DFHack, so a) does it reseble JAVA, the coding portion? and b) can you establish new variables, like a new int? If you could, you could make it so that certain enemies are weak to certain types of magic - magical energy would basically be like fire, and if you are immune to a certain type, like say Chaos based magic, you have the equivalent of FIRE_IMMUNE - and very powerful Chaos or Order magic requires SUPER_IMMUNE. I was thinking of alignment based magics, as you may be able to tell.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 12, 2017, 04:38:00 pm
I understand dfhack uses LUA and C+ or something, but you'll have tonask around the dfhack forum thread for advice with that; I have no idea how to use it.

Anyway, doing lots of stuff with basic conjuring from your leftover aether residues. You can turn it into wood, stone, bismuth bars, leather, cloth and thread, sand, meat, cheese and mead. I also had some transmutation stuff lined up for the metal bars; use aether residue to transmute metals to bismuth, and then bismuth into other metals. There are a bunch of other little utility reactions to use aether residue in that I've had planned for a long time.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 03, 2017, 12:43:24 am
That new update has been finally uploaded. Some new stuff and fixes for various problems as usual.

New stuff includes plants, which are explained in part on the download page, and the Spider Queen megabeast, which has a combination of some horrifying traits; all the power and indestructibility of a GCS, and its web slinging and venom, intelligence, its been super sized, and including raising corpses as undead servants of the queen. It is terrifying. In the next update I hope to include gaining powers from eating her heart. That will probably include necromancy and something else, still debating that.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: skelepound on April 03, 2017, 06:41:17 pm
A Spider Forgotten Beast is the strongest thing i've ever survived, killed 50 dudes... god help anyone who encounters the Queen...
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 07, 2017, 11:53:40 pm
Some mistakes were made regarding that megabeast, I've uploaded a quick fix for it. Oops was had.
The spider queen's heart can now be eaten to gain their power, but that was like half an hour ago and I just realized the spider queen is sentient so you cant eat her. That's in the next version I guess. :P

There was also some changes to a few transformation interactions to make them a little longer in fortress mode, due to the weird time dilation effects in forts.

edited again for spelling. I swear Im not drunk today!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: JackTheLing on April 11, 2017, 08:20:29 pm
(https://snag.gy/p4vwJu.jpg)

(https://snag.gy/FEvMao.jpg)
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 11, 2017, 10:01:57 pm
I have no idea what lazy newb pack does with things. Does it give you any other information or is there something useful you can tell me?

To install the mod yourself you just need to unzip the zip file that contains everything, put the .text files in the zip and the "text" folder in your game's raw/objects folder, and add the following to every entity you want to be able to use magic:

Spoiler (click to show/hide)

Until I can get better information about how lazy newb pack handles things, there's nothing I can do. Keep in mind this mod was not intended to be installed using a third party utility but by the user, and I have been trying to keep installation simple for that purpose
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: JackTheLing on April 11, 2017, 10:15:26 pm
I am 100% serious . Can you like show me a video on how to do it or some crap like that? I 100% have no idea what you just said.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 12, 2017, 12:01:50 am
I cant make videos, no. I have no way to do that. The folder i'm talking about is wherever the LNP installed the game for you. You'll have to tell me where that is. You can go to your harddrive and search for Dwarf Fortress.exe, and that should tell you exactly where it is. That's the game itself, things in the same folder are parts of the game. Also in the folder should be a folder named raw, go into that and inside it will be a folder called objects. That is where the mod's zip file needs to be extracted to.
I find its less messy to extract it somewhere else, and copy and paste the contents over into the game's folders. You should then find entity_default.txt and entity_magicians.txt both in the objects folder.

Instead of trying to edit the file yourself, I would normally suggest copying the version of entity_default.txt I have included with the mod, which is in the folder named "Vanilla Entity and extra info" which is in the zip file. But that would overwrite other changes implemented by other mods, though, which is bad, because I'm operating on the assumption the LNP made its own changes. You can try to edit in the information instead, just by opening entity_default.txt in the raw/objects folder and paste the lines I included in the previous post, anywhere below the line [ENTITY:MOUNTAIN], preferably a page's width down or something but I dont think it actually matters. Paste them in and close and save the file. That will let you use these in the normal dwarf entity.

You can even skip that step if you dont care to edit anything yourself, and instead just generate a world and play as a member of a magic dwarf civ. They use names like e-yorety for dagger as opposed to urist, its a different language. That civ has magic available already.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: JackTheLing on April 12, 2017, 07:08:34 am
So I grab the entire folder. Literally the entire game. And put it inside the objects folder? Also thank you for being so kind enough to respond. I really am having trouble downloading anymods at all. Not only yours.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 12, 2017, 03:33:15 pm
No, sorry, not the entire game, just what's included in the zip file for this mod. Move that into the objects folder. If you move the entire game it will all stop working. :P

And yeah, I'm happy to help. Its just that I have no idea how lazy newb pack wants to do things and what needs to be done to make anything compatible with it. It's probable that most of the mods you downloaded werent set up to be installed with lazy newb pack, or were meant for a different version or something to that effect.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyubee on April 18, 2017, 06:46:45 am
removed the message, redoing it now...


I'm using this mod as a subject of study for making my own; namely, i just added in an eldritch transformation secret using both necromancy and your deformation secret as well as a creature of my own design.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 20, 2017, 06:59:02 pm
That sounds pretty cool, actually.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyubee on April 21, 2017, 12:36:20 am
theres all kinds of token summoning I can turn into necromancer spells~
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Slozgo Luzma on May 02, 2017, 02:50:08 pm
Hi, it seems that my adventurer can only contract one spell-giving syndrome from a crafted tablet, but nearby companions gain multiple. I've noticed that in Adventure mode, the player seems to only be able to gain one set of acquired powers from slabs, but can acquire multiple curses unless there is a tag like [NO VAMPCURSE] or something. Is this correct?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on May 02, 2017, 08:23:43 pm
You should be able to gain powers from every spell rock and slab, and yeah a lot of the curses are compatible.

Which specific secrets were you trying to learn from a slab and what spells did your companions get that you didnt. Also, what race are you?

I suspect not picking up the spell syndromes is because your character just so happened to not breath while the cloud of vapors was in the air though your companions did. Ive been contemplating making those into consumble drinks for adventurers (though that would become even more of a nightmare in fort mode to force the dwarves you want to drink what you want them to). How would that sound? You could then share some of the brew with companions, but wouldnt get the instantaneous shared learning experience your seeing now.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on May 22, 2017, 01:34:57 pm
As an update to what's going on currently, I've begun working on the magic schools update.

For starters, this changes a bit about how magic is learned. Spell tomes are now called inscribed slates, just so they're not confused with actual books you could read. The learning reactions from now on will produce a unit of cheese, a plant cheese, called "essence of (school) (spell)". Dwarves or adventurers will have to eat this cheese to gain the spell it offers, but that will eliminate the problem with clouds of vapor being unreliable. At the moment, each essence provides a single spell. They can be stored in the food stockpile, so you can dictate where they are stored and who has access to that stockpile. While they do not rot they can be eaten by vermin, which can lead to magic vermin. Nobody wants cockroaches flinging fireballs, so it's advisable to pasture a cat on whatever stockpile stores these things. You also wouldn't want visitors or uninvited guests to be able to get in, so it might be advisable to store them in a far-flung, usually locked room. Vampires will not eat in fort mode and dont breathe, obviously, so that's going to be a problem until I can come up with a solution that will work for a creature that refuses to eat, drink, or even breathe.

There are still threats to your health in the process of trying to create this essence, though nothing serious. Only a very rare chance of going crazy and some minor symptoms. These will still be produced as vaporizing boulders in the workshop/on your person, they're still going to be rare and their effects are going to be resistible, so you can protect yourself or your dwarves with balmleaf products and learned disease resistance spells.

The general non-school will feature some generic, and not particularly strong or quickly reusable spells. It will take no special reagents besides aether salts and a basic inscribed slate. It will offer magma ball (potentially melting fat, but fairly cool) ice spike etc., disease resistance and recuperation among other things.

The rest of the schools will require a normal inscribed slate and a special ceremonial blade associated with that school, called an athame, in addition to aether salt. More powerful effects will require aether residue as well. Your civilization will have access to some of these depending on what's in their raws. I'm going to update the entity_default.txt entry for this as well. Since the athame will be a bladed tool like a carving knife, people from that civ can carry them, you can buy them off caravans etc. They'll also be possible to make on your own. Since the essences will now be a food product you can even order them directly from the liaison. They'll all be quite expensive, but I guess you can always commit murder.

The Aetherial school will include pure aetherial magics, that aren't associated with a sphere or effect. This includes a solid projectile, a vaporizing liquid projectile that delivers a syndrome similar to the potential dangers of learning, aetherial webbing, and life seeking.

Dwarves will have their own school of magic that encompasses labor and individual strengths, controlling the need to eat and sleep, and the ability to get totally wasted at will, including creating potent booze by reaction to share (with your athame). They'll also be able to create golems from livestock and heal themselves

Elven nature worship will entail the ability to interact with and create ents, transform into dangerous beasts and protect elves and animals. They can also totally remove the need to eat or drink for a time. Not sure yet if I'll straight up make elves playable in fort mode, though.

There is of course a school of fire and ice, also including stone. A lot of these spells will be combat oriented, wrapped around the idea of controlling temperatures.

Similarly there will be storms, oceans, and weather. Again, combat oriented, but also focused towards surviving under water.

There will be schools of witchcraft, allowing blessings and curses, and of disease and blight, and of necromancy and conjuring, which will be available to goblins and unsavory folks. Like humans.

There will be a school covering primarily transformations of the body and mind. Become animals, enable intelligence, that sort of thing.

A school for healing, and resurrecting the dead in a non-zombified state.

And finally, I think(?), show magic. Illusions, magic tricks, cards and luck, etc. Humans will definitely be able to use this, probably dwarves too.


If anybody has any ideas or comments, I would freaking love to hear them!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Hakazaba on May 22, 2017, 08:21:04 pm
Sounds good, though I'm quite new. I tried to use this mod in adventure mode and im not really sure this is working as intended. I had a super strong crocodile man, legendary wrestler. I researched a spell, it says it was affected, though there was nothing in the aquired powers. Maybe it didn't work i thought, so i made a bunch more with no results.

Maybe it was because i was a animal man? So i walk off, planning to travel to a town to retire the character but i get the message that i cant travel when bleeding. Turns out, my hand had melted off, and i was getting repeated alerts that i was melting. I run around a bit, and then start freezing and melting at the same time. Then i caught fire. I couldn't move, but i could push myself around in a minecart.

... What?

Also even with a masterfully crafted inscribed plate, i can only research novice spells. Also ive done that about 50 times and only gotten 3 spells, then i got naked and now im getting a lot more. I think that was the main problem before, though that doesn't help the catching fire thing, which happened a second time now.

I have a feeling that the magic cloud might be igniting from campfires or something

... nope, Could be the rain, or having a lot or residue. I dont know, I just lost my adventurer to this :(
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on May 23, 2017, 03:16:44 pm
Ive literally never seen that happen, i didnt know it could, but being a crocodile man probably has nothing to do with it. Frankly the idea of burning to death and freezing to death simultaneously is hilarious. Thats got to have something to do with the temperature of the aura rock, but the boiling point of it is still way below the freezing point of water, and residue also should be room temperature, so i dont get it...

Not having luck contracting the syndromes that gives you the spells is a known issue, thats why im changing it to a consumable food. Im going to give it a fixed temperature between human body temp and freezing so hopefully this doesnt happen again.

Would you be willing to post your save file to dffd so maybe i can see whats going on?

Will definitely be fixing/troubleshooting these, keep me posted with anything else that might be wrong and ill make sure to work on those too!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Hakazaba on May 23, 2017, 11:43:47 pm
Well, since the character is dead now, i cant give a save. Though it happened in two separate generated worlds, both generated with 0 bogeyman types
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on May 25, 2017, 03:55:17 pm
Well thats okay then. Is no bogeymen the only variation from a normal world? you used adv parameters to get that, so maybe you could post the ones you used from your worldgen.txt file?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Hakazaba on May 29, 2017, 02:23:05 am
Im not entirely sure which one it is... Ive made a bunch of them and its happend on all of them. Catch fire even in a freezing biome when it rains after a lot of magic crafting/holding residue.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on May 29, 2017, 02:30:53 pm
Ive managed to replicate it finally. It required waiting and doing a lot more than I usually do, I usually only run the interactions a dozen times at most before moving on, this time I did it at least 30-40 times in one go.
Still not sure whats causing it. It seems like it does have to do with the magic aura gas, but I cant understand how. The material is well below water's freezing point even at its boiling temp, and I dont see how it could heat up so much as to become dangerous. It probably is the residue that is becoming overheated first. It just doesnt make a lot of sense.

Now I'm going to test what I'm working on now and see if this problem ever comes up.

[edit]

Pretty sure I've solved this. It was the slates, for whatever reason, but now they're good.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: stormbot28 on June 03, 2017, 04:16:46 pm
Hello, I'm a bit confused with the functioning of this mod as I have been trying to "produce aether salts" almost since the beginning of my game. I have a Magicians studio right by my central staircase leading into my main workshop area and yet at almost 2 years in I have yet to produce a single one. Nor has the job been suspended.

I have the task set on repeat with the workflow plugin with range 30-50 (which is how I know exactly 0 have been produced). Using the Masterwork mod, autolabor enabled (I have it set so every dwarf has the alchemy labor enabled). Running latest version of this mod.

Any idea how I can get this working? I really want to shoot some firebolts at the wererhinocerous that just waltzed into my map.

Edit: the wererhino transformed into a goblin and my resident militia commander dealt with it "The militia commander punches the goblin in the head with her left hand, bruising the muscle, jamming the skull through the brain and tearing the brain." (Now imagine that same dwarf with a candy fist on demand! [Is there any spell that activates on combat entry and is self-focused?])

edit_2: Now there's a 20 man undead army upon my door-step, the necromancer came with them, and he's right next to my full 10x21 corpse stockpile (plus a few more nearby). This is bad enough, but all the undead are fully equipped with metal weapons / armor and there are more than a few dangerous-when-naturally-alive creatures (like that were-rhino from above) among the corpses. A few spells to help me deal with them would be nice (I have internal farms + enough food/booze to last until I train some high-level battle-mages).

Side-question, when creatures come back as zombies do they keep their spells? Also, does the summoning circle require some sort of research before use, or are it (and the holy altar) unimplemented? Because I'd love to summon some imps to do battle with the undead and burn them all.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on June 06, 2017, 08:48:15 am
The circle and holy altar are unimplemented at the moment, ill get to them someday. And im not sure if undead creatures still have their syndromes, they might. Thats something to test and find out i guess.

Your best bet with the undead is going to be ranged spells, so you dont have to worry about either ammo or getting too close.
Theres no way to get dwarves to reliably use an on-self spell at the beginning of combat as far as im aware. They can use them to clean themselves or when fleeing combat. This is governed by usage hints the game provides and theyre just not very versatile at the moment. Dwarves sometimes use them on themselves or each other for the hell of it, though, or if theyre covered in some sort of contaminant.

Now, for why youre not getting any aether salts made im not really sure. You say your dwarves have alchemy enabled, and the job has been set and isnt getting cancelled. I would check that you have access to logs and cut gems, but if you dont then it would be getting cancelled every time it comes up.
You used autolabor to enable alchemy, i would suggest double checking your dwarves with the in-game labor menu to ensure its enabled on them.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: stormbot28 on June 07, 2017, 07:13:04 pm
Just checked, my dwarves have the alchemist labor enabled. I even tried assigning aether salt production through my manager. The job was validated and it appears in the workshops (I have built another magician's studio to make sure it wasn't just that the first was bugged). But the manager shows no linked job, which is confusingly contradictory..
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on June 08, 2017, 06:27:03 pm
ok, I'll try to replicate it myself and see where that goes

A couple bits of info I'll need: Which version of masterwork are you using, and for which version of DF is it set up?

I'm pretty sure I've figured it out, though; It seems DFhack is somehow disabling the alchemy labor, as in it shows up red in the in-game labors menu and cannot be selected. Autolabor also doesnt activate it, and so no dwarves are actually set to do alchemy. Why DFhack would do this I have no idea, I'm going to ask for help in that thread.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on June 12, 2017, 07:07:48 pm
Ok, add this line to the entity you play as; [PERMITTED_JOB:ALCHEMIST]
That will get dfhack to let dwarves be alchemists.


the file is probably in [your df install directory]\data\save\[your game region]\raw\objects and the file is one of the entity_x.txt files. it will depend on exactly which civ you decided to play as and whether masterwork renamed or moved them to another file, but if you have a sorcerer noble then entity_magicians.txt is the one youre looking for and putting the above string at the end of the file will probably work fine. If it's vanilla dwarves (i.e. you have a mayor/expedition leader noble) you should look in entity_default.txt if that exists in masterwork and add the string under where it says [ENTITY:MOUNTAIN] but before the next entity (so at the top of the file)

If it's a masterworks civ, I cant help you find it specifically, but if you added the information yourself in the first place to a masterwork entity then you already know what you're doing :P



In the next update, which I'm going to try to upload soonish, I'll be sure to include this line in the text block for entities in the first place and hopefully this wont happen again. Thanks for letting me know there was a problem!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on June 28, 2017, 01:37:17 pm
New version has been uploaded with fixes for the issues you guys described, thanks for the help!

I didnt get the chance to make more than the first two schools for mundane magic, so it is a little bare-bones at the moment, but the generic school includes most of the usual effects
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kraiger on June 29, 2017, 12:29:45 am
Sweet man. Can't wait to try it out!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kraiger on August 13, 2017, 05:51:35 pm
So I've got a couple of questions/observations:

Neither the alter or the circle appear to have any actions available in fortress mode, what should we be seeing?

I've dabbled a little bit in Adventure mode and have noticed that the spells available to me disappear every once in a while. Are available spells supposed to be consistent, or based off of the most recent essences eaten?

In Adv mode, is there a maximum number of spells that one can have known at any time?

Great job, really enjoying the mod!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on August 17, 2017, 04:56:43 pm
There's nothing available for the altar or conjuring circle at the moment, so nothing should be there. I'm working on that now, but it'll be kinda lame on the first pass. You'll be able to beg the gods or make sacrifices for artifacts of power or bargain with otherworldly entities, then.

Spells available shouldn't disappear, I'm not sure what could cause that because the syndromes have no end tag, so in game terms they should persist indefinitely. There isn't a maximum number of syndromes (spells) either as far as I know, but its possible there's something like that built into the game as it is that I'm not aware of I guess. It would kinda make sense for Toady to set up a maximum number of syndromes/interactions that can affect a creature at a time, to save memory or something... I dunno, never heard of or encountered that before.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Bolverkr on September 13, 2017, 10:11:45 pm
Is learning from wizards in towers possible? For example, I found a "master" in a tower in a glacial region who seemed to possess al or at least most of the magical abilities in the game, so I hung around him for a while but didn't gain anything. Help?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: GM-X on September 13, 2017, 11:13:50 pm
I suppose that's cool, yeah.

Hi Eric, it's been a long time coming.. But I'm finally planning to add parts of your Spellcraft mod into the DA:II W&M v37 release.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on September 14, 2017, 03:32:41 am
Is learning from wizards in towers possible? For example, I found a "master" in a tower in a glacial region who seemed to possess al or at least most of the magical abilities in the game, so I hung around him for a while but didn't gain anything. Help?

Is the wizard spewing out clouds of magic aura? I might have broke it in the last release, ill double check.

Also, yay!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Bolverkr on September 14, 2017, 12:30:13 pm
Yeah, no clouds. Hung out around him for a while too. Also, does being a wizard not allow you to become a vampire? Is grand vampire even available to adventurers?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on September 16, 2017, 12:17:51 am
Ill make sure i fix that then.

You should be able to become a grand vampire. Pretty sure you can drink the blood of a grand vampire to acquire it, or else you can play statue-toppling roulette to get cursed as one (not easy either). Shouldnt be restrictions on wizard adventurers becoming a vampire. Iirc, im on my phone right now, i took out all the restrictions between vampires and werebeasts and wizards etc. So you should be able to acquire all three of those, just not being both a basic and grand vampire

Edit:

It looks like wizards are doing their thing again. Ive got a couple more things I need to do with them and the holy altar and conjuring circle reactions and most of the aetherial and hyazith spells and reactions set up. I hope to post an update within the week.

Hyazith will be the school of ice and fire, so killing people in ever more efficient ways will be a thing. It will also permit a degree of survivability by allowing you to become great fire and ice imps, which will be more resistant to temperatures at their end of the spectrum. That's most of the real interesting stuff.

The conjuring circle will let you summon some nasty little critters (biting vermin especially), so I advise keeping it away from the rest of the fort. It will also permit trades of material goods and spells with otherworldly entities. Like giving iron bars in return for aether residues, if you have an excess of iron for whatever reason. Or giving away spare essences of spells if you want iron, instead.

double edit:

Sorry, I misunderstood your initial question: Learning from tower wizards without reading their books is not currently possible. I might get around to that in the future.
You can learn from "wizard" creatures and people "blessed" by the gods as wizards, but those are separate from the sphere-based interactions that lead to tower building. If a historical figure happens to be both a tower-builder and a wizard creature that's a different story, but I havent seen that but maybe once or twice, ever.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on September 29, 2017, 09:12:49 pm
The mod has been updated with the current work. Conjuration, praying/sacrificing to the gods at the altar, and using the Hyazith school of magic are all available now. Some new critters you can summon from the conjuring circle...

To do that you'll want to pasture animals next to it and run the reaction to summons creatures. Eventually a dwarf will successfully supplant the soul of such a creature in your animals' body, resulting in its transformation. Dunamisdeos demonstrates how this works with his Fruit Engine (http://www.bay12forums.com/smf/index.php?topic=167566.msg7572379#msg7572379) mod; it works similarly here, except it only permits non-intelligent creatures to be targeted in this case, and instead of fruit, you will get horrible monstrosities that may or may not wreck everything. For this reason, it is highly advised to, say, put this in your barracks or post your militia in the room in case something tries to eat you.

The gods might sometimes curse dwarves as well. These reactions currently dont provide a whole lot, its mostly building materials you might be short on at the moment. I'll try to add more inventive and helpful reactions, and more choices of what to sacrifice. Hopefully I get to do people and animal sacrifices.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 03, 2017, 11:29:02 pm
Sorry for another post, but i want some outside opinions on this next update:

The next school will be the school for polymorphy/shapeshifting, and as part of the update i wanted to do some changes to transformations in general. This is going to mean a bit of a post-transformation sickness period, where a user is weakened by the effect. Nothing fatal, although it might leave you vulnerable. This is to balance out attempts to transform to get out of being injured. It will be severely reduced in the polymorphy school, as those spells are tailored by masters of the art of shapeshifting, and in the clerical reformation effect. Other effects in other schools or for example werebeast and vampire transformations can have some debilitating side effects. Divine secrets wont be affected.

Right now, the effect is intended to be: attribute and speed reduction up to 50%, nausea and coughing/vomiting blood, dizziness and fever, full-body pain, and rarely (very minor) bleeding of the facial features. Severity and probabilities depending on the transformation that took place.

The question then is whether this seems reasonable, and to seek suggestions on how to improve on that idea. If its too mild then of course its pointless, if its too severe it makes these spells suicidal to employ, so its a balancing question as much as whether or not it should be done at all, so your guys' opinions on how much is too much is important

Ive tried linking them all together so that transforming in succession, whether through the same transformation or a different one, leads to more severe effects afterwards, but ive had no real luck on that front.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: stormbot28 on October 13, 2017, 11:12:21 pm
Thanks for all the work you put into this!

[Fortress Mode]
How do I know what spells my dwarves have learned? (I was setting up a room to stick a dwarf in until they ate the magic essence, then some random other dwarf ate it instead...)

edit: after looking through combat logs it seems one of my dwarves have a spell I never gave them, I want to know what that it too..

[Suggestion]
I think that this balancing might be good for the player, but it might be too severe for npcs depending on how they use it. A player might use a transformation before an attack as preperation, but wouldn't the npc wait until they're fighting to use it and thus harm themselves so?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 14, 2017, 12:10:09 am
Thats actually a very good point regarding npc behavior. My experimenting shows having it is hardly worth anything anyway, so ill probably skip the post-transformation idea for now.


In fortress mode theres really no way to know what dwarf has what syndrome unless theyre sent to the hospital for some other reason. I think then a diagnostician can correctly diagnose any syndromes they have, which will show up on the health screen when you view it.

Id try to control the essences more tightly. You could stockpile them in a room (with a cat to kill vermin) you can lock, forbid them regularly, and only unforbid them once your desired dorf is in there and locked in. You could also do it by dumping them down a sealed off room with a pit above it via a minecart that runs regularly. If the square where the stuff lands is a food stockpile patroled by a cat theyll keep indefinitely. You can then stuff a wizard-to-be into the room and let them eat. Leaving them unforbidden in your main food stockpile with a deficit of other foodstuffs or a lack of variety will almost certainly mean dwarves try to eat them.

You could also just seal your wizards in the pit with the workshops and dump supplies theyll need in from above. Make sure theres no walls around the bottom of the pit shaft (so put it in the middle of the room) so they cant climb out if they get bored, and put a stockpile set to both refuse and food below it. With a cat. Dump vermin corpses and unwanted bones in there with some gems and youve got plenty for aether salts.


Im gonna try to further increase the options for producing aether salts by the way, youre supposed to get them from any natural resources or organic tissues in some quantity and i had a formula made for that...
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on October 15, 2017, 08:35:50 am
Oh this is exciting. I just started a world where I can choose "wizard" as a race. Also what exactly do enchanted weapons do?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 16, 2017, 05:29:36 am
Enchanted iron is currently identical to normal iron, with magical creatures having a greater weakness to it (many have a weakness to iron anyway, but typically enchanted iron is even better). Trying to come up with something else to do with it or to make it more interesting...
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on October 16, 2017, 06:27:30 am
Oh okay cool. Yeah maybe like - if I may offer a couple suggestions - you could have enchanted swords that have some sort of added magical effect to their damage - I'm not sure if you can implement burning damage into something that is made to do cutting damage but something along those lines would be interesting. Or maybe a shield that reflects certain magical attacks or maybe even arrows back in the general direction of the sender. And maybe some sort of anti-magic ability could be utilized - where by being hit by an enchanted weapon you lose your ability to use magic for a short period of time.


Also is there a way to use "sandstorm" without flinging my character around?

And is there any sort of concussive ability that can be used to knock people back? Maybe a "telekinesis" ability to throw objects that you aren't holding from somewhere in the immediate vicinity?  Or do spells get more powerful as a certain stat or ability goes up? I noticed that archery affects projectile attacks - but it'd be neat if there was also a way to do more powerful versions of those spells as you got more powerful rather than just throwing the projectiles more accurately. Like if "throw rock" eventually could be "throw gigantic boulder" I think that'd be pretty wicked. Maybe interlinking it with another attribute like focus? Or maybe just a gradual increase in the number of projectiles you fire in each cast. What exactly is "air burst" good for? And does throwing glass ever cut? Seems like it mostly just bruises people up and breaks bones.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Madman198237 on October 16, 2017, 06:35:02 am
Perhaps have the sword inflict a random (And I mean *random*) megabeast effect on a single body part with every hit?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on October 16, 2017, 07:46:39 am
One more question - how come sometimes I just suddenly start melting? Is this a side-effect of too much spellcasting? I do use a lot of fire, but there was no indication that I caught flame. I did throw a lot of magma at my opponent so maybe somehow it rubbed off on me? It wasn't showing in the menu however.

Ah nevermind I think I spent too much time close to huge amounts of fire. I just checked the temperature next to a burning hydra and it said "burning". So that makes sense.

Also what's the difference between thunder and lightning?

It seems like fire might be a tiny bit overpowered because like - most creatures burn. It's virtually useless against a bronze colossus but all other creatures it's basically a death sentence. I think the main reason however is because that most creatures when on fire remain still and do not attack. Perhaps this is a result of pain/shock, I'm not sure. I've never been able to step to a hydra before and right now I'm just slowly melting one in a cave because every time he gets unlit I just light him again and he does not move from that spot until his tissues are burnt away. The only downside to fire is that you don't get credit for killing anyone who burned to death.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: pikachu17 on October 16, 2017, 01:34:02 pm
Oh okay cool. Yeah maybe like - if I may offer a couple suggestions - you could have enchanted swords that have some sort of added magical effect to their damage - I'm not sure if you can implement burning damage into something that is made to do cutting damage but something along those lines would be interesting. Or maybe a shield that reflects certain magical attacks or maybe even arrows back in the general direction of the sender. And maybe some sort of anti-magic ability could be utilized - where by being hit by an enchanted weapon you lose your ability to use magic for a short period of time.


Also is there a way to use "sandstorm" without flinging my character around?

And is there any sort of concussive ability that can be used to knock people back? Maybe a "telekinesis" ability to throw objects that you aren't holding from somewhere in the immediate vicinity?  Or do spells get more powerful as a certain stat or ability goes up? I noticed that archery affects projectile attacks - but it'd be neat if there was also a way to do more powerful versions of those spells as you got more powerful rather than just throwing the projectiles more accurately. Like if "throw rock" eventually could be "throw gigantic boulder" I think that'd be pretty wicked. Maybe interlinking it with another attribute like focus? Or maybe just a gradual increase in the number of projectiles you fire in each cast. What exactly is "air burst" good for? And does throwing glass ever cut? Seems like it mostly just bruises people up and breaks bones.
Many of these can't be implemented in DF as it is now, but the Magic Releases may eventually make some of this possible.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on October 16, 2017, 02:07:02 pm
Oh okay cool. Yeah maybe like - if I may offer a couple suggestions - you could have enchanted swords that have some sort of added magical effect to their damage - I'm not sure if you can implement burning damage into something that is made to do cutting damage but something along those lines would be interesting. Or maybe a shield that reflects certain magical attacks or maybe even arrows back in the general direction of the sender. And maybe some sort of anti-magic ability could be utilized - where by being hit by an enchanted weapon you lose your ability to use magic for a short period of time.


Also is there a way to use "sandstorm" without flinging my character around?

And is there any sort of concussive ability that can be used to knock people back? Maybe a "telekinesis" ability to throw objects that you aren't holding from somewhere in the immediate vicinity?  Or do spells get more powerful as a certain stat or ability goes up? I noticed that archery affects projectile attacks - but it'd be neat if there was also a way to do more powerful versions of those spells as you got more powerful rather than just throwing the projectiles more accurately. Like if "throw rock" eventually could be "throw gigantic boulder" I think that'd be pretty wicked. Maybe interlinking it with another attribute like focus? Or maybe just a gradual increase in the number of projectiles you fire in each cast. What exactly is "air burst" good for? And does throwing glass ever cut? Seems like it mostly just bruises people up and breaks bones.
Many of these can't be implemented in DF as it is now, but the Magic Releases may eventually make some of this possible.
I figured that might be the case with a lot of it - I'm obviously very much looking forward to the magic update - even if it takes over a year for it to arrive. It sounds like Toady has a lot to think about since a lot of the things he's suggesting will need a complete rewrite of many core mechanics (multiple dimensions, world-altering stuff, dynamic magic rules). Can't rush genius though.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 16, 2017, 03:11:44 pm
Yeah, but itll be fun when it arrives.

I cant do actual enchanted weapons until then and otherwise would have to use dfhack (i honestly dont know how to code and that would also mean any part of the mod relying on it would have to be postponed with each df update until a stable version of dfhack is available, and be subject to hackery related issues if any come up)

I can make special weapons and materials with unique properties though. Shields that block more successfully, swords that double as ranged weapons for unique ammo, and metals that are lighter or denser than average or specalized for use against specific night creatures. That sort of thing.

Fire glass and enchanted ice are already in the mod, though i havent made a reaction to produce them in game and their properties arent especially interesting just yet. Enchanted ice just melts at a really low temperature (around the range of a scorching biome, intended as an indicatornof when your surroundings are becoming dangerously warm like if youre fighting a dragon) and fire glass has a constant warm temperature and effectiveness against angelic/divine beings (of which there are few)

I think ill go ahead and make a couple of these things, and you guys could let me know how useful they are to you
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on October 16, 2017, 04:31:20 pm
Sweet. Thanks for this entertaining curiosity while I twiddle my thumbs waiting for that artifact update to come out.




it doesn't appear that I can use "water sphere" on myself - i was hoping that would put me out when I'm on fire.


You were talking about costs of transformation earlier - I think post-transformation sickness is actually a neat idea. It might be helpful to make it take time like the summoner version as well, so that a quick second chance isn't quite so feasible (speaking strictly of the instant transformations). Rapid Reformation could also use a bit of a nerf - I almost wanna echo Toady's idea about certain things costing blood. If you came out of Rapid Reformation fully healed but "faint" because of blood loss, I think that'd be a pretty legit cost for the procedure.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 18, 2017, 05:32:56 am
Yeah water sphere was meant strictly as an attack. Ill see if i can get something that will reliably douse your flames, i dunno of thats possible with how pesky fire can be. I know it wont help the melting at all, i dunno what will once that starts

Im still toying with the transformation stuff and i like your suggestions, those are great ideas. The reformation bleeding is exactly the issue ive been having; the syndrome doesnt appear to be taking effect more often than not once you transform back, no matter how persistent and obvious the symptoms should be, and im not sure why.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on October 18, 2017, 06:20:49 am
I think perhaps I figured out my melting issue - I hadn't noticed that on occasion while say - fighting a magma covered colossus - my clothes would catch fire indicated by the "!!" surrounding them in my inventory. I guess you don't need to directly be hit by flame in order to have what you're wearing catch fire - which is realistic considering I don't think you could stand too close to large amounts of magma in real life. So yeah now when fighting hot things I am also simultaneously giving them an unintentional strip tease.

Well that was unexpected, I got a bronze colossus to melt. I had been beating the everloving hell out of his upper torso with a hammer before it happened though so I'm guessing that his structural integrity was already low and that just happened to do the last bit of damage. Normally I can cover them from head to toe with magma and they only slightly get burned. Metal bolt seems to be the most effective against them for obvious reasons - every hit guaranteed a fracture.

Update: melting colossuses is actually much more possible when transformed into a fire demon, since you can hurl obscene amounts of magma with the natural ability.


After I fast traveled my hammer turned into "molten bronze covered in chromite". Interesting.

Some sort of defense against being turned into a kobold would be nifty as hell.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 20, 2017, 07:28:42 am
So yeah now when fighting hot things I am also simultaneously giving them an unintentional strip tease.
It is terrifying

Quote
Well that was unexpected, I got a bronze colossus to melt. I had been beating the everloving hell out of his upper torso with a hammer before it happened though so I'm guessing that his structural integrity was already low and that just happened to do the last bit of damage. Normally I can cover them from head to toe with magma and they only slightly get burned. Metal bolt seems to be the most effective against them for obvious reasons - every hit guaranteed a fracture.
Metal bolt is pretty effective yeah. Think it should be a less dense metal for balance?

Quote
Update: melting colossuses is actually much more possible when transformed into a fire demon, since you can hurl obscene amounts of magma with the natural ability.
I love this strategic approach youre taking to using magic against those weakest to it.

Quote
After I fast traveled my hammer turned into "molten bronze covered in chromite". Interesting.
Thats probably not safe to hold onto...

Quote
Some sort of defense against being turned into a kobold would be nifty as hell.
Already done as as part of the new school of magic. Youll probably have to apply it every time you stop fast travelling just because adventure mode likes to end syndromes/interactions with timers on travel/sleep but it will prevent being transformed against your will.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on October 20, 2017, 09:56:26 am
I actually think metal bolt actually might be okay - it does quite a bit of damage but not before I really pack some throwing skill into it. I wouldn't be opposed to some experimentation though, it seems pretty great for breaking bones and the like but it's difficult to get a killing blow with it. Seems more like a way of disabling opponents, or in the case of a colossus reliably chipping away at their overall structural integrity. What I'm wondering is if there's a way to get glass/ice spike to cut or penetrate targets, as it stands it seems to only bruise them. Same with the metal bolt actually even when doing massive internal damage it only ever manages to bruise the outer muscle, I think I've only seen a single instance in which something was effectively "torn apart". Quite a few crushed bits though. Lots of fun as a way of disabling a gang of bandits who is rushing me, or alternatively fleeing in separate directions.


And yeah that's what I enjoy about this is that it sort of adds a tactical "control" over the battlefield that sometimes is immensely useful in otherwise lethal situations - but most of the time not so much that it's absolutely foolproof.

A couple of times I have used that "plant flesh" spell on giants to make their tough hides easier to cut through. I thought that was an interesting approach. I tried doing that on a colossus but it turns out they don't have skin. Or blood, come to think of it. Metal skin might be a neat way to go, for a self-cast or a buff for companions.

I just had a situation earlier in which I got into a fight with a dragon in a tiny cave, and naturally to avoid burning I did the fire demon transformation thing - and I was curious how quickly I could get a dragon to burn with magma and the like, if at all. So I went about doing my thing we had a back and forth with fire-based attacks that were ineffective against one another until eventually he just suffocated to death. At this point I was basically missing all my limbs except maybe half an arm or a leg so I inched my way back out the entrance. I don't know what exactly triggered this but for some reason right after I stepped out the cave exploded. Like - a plume of magma exploded out of the entrance and covered me in magma and heated me up so much that no matter how far I crawled I left a trail of fire everywhere I went - until I eventually found a stagnant pond, which brought forth a great cloud of steam which billowed around for awhile - until the pond turned brown and "murky" for some reason, and right in that very moment I zapped back into my original form. So basically I created a volcano? Not sure I understand this since hurling magma doesn't seem to create an instance of magma on the ground, only on the target upon contact. Which is pretty hilarious though, by the way - that until they're officially "on fire" targets will run around doing their thing like normal, when all of a sudden they start smoking. Some targets take longer than others, probably due to what they're wearing.
(http://i63.tinypic.com/o9l7d3.png)





Also neat! I'm looking forward to trying out the next version.




Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 20, 2017, 02:50:57 pm
I have no idea how that explosion could have happened.

but yeah, the solid glob material emission is like shooting a sphere or something; no sharp edges, so there's very little chance to cut anything except from excessive force, if the material is dense enough (like slade) and the plant flesh spell should make creatures tougher; it changes their endurance and toughness attributes, but doesnt change the material they're made of (cant do that without transformations at the moment). The only attribute that goes down is recuperation, and the spell of course halts bleeding so that cant allow you to bleed them out until the spell wears off. So I would expect them to be getting tougher, not weaker, if thats happening then something is wrong.

It's also meant for defense, but trying to kill somebody by making them tougher is definitely an interesting strategy :v
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on October 20, 2017, 05:18:33 pm
I have no idea how that explosion could have happened.

but yeah, the solid glob material emission is like shooting a sphere or something; no sharp edges, so there's very little chance to cut anything except from excessive force, if the material is dense enough (like slade) and the plant flesh spell should make creatures tougher; it changes their endurance and toughness attributes, but doesnt change the material they're made of (cant do that without transformations at the moment). The only attribute that goes down is recuperation, and the spell of course halts bleeding so that cant allow you to bleed them out until the spell wears off. So I would expect them to be getting tougher, not weaker, if thats happening then something is wrong.

It's also meant for defense, but trying to kill somebody by making them tougher is definitely an interesting strategy :v
Ohhh okay I see - I could have sworn that by using it on a Giant I was more easily doing nerve damage with every strike. Sounds like it was just a series of good rolls though. After the first one probably just a domino effect. I figured it was meant as an armor thing but I was also curious as to maybe if a giant's skin was merely thicker or denser - if the latter then converting it to a standardized wood material would have been an advantage in my eyes.

But yeah I was pouring through the RAWs an the wiki a bit and I see what you mean. The available types of projectile attacks don't cover anything sharp/edged.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 27, 2017, 07:29:06 am
When i get around to curse magics, spells to weaken an opponent or afflict them with a lasting curse will definitely be a thing, its one of the core principals of that class.

Ive created some basic enchanted items, tools that have greater carrying capacity (they cant reduce the weight of items, just haul a lot more of them), weapons with more powerful attacks or useful properties, and an armor of shielding enchantment that makes an item cover the absolute maximum it can with up/down/ubstep tokens and coverage. Those are the most complex item enchantments can be at the moment, but im ensuring theyre pretty powerful for their item type so that theyre at least useful.
Ive also created a greater range of enchanted materials that offer unique properties for various purposes. Might be able combine them into adamantine as well, dunno if thats too OP.

On the transformations front im still testing the syndromes, but the transformations themselves work great. I made a huge range of options for what you can turn into, but well see if that ends up being way too many cdi actions in the players menu. Because there is a lot...
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on October 28, 2017, 12:29:55 pm
Excellent, this sounds like a lot of fun. The combined forces of learnable magical knowledge and now unique magical items adds a lot more incentive to explore and loot places, and I like that a lot. Not to mention it serves a lot of unexpected surprises like a goblin bandit who is randomly able to throw lightning bolts.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 29, 2017, 12:12:38 pm
Getting them to have effects naturally at random has been a huge problem actually. At the moment the general population just doesnt have any powers available. Only historical figures under specific circumstances will, as a matter of fact. I kinda like that because it keeps the magic level toned down a bit, but i do want to be able to change that

The enchantmemts can be better distributed though. It gets a little crazy actually, because these things are available to everyone. So working on the balance.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on October 30, 2017, 09:36:53 pm
I've noticed a lot of the wizards die off and then goblins or kobolds will take over their towers, but don't continue to write (perhaps because they aren't literate). I found one that had three or so wizard corpses being used as ritual sacrifice - they didn't have any blood but I found a workaround - butchering apparently leaves blood on your weapon perhaps even if the corpse is empty of blood. So I licked it off my blade and was granted instant wizardom. So at least it's still possible to become one even if there aren't many wizards around. Most commonly I find summoner towers.


I agree though I actually kind of like having it be a bit sparse.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 01, 2017, 04:54:04 pm
I think summoners and necromancers are the only ones that can build towers right now actually. Nobody else can raise undead to serve them at the moment, i removed most of those in lieu of working out better ones for them
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on November 01, 2017, 05:42:53 pm
Ahhh gotcha - do wizards then decide to occupy abandoned ones?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 01, 2017, 06:53:02 pm
Ive never seen that happen before, no. From what I know everyone that resides in a tower was an apprentice to one of the previous residents. Secret-bearers who cant raise the dead typically become bandits living in camps if they dont stay in their civ and store their slab in a site, which I've never been able to find I think thats just broken if there isnt a library in the site. you can get quests to kill them, and usually theyre carrying the slab and/or other books on their person. At least that's what I usually find.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on November 02, 2017, 07:40:24 am
Ive never seen that happen before, no. From what I know everyone that resides in a tower was an apprentice to one of the previous residents. Secret-bearers who cant raise the dead typically become bandits living in camps if they dont stay in their civ and store their slab in a site, which I've never been able to find I think thats just broken if there isnt a library in the site. you can get quests to kill them, and usually theyre carrying the slab and/or other books on their person. At least that's what I usually find.
Yeah typically I try to kill them but a lot of the time they turn me into a kobold, didn't think to check their person though after the fact. I'll check out their inventory next time I'm in one of those.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on December 06, 2017, 10:52:05 am
I'm working on doing the little bit necessary to update this for the newest version (it practically works fine right now)

Enchantments might not be available though, it's proven quite difficult to create something useful and actually balance it. But the polymorphy school is done. Still no luck on a post-transformation sickness, so that will be scrapped for the moment as well.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: hertggf on December 31, 2017, 05:29:53 am
In my adventure (44.02 + this + adventurecraft + random raw scripts) I have some pretty weird stuff going on.  Most of the towers were made by nature summoners and are full of "ritual"s instead of zombies. One nature summoner created 21 different groups, 9 of which built towers.  The rituals start suffocating immediately upon loading the tower, because 90% are missing lungs and rituals do not have the NOBREATHE tag.  One sorcerer made about 35 (I lost count) groups, but only one of those built a tower (the rest of the groups are described as nomadic).  Some HFs who gain the secret goal of immortality are moving to these towers, but they are not being taught any  secrets.  In towers where there are actual zombies with the opposed_to_life tag these would-be apprentice tower residents are attacked and killed by zombies as soon as the tower loads into view.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on December 31, 2017, 08:32:12 am
Ok, i know about the rituals thing, i actually did that intentionally; its a two step process where first a ritual is created/performed, and then after that dies a creature can be summoned from it. That isnt final by any means, but it does serve a purpose; since the rituals are immobile, harmless and will quickly suffocate they arent a huge threat to the player, which is important because the creatures summoners actually "summon" have magical powers and attacks of their own. Imagine walking into a fire summoners tower and being pelted by hundreds of fireballs simultaneously. Not a chance in hell youd survive even if you were a legendary dodger and shield user wearing full coverage armor and nothing flammable; something would get through just because the rng hates you today. So once they start suffocating the summoners can create a smaller number of summoned creatures that pose a challenge (i at least get killed by them all the damn time) but arent overwhelming. They also come in unique castes which prevents summoners of one type (fire) from stealing corpses already in the ritual stage that would have been used by their respective summoner (wind, say)

Ive never heard of one secret-bearer making multiple groups before so maybe thats a thing in the new version? I certainly didnt notice that but ill have to check legends mode on my saves again. I know a deity can create new slabs for new worshippers whenever, but it sounds like you mean the same mortal people having multiple apprentices. And yes, some of them never get the chance to build a tower, because they start out in a camp and have to collect so many corpses from worldgen battles and graveyards (i think?) before the game gives them a tower and in particularly peaceful and small civs that might never happen. And not all of my secrets have raising interactions that even allow that, so theyll probably sit in their camp or stuff their slab in a library at a town or something.

Some of them not gaining the secret is probably a bug, i have no idea how that could happen but ill try to find out.

Update imminent, at least. Polymorphy is working well enough
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: hertggf on December 31, 2017, 01:50:20 pm
OK that makes sense about the rituals.  I guess it just seemed like a glitch because none of the tower dwellers had been properly apprenticed so they couldn't cast spells on the dead rituals. Next time I'm at a tower I'll give the tower dwellers secrets manually and see how that works.

A couple more things: even though I copied that block of text into the human and dwarf entities, there are no aether focuses showing up anywhere.  I even made a script to look for them in world.items.all and there is not a single one in any site I've been to.  Athames are being generated correctly though.  Maybe bad luck on my part since warehouses only infrequently contain tools.  Maybe it would be better to make the aether focuses a type of jewelry?
The stoneskin spell currently has the speed reduction CE set to be permanent.
There are a bunch of instances of "spirit" being typoed "spirirt" across several files.

Anyway I'm really enjoying this mod, and looking forward to the update!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on December 31, 2017, 04:52:55 pm
Thanks for finding the little mistakes too! Now i can fix them.

Ill double check to make sure the entity raws matches the tool ID too, that could be the problem
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: hertggf on January 01, 2018, 03:26:24 am
A couple more observations... The first is brief: the animal sphere SECRETs are not being used at all.  I assume DF is silently choking on the two-target sex-split interactions you're supplying to it.

Second, it appears that when two SECRETs share the same sphere, the game only uses the IS_NAME label from the last one defined. This bit of lua code demonstrates this:
Code: [Select]
for _,v in pairs(world.artifacts.all) do if (getmetatable(v.item) == 'item_slabst' and v.item.engraving_type == 6) then print(_,v.item.description,world.raws.interactions[v.item.topic].name);end;end

Here's the output from one world:
Spoiler (click to show/hide)
For example both NATURE_WARRIOR and NATURE_SUMMONING are being labeled "beast warrior", same with all of the other secrets that share a sphere.* I think this is Toady's bug because the interactions are otherwise being applied in the way you seem to have expected.

*Anomalously, the lightning secret is sometimes labeled lightning and other times labeled as thunder...and those secrets don't even share a sphere  ???
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on January 01, 2018, 09:23:14 pm
Thats interesting. Ill see what i can do about that

Okay, I've fixed what I can of the issues you pointed out. Animals secrets now only have one target and one effect, combining the options for transforming into males or females of a species. They need fleshed out more, like everything else. I didn't do anything about the name issue and cant figure out what's up with the lightning/thunder secrets either.
I havent switched the aether focuses and the new beast runes to a clothing item or anything, though I might in the future if youre still having issue. I know ive found them before in loot from bandits, night creatures etc. so they should be showing up.
And I cant even confirm what's up with apprentices not getting their secrets let alone do anything about it. Still very much working on spotting them. If you can upload a save where youve seen it happen and tell me who and where they are (I dont use DFHack and frankly i'm terrible with it) maybe that would give me an idea where to start. The closest I've gotten is a tower full of zombies but no necromancer or books/slab. Other towers in the area had their necromancers and nothing unusual going on.

I've uploaded the new version with the polymorphy school. There's a whole bunch of sub-categories of creatures you can transform into. Enchantments havent made it in because they're a massive bitch to balance still and the polymorphy sickness is so unreliable that although it's there in the non-polymorphy schools you'll probably only see the attributes/speed reduction in-game. But if by some miracle it decides to work and you get sick then have fun with that... Shouldnt be too fatal.

New version is here (http://dffd.bay12games.com/file.php?id=6378) as usual.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on January 10, 2018, 01:46:07 pm
I'll try it out! Thanks, Eric.


So far I am running into a consistency of all meadhalls being dominated by sorcerers or tower wizards, I've not run into any lords yet at all. I'll keep exploring though and try out another world generation to see if I get any different results.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on January 11, 2018, 05:20:58 pm
That's pretty weird. Did you check legends mode to see why they're there?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: hertggf on January 13, 2018, 02:29:57 pm
I ran into the neatest thing yesterday.  I was adventuring in a reanimating evil biome and came across a gaggle of zombies los, some of them wisp caste and others humanoid.  When I killed the zombie wisps, they didn't convert into figurines as expected but left a butcherable corpse behind.  Butchering left behind two items: "lo orb iron" and "lo orb flames".  The lo orb flames is initially room temperature but rapidly heats up to 14000U.
The next thing I need to figure out is (of course) how to weaponize it.  14000U is hot enough to melt magma men and !!magma crabs!! so there's lots of potential.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on January 22, 2018, 06:48:31 pm
Not sure if I want to fix that if it's so useful. I did intend for them to convert into a harmless little trinket though. I havent noticed the any hamlets being ruled by actual wizards at all myself, not sure what could be going on there other than worldgen throwing up all the coincidences at you.

In future news, I hammered out a quick setup for the healing school last night, so thats next to be published, but it might still be awhile as there are bugs to work out with that. It'll feature healing of course but also basic resurrection and creating healing undead, and preventing undeath in general. There is also a protection from curses, and standard shielding and buffing spells. I've made this one's reagent a worn amulet of healing and am making sure that works out. For civs with lots of clothing options you probably wont see it literally everywhere, but you might anyway. I know the athames certainly get around (especially since dwarves dont have any other knives civilians can use), so there shouldnt be a shortage of tools for those schools. Not sure what to say about the other tools, if this amulet is alright and doesnt literally flood the world with them they might end up being clothing/weapon type tools too, but you can find them in-game even now, if rarely. Good places to look are storerooms/warehouses, mead halls and bandit camps.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: SageHeist on January 22, 2018, 07:42:28 pm
I have looked around all over and can not find a way to install this mod. I have not yet been able to get it to work either. Can someone please help me.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: FaceFondler on January 25, 2018, 01:22:01 am
Made an account specifically to sing my praises of this mod. Love the new workshops and the variety of spells!
Question though: is aether residue really supposed to be all that valuable? Each cut aether residue stone fetches 5000 dorfbucks, and with 10-15 I can buy out whole caravans.

I have looked around all over and can not find a way to install this mod. I have not yet been able to get it to work either. Can someone please help me.

Hey! So you've got the spellcraft zip, right? Extract it and copy all of the contents to the "dwarf fortress\raw\objects" folder.

You're also gonna want to edit the entity_default.txt file! Find the entities you want to be able to use magic, and add the lines mentioned in the first post on the thread.

After that, start your game up and create a new world! The new world will use the mod raws. Hope that clears things up!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Morning_Oak on January 26, 2018, 05:47:01 pm
Hi is this version compatible with 44.05? I understand there isnt a whole lot of difference between 44.03 and .05, but i figured id ask. Thanks
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on January 27, 2018, 06:35:57 pm
I have looked around all over and can not find a way to install this mod. I have not yet been able to get it to work either. Can someone please help me.

Should be able to extract it directly to your df directory/raw/objects folder where the other similar files are. Make sure all the files like b_detail_plan_spellcrafts.txt are in objects folder itself not in a subfolder. The objects folder already contains a folder called text, and the same folder from this mod can just overwrite/merge with that. The "vanilla entity and extra info" folder contains a copy of entity_default.txt that you can copy out into the raw/objects folder to overwrite the vanilla version that already exists. That will overwrite changes of any other mods you might have installed though, if you want to keep them you should instead copy the block of text posted in the OP of this thread and in the readme file uploaded with the vanilla entiy and extra info folder into the entity_default.txt file under the entity:mountain and entity:plains entries.

You will have to generate a new world of course.

Hi is this version compatible with 44.05? I understand there isnt a whole lot of difference between 44.03 and .05, but i figured id ask. Thanks

It is, yes. Theres no differences in the raws between these versions really.

Thank you, facefondler, and i hope you continue to enjoy the mod!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: FaceFondler on February 02, 2018, 04:46:42 pm
My dwarves just finished a retrieval mission for a "secrets of thunder as a weapon" slab, and they stored it in a bin. Is there any way to make my dwarves read the slab and gain the power? The thought of having a fortress full of lightning wielding dwarves is very appealing to me.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: hertggf on February 02, 2018, 04:57:44 pm
You could retire the fort and send an adventurer in to read the slab and write it in book form (you'll want to write a manual) then store the book(s) in your fort's library.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: FaceFondler on February 02, 2018, 05:08:33 pm
You could retire the fort and send an adventurer in to read the slab and write it in book form (you'll want to write a manual) then store the book(s) in your fort's library.

Ah, fantastic. Thanks! I may just search the artifacts screen for a book with the thunder secret and create another mission instead.

There's a wizard scholar visiting my fort and apparently she's teaching the dwarves in my tavern anyhow, so I may not even need the book!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 03, 2018, 05:49:31 pm
At the moment the wizard doesnt teach the secrets only "normal" magic, and i havent gotten to thunder magic in general yet. The secret should work if you write that manual or get the slab out of the bin, but i actually dont know if dwarves will read slabs instead of books

I would suggest keeping arrifacts out of regular stockpiles in general and only allowing them in special stockpiles that dont permit bins of any kind. Its a pain in the ass i know. You can probably get the slab out of the bin if you have it built or displayed on a pedestal and disable artifacts and slabs in your stockpiles before you deconstruct/remove the display.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: WonderPsycho on February 04, 2018, 01:37:50 pm
hey eric, i am making a modpack for dwarf fortress, i wanted to add your mod to the modpack, of course you will be credited for your mod, so would you like me to add your mod to my modpack? (just asking because i thought it would be rude if i didn't ask for permission and just add it to the modpack without you knowing.)
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 04, 2018, 04:35:24 pm
That should be fine, yeah

I've caught a couple more bugs with syndromes that should end but havent, and added a new secret and modified a couple older ones. The animals secrets still need a big overhaul, really, and I might recombine the elemental warrior and summoner secrets, since they dont walk into a graveyard and raise every single corpse they see in fort mode whether theyre in combat or not anymore. That was the main reason I had to change it.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: WonderPsycho on February 04, 2018, 05:26:11 pm
That should be fine, yeah

I've caught a couple more bugs with syndromes that should end but havent, and added a new secret and modified a couple older ones. The animals secrets still need a big overhaul, really, and I might recombine the elemental warrior and summoner secrets, since they dont walk into a graveyard and raise every single corpse they see in fort mode whether theyre in combat or not anymore. That was the main reason I had to change it.
okay sure
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kamdiere on February 11, 2018, 09:54:39 am
Alright, so, either I'm getting all of the coincidence and should buy a lottery ticket or aether focusers simply aren't spawning. At all. Anywhere. I've long since given up searching only warehouses and search every single loot pile I find anywhere. Shops, camps, dungeons, tombs, caves screw GCSs; doesn't matter. None cropping up in adventure mode. Am I exceptionally lucky or is this occurring with other people?

Also, can confirm that wizards rule 80 or 90% of the world in all my worlds generated thus far.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 11, 2018, 05:05:26 pm
Ive changed aether focuses and beast runes over to amulet-type clothing now, so hopefully this wont be an issue too much longer. People should wear them while walking around.

I'll see if theres a reason the wizard civs dominate worldgen and correct that if possible

Edit; amulets are working well enough. They function in the reactions and you can make them out of leather or cloth. Dwarves will try to claim them as body wear if they have upper body layer space or like them more than old worn out clothing. They have very little coverage and offer virtually no protection however
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: FaceFondler on February 12, 2018, 02:01:35 am
Good god, one of my earth/thunder bending citizens was bitten by a weresheep

He transformed in the middle of my fortress and roughly 20 died

A rock and thunder conjuring werebeast is definitely a fantastic source of !!!FUN!!!

On a brighter note, there are definitely less children in my fort.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kamdiere on February 12, 2018, 06:40:01 am
Thanks for the fix. Oh, yeah, one other issue. I seem to be having an issue with spells that use magma not actually being hot or combustion-inducing. Anyone else got this issue?

Re: Urist Mcthunderstone
Ey gads get that nonsense away from me.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 12, 2018, 05:21:40 pm
Do you know which magma spell it came from? Was it a generic, hyazith, from a divine secret, or from a creature like a wizard?

Think the generic does have a pretty low temperature on the material, so it could very well be that it doesnt transfer sufficient heat to induce combustion on the target with just one shot. The hyazith one i know is quite deadly

Face fondler; good luck with that! One of my test forts recently succumbed to a werewolf outbreak. Speaking of, im fixing another bug with werewolves, because the dogs that got bit also turned.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: FaceFondler on February 14, 2018, 01:13:26 am
turns out that one weresheep bit five other dwarves and they just about wiped out half my fort before my militia got to them. The thunderstorms and hurled boulders lowered my fps to a crawl and I could faintly hear my computer's cries for death's release.

Anyway, I ended up turning my hospital into a drowning chamber and just drowned my bitten patients, giving me a nice clean slate.

Sometimes ya gotta cut off the limb before the infection spreads, you know? Jeez.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 14, 2018, 05:35:26 pm
Does your entire fort know these secrets or something? I would hope the lag doesnt get too bad, but the best i could do about that would be to increase the waiting period between uses on everything, i think...
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: FaceFondler on February 14, 2018, 08:28:28 pm
Well I had those two slabs like I mentioned earlier, right? I retired the fort and visited as an adventurer, and left two manuals at the fort's library.

Unretired, came back,  and made five copies of each book.

My units screen lists almost everyone (tavern guests included) as either thunder or earth warriors.

I don't have a problem with lag on my desktop, just my laptop. The fights don't usually take too long anyway, considering my entire fort is effectively made up of ranged units! I'd say keep the waiting period as is.

Oh, quick question! When my dwarves cast spells and are "blessed with good luck", does this have any actual effect? Thanks again!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 15, 2018, 11:17:10 am
That has a pretty minor effect, but yes it does. I think its like a 10% chance of a 100% success
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Putnam on February 15, 2018, 09:44:00 pm
That has a pretty minor effect, but yes it does. I think its like a 10% chance of a 100% success

PERC doesn't refer to a percentage chance of success, it's a percentage which skill rolls are multiplied by--meaning that PERC:100:PERC_ON:10 will, 10% of the time, multiply your skill rolls by... 1.

Of course, I could just be arguing against your wording rather than the raws.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 17, 2018, 03:53:11 pm
Yeah it should be the same either way, youve got a 10% chance of rolling a 100 or whatever on your skill rolls, so using 100% of your maximum ability from skill?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Putnam on February 18, 2018, 01:18:55 am
Nono, not rolling a 100--rolling 100%, meaning that it doesn't change the skill roll at all.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 21, 2018, 03:48:47 pm
I double checked, its actually a 300% increase on 50% of turns (which seems kinda insane but it is divine so...)

The mundane one was only 100%, changed that to 200, not that its used by anything accessible to the player at the moment
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Putnam on February 21, 2018, 09:10:09 pm
300% increase on 50% seems right; this basically just means that half the time your proficient swordsman will be legendary
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: philli46 on March 14, 2018, 01:22:00 am
Would it be possible to strip this mod down to a more basic state, like with just a few basic schools of magic (want to make battlemages who would cast buffs on my soldiers and throw debuffs at my enemies.) I just don't want the extra creatures and civs. (not that i dont like them, they just dont really fit with the DF I've custom built) Would removing certain components break the mod, or can I make it so only the magician's study and a handful of spells are available and nothing else?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: bloop_bleep on March 14, 2018, 01:24:40 am
PTW
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 16, 2018, 11:46:54 am
Would it be possible to strip this mod down to a more basic state, like with just a few basic schools of magic (want to make battlemages who would cast buffs on my soldiers and throw debuffs at my enemies.) I just don't want the extra creatures and civs. (not that i dont like them, they just dont really fit with the DF I've custom built) Would removing certain components break the mod, or can I make it so only the magician's study and a handful of spells are available and nothing else?

A lot of it is pretty intertwined between reacrions, interactions, inorganics and creatures/items, so youd have to cherry pick what to remove and be sure to remove references to it, but its easy to break things. You can go into the reactions files and remove the spells youre not interested in from their reactions, i try to make the IDs for everything intuitive. The entity file can be deleted without issue certainly, as can their language files.

If you delete the secret interaction files, everything they call on would be defunct as almost none of it is used elsewhere. You can do the same for the werebeast, wizard and vampire interactions; but weresalamanders would still show up in the caverns. You can delete their creature definition from the werebeasts creature file though. Most of the bogeymen can be deleted without issue as they dont show up anywhere else... i think the witchlight does, though.

Maybe i can release a more modular version or something so folks can decide which facets they like or dont without having to go through this. It wont be coming out with the next version though thats for sure
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: squamous on March 26, 2018, 08:18:58 pm
What exactly is the best way to ensure worldgen-created wizards without minions don't get run out of towns? This is something that happens a lot with my own mods. Is there some series of tags you need to look into or am I just unlucky?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 29, 2018, 05:58:32 pm
Honestly I dont know, I think its just random or something whether the town population decides they're weird for not aging and kicks them out/lynches them.

I'm currently delaying the release because I'm trying to track down a nasty, but inconsistent crash during creature raw files being loaded. It doesnt seem to corrupt worlds as you can literally try to load the file again and it can work just fine, but something like 25% of the time the game crashes. Has anyone else had this problem recently?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: bloop_bleep on March 29, 2018, 06:10:30 pm
I'm currently delaying the release because I'm trying to track down a nasty, but inconsistent crash during creature raw files being loaded. It doesnt seem to corrupt worlds as you can literally try to load the file again and it can work just fine, but something like 25% of the time the game crashes. Has anyone else had this problem recently?

The programmer part of my mind cringes at the thought of this.

Since it's not something wrong with the world (since you said it can be loaded just fine afterwards), it must be something that changes during the world loading process that is causing the crash. Perhaps try to recreate the exact same conditions between loads (that is, same apps open, same DFHack startup commands, etc.) to see if the world still crashes inconsistently then. Open Task Manager (or your equivalent preferred performance monitor) and check for differences in memory/CPU/disk usage between loads. Maybe download a fresh DF install without DFHack or any other third party add-ons and try the save there, since it might be those utilities that are causing the crash when loading.

Making the crash consistent is the first and often most important step in debugging it.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: hertggf on March 31, 2018, 02:13:09 am
Has anyone else had this problem recently?
No, but I have noticed that when a spellcraft game finishes loading there's a line "undefined local creature material set to default: GILA_MONSTER CHEESE" in errorlog.txt under raw/objects/creature_spellcrafts_wizard.txt
I never posted about it because I couldn't track it down but considering that file has nothing to do with gila monster cheese it sounded like some memory corruption was going on.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 31, 2018, 01:30:25 pm
I'm currently...

The programmer part of my mind cringes at the thought of this.

Since it's not something wrong with the world ...
Making the crash consistent is the first and often most important step in debugging it.
Unforunately its just happening at random as far as i can tell. I dont have dfhack on the setup i use to test, and i can find no correlation between programs being open or anything.

Has anyone else had this problem recently?
No, but I have noticed that when a spellcraft game finishes loading there's a line "undefined local creature material set to default: GILA_MONSTER CHEESE" in errorlog.txt under raw/objects/creature_spellcrafts_wizard.txt
I never posted about it because I couldn't track it down but considering that file has nothing to do with gila monster cheese it sounded like some memory corruption was going on.

I have had this exact problem too, and i never found a good solution for it. I dont even know what causes it. I was unable to get help regarding that, but for me it revolved around a single file that isnt part of spellcrafts, which was a plant file i was working on. Any addition or removal of new plant definitions to that file would result in a different creature being incorrectly made of cheese, and eventually i copied everything over to a different text file with a different name, deleted the problem file and the issue vanished.

If it is relate to spellcrafts, thats a huge problem im going to have to solve. In the meantime, i guess try cutting out files you may have changed or made recently, when the problem stops you may have found the one its stemming from, and copying that files contents to a differnt file like i did might help...

I can tell fixing this is going to be a nightmare...
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Nahere on April 01, 2018, 03:24:51 pm
Sounds like this might be useful for tracking down the problem:
This will be a useful tactic for future modders.

DF doesn't tend to shut down when it encounters an error, it simply keeps trying to run until it crashes and burns.  If something throws the parser out of whack, it'll keep going on its merry way, even if that means it'll start sticking materials and creatures where they shouldn't go, leading to the weirdness that happens due to duplicate raws.  I figured whatever the bug was here, it must be related somehow to this phenomenon: something that isn't listed among the illegal operations but throws the parser out of place so you get invincible bandits if you're lucky and crashes if you're not.

So I got a new idea: Instead of playing hit-or-miss and trying to find a pattern for how stable the game was, try to figure out how the game was loading the raws.  How?  Simple: deliberately introduce errors into the files and read the order they show up in the error log.  Turns out the game always loads the raws in the same order: inorganics, plants, tools, creatures, civs, and interactions, and within a type, it loads them in the order the files are arranged (alphabetically).

I couldn't figure out what was making the difference between whether the game loaded or crashed, but I did find that when it crashed, the error logs always stopped at the same creature group, no matter where they were placed.

It's the shellcreeper family sky-blue spinies/paraspinies.  They've been in since the very beginning, not making trouble, but ultimately setting up the stage for an inevitable crash later on.  Rather fitting, no?  Curse you, spiny blue shell!

Remove them and the game is 100% stable.  Problem solved!  (Still haven't figured out what the problem is exactly, but the whole shellcreeper family is kind of knotted together in order to avoid repetition, and it isn't hard to imagine that formerly unknown bugs could come from that kind of data structure.  I'll just give them their own separate section.)
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 01, 2018, 05:13:12 pm
Ill definitely be trying that, thank you.

[edit]
alright, I think I've removed the offending entry causing the crashing (Have to actually figure out what its problem is later, but it isnt important in and of itself) and have finished up most of the changes for the new magic school. I'm going to release an updated version soon, and then continue trying to replicate that cheese bug again, which hasn't been successful thus far.

I am truly sorry that everything is so cheesy.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 13, 2018, 03:09:30 pm
That update has been uploaded now.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Abadrausar on April 25, 2018, 03:27:12 pm
So 7 fearsome dwarves have embarked in a tower with 17 metal summoners 129 ritual corpses and four named corses, then they have proposed an aliance accepted by the metal summoners.
Spoiler (click to show/hide)

The metal summoners have even become full blown members of the fortrees when their citizenship petitions have been accepted. The 131 metal golems remained neutral, even FPS wise...

The fort is dedied to the study of magic and knowledge.

Years later, an adamantine minecart associated to the trackStop of the main Quantum Stockpile has been animated and possesed by an old evil power before the time.

Until now it has slain 7 legendary champions full clad in decorated masterwork adamantine whose only sin were being in need of something inside the quantum stockpile.

The last champion was gored to death in a 3 pages report where not a single scratch was inflicted to the evil minecar.

The 9 passersby slain children had less luck! They were gored by the invulnerable minecar in less than ten lines of combat report.

As adamantine is impervious to magma they cant  even melt the minecar.

Even if it is encased in obsidian, never his tile could be mined because he would then be liberated from the trackStop to gore every one to the last stand of our civ.

Our Fortress is the last one, beside our King stand only 6 more braves against the oblivion protecting 46 mostly orfaned children and 19 artifacts (11 original books and one tower-slab) that could  preserve the future of the dwarven race.

Now all the wealth of our civ is guarded by something that is even worse than a dragon, you can kill a dragon, but you cant kill the animated adamantine minecart, his corrupted soul...

Now every member of the fort have nightmares where the magic that restrain the Evil minecart to his trackStop weakens and once liberated the Satanic minecart begin the bloody rampage that would crumble the fort to his end.

Desperate dwarves Pray for Divine Help in Holy Altars but their hope is dissipating.

Is this the bloody revenge of Armok for violating his Stockpiling Laws? or a simple challenge to harden his kind, until now no one knows, but everywhere in the fortress resonates the vibration of the hateful minecart fighting his invisible bond with his trackStop, the time of Dwarves is comming to an end, but not before a last brave stand >:(



Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 26, 2018, 01:16:41 am
Did you make an infinite minecart loop or something? You should be more careful, even divine magic isnt as powerful as the laws of dwarven physics.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 26, 2018, 05:36:08 pm
What features do you guys who've played the mod want to see added or fixed?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: PlumpHelmetMan on April 26, 2018, 06:38:14 pm
There's a minor bug I've noticed where (at least in legends mode) a slab will read one secret but grant another. Such as, just for an example, a slab that reads "the secrets of summoning fire" saying in the legends that Urist McWizard learned vampire hunter powers from it.

Great mod aside from that, though. Definitely a good enough magic mod to tide me over until the mythgen release. :)
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 26, 2018, 07:27:15 pm
K, ill double check they have the correct strings for secret slabs, i could have just forgot to change a couple.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Slozgo Luzma on April 29, 2018, 05:47:11 pm
Someone asked this question further down on the thread, but I didn't see an answer. Can Vampires/Werebeasts contract the spell-teaching syndromes from the adventure-mode reactions that use slates? My vampire adventurer has imbibed four essences of ice spike without effect (he also learned necromancy earlier).

EDIT: The ability showed up a day later, but another one that I had consumed has not.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 30, 2018, 01:06:31 am
There shouldnt be anything preventing them from learning either from slabs or consumables, no. Occasionally stuff like that happens if you try to do something before moving, like right after exiting fast travel or waiting.

So i got a tip from ZM5 regarding that cheese bug, so the game should no longer complain about animals that it thinks have cheese associated with them yet obviously dont. To celebrate, there will be critters literally made of cheese with wax for skin. So that will be tasty.

Unfortunately milk bulbs can only produce creme liquor now, not cheese or milk. I still wanted to incorporate then into a series of alchemical formulas though, so they wont be completely useless. It just might take a while.

[Edit]

Still working on this update, trying to separate things out into self contained parcels as requested. It is taking a while and might not be done by the time i upload again, and hopefully that wont be too long
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Top Hat Zebra on July 23, 2018, 01:04:05 am
I am playing as an Anaconda woman vampire, and I've just created two Hyazith essences, for Fire and Ice imps, but I can't seem to consume either of them. I just lick them.

Is it because I am a vampire? Or because Im a snake?


EDIT: It appears to be because I am a snake. A regular human had no problems, nor did a vampiric one.

Hmm. I assume it has something to do with the fact that "essences" are technically cheese? And so snakes don't eat cheese.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on July 25, 2018, 03:03:43 pm
Youre correct. I only noticed that problem recently too as i was playing a carnivore species. Ive changed the essences to meat products; even vegetarians will eat meat turns out. So hopefully thats the end of that.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: SirQuinnalot on September 21, 2018, 05:39:16 pm
Bug Update or something i've notice.
Sometimes reading slab containing X magic doesn't work.
For example first play-through had a Naga wander around on this island, found two camps. Took both of their slabs. One of underground magic the other fire, reading the underground one didn't give me the abilities nor changed me into a "nercomancer." With me still needing food and water, however reading the fire slab gave me the fire abilities and considered me a "fire summoner."

And in my recent playthrough of an Elf peasant working for another of my adventurers, he found a slab of ice magic. However reading it didn't give him the abilities and then I brought the slab to my other venturer, switched over and him reading it didn't do anything either.
To further help.
Elf peasant read the slab then profaned a temple 3 times, getting cursed all 3 times. Attempting to read it again and again on his trip back. No luck.

Elf Lord. Was already cursed three times and knew magic while the peasant didn't.   
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 25, 2018, 07:36:21 pm
Finally posted an update, fixed a bunch of bugs carnivores should no longer have trouble with eating essences, whisperlights should show up only as vermin now, etc.

The cavern magic one actually requires you to be cave-adaptable, which I'm guessing nagas are not. You also have to hang out underground for a few hundred ticks for anything to start happening. It should only work for dwarves since theyre the only cave-adaptable race by default.
I'll probably change that, or else just remove it...

Next up was going to be making a version to let you pick and choose what features you want to use (and making things less dependent on one-another sans a few basic necessities.)
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kraiger on October 25, 2018, 09:20:14 pm
Figures the moment I start a new game with this mod you update it : P Hehehe.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 26, 2018, 04:07:10 pm
You know if you export the worlds info you shouod be able to regenerate it with the updated files. Its not a ginormous update anyway, mostly a bunch of fixes.

Before i disappear again i want to give a heads up about the next update for anyone who cares;
The plan right now is to introduce a couple remaining schools, ive already written up the spells for the dementia school (which will be learned from the conjuring circle, and involves all that is evil and corrupt.)
I also want to introduce enchanted materials and items.
The process there ended up being needlessly complex, just because handing them over to the civs ends up with billions of them everywhere you look, which overshadows regular, mundane equipment too much. The materials are more like role specific things, a material that is best for blunt weapons, one thats superior for edged weapons, one that makes the best non-adamantine armor etc. And of course the ones magical creatures will have weaknesses to.
The actual weapons have significant bonuses to certain attacks, or overall attack speed bonuses. Ranged weapons just get extra shoot force and velocity and only a few armor pieces didnt already have the best possible coverage and armor level, so the options for enchanted armor are limited at best, but they should be valuable in themselves.
They might show up as artifacts on occasion, but im trying to keep the numbers you find lying around down, so only a player fort where you intentionally make a bunch will have many of them.
I also wanted to do some more "alchemy" which will involve making "potions" that offer various short term effects or transformations. If you look now, i forgot to mention in the update i added a way to make llamas into spider-llamas again (they can be shorn for more valuable silk instead of wool, but not bred) and turn any other pet into an immobile "enchanted basin" which you can pasture anywhere that cleans any dwarf that comes near it and also gives a disease resistance boost. I intend to do more of these, including basins that shoot fireballs at intruders and stuff like that, and even golems you can "build" from pets.
The next thing on the list is splitting the mod into separate components. There will be the basic build, what we have now, and the build-your-own pieces. Ive already mapped out the "essential" files and a couple other categories that work on those, independent of everything else, but thats all going to take a while. I cant cater to every possible playstyle, however, and im not really going to try. If someone needs help setting up something specific, i would be happy to lend some advice here, at the least.
With the build-your-own piecemeal set, i was going to include a couple options for entities that can exist in the world. Things from high-fantasy games like WoW or DnD and also a random hodgepodge of stuff if you swing that way, as well as an as-close-to-vanilla-as-possible option. These entities might not be all that fleshed out for a while, however.
Theres also the deal with integrating this mod better with vanilla df beyond civ/entity changes. Some vanilla megabeasts and creatures make good candidates for having magical powers. This is something i wouldnt normally do, because it interferes so much with other mods that need to use those files, but im definitely considering at least hijacking creature_standard.txt. This will almost certainly be part of the piecemeal, custom files, but also i hope something you can just slap ontop of the most basic version if you feel like it.

I might post bits and pieces of this stuff as i work on it, but it probably wont all be posted before the next version of df.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: NonconsensualSurgery on January 08, 2019, 07:30:21 pm
The secret of unnatural birth is... kinda messed up.

You should be proud.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Arkenor on February 09, 2019, 02:40:52 pm
I see my first wizard, and he wanders near my fort, and my guard animals and nearby dwarves all rush to attack him. He's considered a "wild animal" on the unit screen. Is this expected behaviour? I was rather hoping to learn his wise wizarding ways.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 09, 2019, 05:31:46 pm
That is normal, unfortunately. Theyre an extremely rare wild encounter, like the animal people, occasionally joining civs in WG, but otherwise dont hang out around civilizations, normally. Like pseudo-hermits. I want to make them a civilized race next, in remote enclaves like the other two magic civs. This will make them a lot more common visitors.

Best luck is to attract a historical civilized wizard. Otherwise, you could trap them in a cage, dump them in a well and stab them with retracting spikes to get their blood, which will make your dwarves wizards.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Enemy post on February 09, 2019, 05:35:53 pm
Otherwise, you could trap them in a cage, dump them in a well and stab them with retracting spikes to get their blood, which will make your dwarves wizards.

This is a good mod.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 09, 2019, 06:32:11 pm
I do try :v
You can do the same with vampires in vanilla, btw.

Oh, and on the topic of horribly depraved creations, the birth secret as it is now is likely to be replaced in the next update, where it looks like relationships can form and result in children without marriages, so if theres a personality trait linked to that, the secret might end up being something that modifies that for a long enough duration for relationships with potential for out-of-wedlock children to form.

But that doesnt rule out the possibility of equally depraved secrets, like for lust. I have contemplated, thanks to the success rates of testing mixed intelligence races, making a secret which removes a persons intelligence, or transforms them or animals into unintelligent members of playable races, which can then be impregnated by one-another or normal people, which would also increase child birth rates. Though if the mother was a "tame" pet instead of a person made unintelligent, then the children would also be referred to as "tame," though this doesnt prevent them taking noble positions or military service/labors, so long as they are born intelligent.

If thats also too horrifying, i would appreciate your feedback.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Arkenor on February 09, 2019, 10:14:36 pm
Aha, OK. Glad it's all working right then. Murdering people for their blood isn't really my style. Would they dispense their magical wisdom from a cage?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 09, 2019, 11:03:07 pm
Unfortunately creatures cant act from inside a cage so no. And if you trap them inside fortifications theyd probably get aggro'd by a dog and start flinging fireballs...

Yeah, im gonna have to do something about that.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Arkenor on February 10, 2019, 12:22:03 pm
Maybe you could change your Magician Civ from Dwarves to Wizards. If they were prevented from sieges, caravaning, and such, they'd still send out visitors, I think?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 10, 2019, 01:08:27 pm
Yeah, they can still send mercenaries and adventurers, so thats not a problem. I was thinking of doing more enclaves like that, actually, where youd have 1 or 2 of each type spawn in the world alongside the larger "real" civs. They have tiny populations and dont expand, so they dont take up much room.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: stormbot28 on April 13, 2019, 05:13:45 pm
Do my Dwarves (in fortress mode) use spells when I send them to raid sites?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 13, 2019, 08:32:58 pm
I dont think so. As far as i know, off site raids arent "loaded" into play in any way or engaged in the same "real" combat they are when loaded, its all part of the off-site army code, and interactions cant be used by dwarves that arent "loaded" on the map.
Toady might do something with the army code that allows for stuff like that later when the magic arc is done and he revisits army code. But as you could imagine, thats a ways off.

The best possibility i can think of is that, maybe, syndromes continue to be tracked. Vampires get their strength etc bonuses during world gen, so i might be able to provide pre-travel "potions" that last a month or two. But, i have no idea if its possible to even test whether or not that works.

I was going to offer dwarves runestone workshops to use to provide moderate length syndromes. I could incorporate some travel stuff too and pray it works.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Hydrocyanide on May 05, 2019, 09:19:16 am
I think I found an oddity in the raws: In the item file, aether focusers are defined as armour, while the 'learn magic' reactions expect a tool.
Now, what object is actually needed for the reaction is random - in my last game, it was bookcases.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on May 06, 2019, 03:41:11 pm
Uhoh, I'll fix that asap
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on May 08, 2019, 05:35:32 pm
Bug fixed and new version uploaded - theres a bunch of new stuff going on that isnt all in its own neat little corners, just because this was a hot fix update and I wasnt prepared to release all of it.
several new races and entities - I pulled a bunch of them from my old, defunct Evil mod partly because I missed them and partly to expedite the process of coming up with entities and races for later versions.

The aether focuser and friends are all tool items again - this time they're coin pouch items, so people will carry them around in lieu of the usual pouches. This prevents dwarves from running off with your aether focusers and such as personal property (because they were clothing) in fort mode.

The new Dementia school has been implemented finally. This one you get from dealing with demons and otherworldly beings in the Conjuring Circle, not the magicians workshop.
Be wary; letting dementia spells out amongst the general population will lead to things like vampirism, werewolfism, and necromancy.

Oh, and one more important thing; studying magic, whether in the magicians studio or conjure circle, or adventure mode, will spawn live, trappable versions of the spell essences. They will also bite people, which will grant their powers. With Dementia magic this can be especially problematic. Cats and cheese lizards, and other vermin hunters, can catch and kill them, so maybe pasture some cats around your workshops.

uploaded to the usual place: http://dffd.bay12games.com/file.php?id=6378


The split between a quick-installation and an advanced pick-and-choose installation IS still coming, I just need more time to work out the organization for that, because hey, a lot of this stuff is directly inter-connected.
It will also come with both racial powers and cultural powers (different from the usual magical schools.)
Even better, familiars will come with it, which will help control those pesky live essences.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kraiger on May 09, 2019, 11:15:18 am
Quote
The aether focuser and friends are all tool items again - this time they're coin pouch items, so people will carry them around in lieu of the usual pouches. This prevents dwarves from running off with your aether focusers and such as personal property (because they were clothing) in fort mode.

Finally, I can stop making 100s of focuses in the hopes that my Magician will be able to grab one of them.

Cheers!
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: brolol.404 on June 14, 2019, 11:16:43 am
I may have missed it but do you have a lost of spells currently in this mod?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on June 14, 2019, 11:34:31 am
Lot or lost? I have both; an excess of interactions which aren't being used at present and really should be removed... The schools currently have only a small handful each (except polybeastia, it has buttloads but they're all pretty much the same), because unfortunately there's a limit to what you can do and make decently balanced right now. I'm adding more occasionally, tell me if there's something you had in mind.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: brolol.404 on June 14, 2019, 02:08:17 pm
Lot or lost? I have both; an excess of interactions which aren't being used at present and really should be removed... The schools currently have only a small handful each (except polybeastia, it has buttloads but they're all pretty much the same), because unfortunately there's a limit to what you can do and make decently balanced right now. I'm adding more occasionally, tell me if there's something you had in mind.

list* sorry
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Asin on June 15, 2019, 12:03:54 pm
There are new races in this mod? What sort of races are these?
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on June 17, 2019, 03:59:06 pm
@brolol.404

Not a comprehensive sensible one, no. I've been meaning to do better bookkeeping in that regard, I'll see what I can do.

@Asin; there's 3-4 generic high fantasy races (which I literally have not tested beyond making sure they spawn in the arena) including blood elves, high elves, and wood elves, and orcs. There's also gnolls, which are working properly but aren't yet fully implemented to what I want them to mean for Spellcrafts here.

After that, there are some weird ones I made up. There's carp men, because what could be more terrifying than the bastards chasing you onto land in large numbers with spears and  shit? They have a warrior caste that gets a skill rate and natural skill bonus in all forms of combat and weaponry.
There's paklara, short, fat, flightless shore-bird people. They're excellent swimmers, archers, not much else special about them, besides that they cannot be resurrected because they have no soul.
Vutchnell, which are split in three castes; low, middle and high-class, with high vutchnell having significantly longer lifespans and better attributes than low vutchnell. They're human sized but usually a lot taller and lankier.
And komeng, which are an elemental creature comprised of plant matter wrapped around an iron skeleton, with ceramic body coverings. They're not fully implemented yet, but the body plan is working. They're tough as you'd expect an opponent made of ceramics, wood and stone to be, so you're not going to win in unarmed combat.

Oh and wizards. Wizards count as a race
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Metaltooth on November 29, 2019, 03:01:00 pm
Would it be possible to give us a version without the new races?

I kinda want to enjoy the magic systems but in the more vanilla world with just new wizard towers, new schools of magic and the ability to learn such magics in Fort/Adventure mode
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on December 06, 2019, 11:40:42 am
Yes, Im planning to make that the default and additional features can be "plugged in" as you please. I've been working on that slowly for a couple months, sorting things into functional sub-groups.

Recently I've been focusing on magical elements in the natural world, including reworking the alchemical plants and new critters and trying to make useful properties for them.
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Metaltooth on December 06, 2019, 07:23:04 pm
Yes, Im planning to make that the default and additional features can be "plugged in" as you please. I've been working on that slowly for a couple months, sorting things into functional sub-groups.

Recently I've been focusing on magical elements in the natural world, including reworking the alchemical plants and new critters and trying to make useful properties for them.

Id love this immensely, thanks man
Title: Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on January 06, 2020, 01:53:04 pm
Ok, so since Toady is releasing sometime this month, i wanted to finalize my changes too and release something stable before February. To that end I've spent all week making new things vaguely functional and old things less buggy. There is a known intermittent crash someone reported regarding any creature that doesnt have enough variability in body sizes, so I'm going through the raws and making sure every critter has at least the length/width/heigth variabilities, to prevent that from happening. This will result in some oddness in descriptions like the casting basins, what's supposed to be an inanimate object, being described as "large" or "quite wide" or "muscular" perhaps, or having other descriptive attributes one would associate with living creatures. The alternative of course is the game crashing to desktop, so it's not exactly optional. Maybe they're just ornately carved and stylized?

Other changes will include bringing back "natural-born" magic users and curses from the very earliest version. It's not perfect because it has to jump through some hoops to avoid having to use castes, but it also lets me set civilization/cultural-specific magical abilities as well as racial powers, without modifying even more vanilla raws (to reduce mod conflicts).

This will also get rid of the wizard as a race/creature of its own. Instead "natural wizards" will be granted their abilities at random - rarely - in any civ, and in the wizard civs have special factors that increase the chances of one becoming a "natural wizard." There will not be natural werebeasts because embarking with a werewolf in your starting seven would basically be an instant lose condition, but there -might- be natural vampires to spice things up, though that is also fairly mean so im leaning away from it.

There are only a handful of alchemical potions and enchanted basins, but hopefully I can add on to those later. Right now potions depend on certain reagents related to their function, like ashes for fireball potions and balmleaf for healing potions.

More later...
Title: Re: [44.12] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on January 29, 2020, 08:13:41 pm
New file is uploaded (http://dffd.bay12games.com/file.php?id=6378). Its a bit in shambles, but it includes most changes I've made even if theyre not fully implemented yet. If you're good at modding, you can attach the racial abilities interaction to an essence, drink and melting cloth material and it should start working from there. But, the cultural side and many of the racial abilities are not implemented at all.

I'm currently preoccupied with trying to find new employment so I dont end up living with family again, this started about a week ago. Development is postponed for now.
Title: Re: [44.12] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Random_Dragon on February 11, 2020, 02:16:27 pm
I've been recommended this mos due to having started to tinker with some spell-related stuff myself, and having seen your take on it I like the way you handle it, though I'm likely to stick to the far more limited implementation I'd laid the foundation for prior to taking a look. Secrets showing up in worldgen seems adequate for me, as I'd rather ensure magic is fairly uncommon, though I did tinker with allowing you to drink a mage's blood as an alternative method.

For adventure mode though, I'm currently working on a more controlled method that doesn't depend on worldgen to access. I like the idea of reactions that can produce random results, but for what I'm doing I went with a variation on the existing alchemical stuff I had implemented. In this case it'd require hunting down megabeasts/SMBs to learn a single spell by crafting the item from their heart, or other materials triggered by itemcorpse, in the case of non-fleshy beasts. In this case it's more controlled as each beast is thematically linked to a specific spell, but it also raises the bar for entry significantly, and makes it more centered around collecting a handful of specific functions the player might want to acquire.

Definitely interesting ideas here in any case, and hope that things go well for you.
Title: Re: [44.12] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 14, 2020, 05:32:11 pm
I was thinking of adding some creature-specific alchemy/spells from consuming them too, but haven't gotten around to it and wanted to have regular, slightly-less resource-demanding alchemical reactions available in fort mode too. I would totally love to see how you handled creature potions and stuff

I'm actually still trying to divorce learn-able spells from secrets and secrets from night creature stuff to make everything more modular and make it easy to remove or add parts you as a player might want. It's happening, but probably won't happen for a while yet, a lot of things turned out to be more interwoven and inter-reliant than I thought they were.
Title: Re: [44.12] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on March 06, 2020, 06:25:24 am
Will definitely be testing out future releases
Title: Re: [44.12] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 03, 2020, 10:27:08 pm
Release imminent!

Finally got most everything updated to DF 47.04. Only big thing lagging behind is the unique civilization stuff, because the df update somehow makes all the old entities crash the game even when updated with all the proper new stuff. Working on recreating everything there, but I had to leave it out simply because it's taking too long.

So the old healing and summoning stuff has been replaced, for the most part, with the new effects from DF 47.01. Necromancy secret in particular got the new undead lieutenants and summoning. A few old bugs have also been fixed, including werebeasts showing up as tavern visitors and crashing your party from the inside, which always made a terrible mess of things. Some wording and naming conventions have been altered or fixed, and combat strings for familiars and enchanted basins have been removed so they dont spam your combat reports in fort mode.

Next time, hopefully finish recreating civ structures, finish that storms and telekinesis school, and maybe new fun things like experiments (if we can figure out how to get them included) and some werebeasts
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Noagga76 on April 15, 2020, 04:35:55 pm
Hello, I’m Mr. Stupid. I don’t know how to download this mod properly, because again, I am Mr. Stupid. What am I supposed to do?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 15, 2020, 10:37:58 pm
I should probably make better instructions tbh I haven't thought about it in a while sorry

1) Once you download the file, you can place the zip file directly in the [dwarf fortress install directory(where the games .exe file is)/raw/objects folder and extract all. It should create a bunch of new text files in the raw/objects and raw/objects/text folders, and one new folder with a couple more files in it; a readme and a "list of spells" file and a entity_default.txt file.

Note; if when you extract the zip file, your file program creates a new folder inside raw/objects like raw/objects/"spellcrafts_x" and places all the creature_spellcrafts_x and interaction_spellcrafts_x files inside it along with the folder containing the readmes and the text folder, then you will have to cut and paste everything in that folder out into raw/objects, so that the mods' files are alongside the other game raw files and the "text" folder from the mod merges with the games' own text folder.

2a) If you don't have any other mods or you're sure your other mods don't make any changes to the entity_default.txt file, you can just copy-paste the entity_default.txt file in the new folder into raw/objects itself and overwrite the original when it asks. Then just delete or move out of the raw/objects folder the extra files folder and zip file, and generate a new world and you're done.

2b) If you do have other mods installed, you can open the readme.txt file, and inside is a block of code that should start with [permitted_job:alchemist]. Select that and everything below it down to where it returns to normal English text, and copy it. Then go back into raw/objects itself (not the subfolder) and open entity_default.txt, and under where it says entity:mountain, scroll down a few dozen lines, and paste in that block of code. Then hold ctrl-f and search for entity:plains, and under that again scroll down and paste in that block of text. That should be enough to let dwarves and human civs in-game sell you magic potions and let you make your own. If your other mods add more entity_x files (spellcrafts adds to entity_magicians) you can also go into entities they add and give them the same code. Then delete/move out of the raw/objects folder the extra files folder and zip file, and generate a new world.

2c) If you have another big mod installed and entity_default.txt doesnt exist anymore, you will have to consult with that mods author to figure out which entity_x.txt file and entity definition corresponds to their playable race(s) so you can perform step 2b above.

Or ignore the above, I have added a second playable civ that already has the magic reactions and stuff added, in entity_magicians.txt. the entity should always call itself something like a cult or coven or other weird things, and rarely has more than one site on the world map, so it can be identified by that in the entity selection screen.

3) You can safely delete the folder containing the readme and extra files once installation is complete. In fact I would recommend it. I would also delete the zip file or store it elsewhere outside your dwarf fortress game directory.

Let me know if you have any other problems, thank you!
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Noagga76 on April 17, 2020, 06:14:54 pm
I did as you said and everything’s working fine! Having fun so far, great mod.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 17, 2020, 07:39:38 pm
Thank you! Let me know how it goes!
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Noagga76 on April 17, 2020, 09:37:07 pm
Well, I started with playing adventure mode. I made a Wizard and an Ork (I think the Wizards name was Xetan or something similar and the Orks was Ase) with both having horses. I had fun messing around and learning about how magic works, beginning when two humans ambushed me and we utterly slaughtered them. Eventually I gave both of the horses sapience. They were surprisingly polite.

Then we all went to go fight a Cyclops....and everyone except Xetan was brutally slaughtered, and that was only because he became an Adamant Sentinel. Eventually I killed the Cyclops by pinching off his nose and letting him suffocate, and then I took the corpse of Tup the horse. I’m pretty sure Ase and the other horse got melted during the battle. I was planning to eventually find the secrets of death to bring Tup back as an intelligent undead....then I was forced to turn into an albatross to escape a Dingo attack, and had to leave everything in my inventory behind.

So I wandered into a town and stole clothes and food and money, but eventually I wa so thirsty I had to retire Xetan. I plan to come back and unretire him soon, and maybe get back my stuff including Tups corpse.

9/10 not enough sapient horses
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Angel71090 on April 23, 2020, 07:50:39 pm
So, I'm glad you update your mods so quickly, that's quite great. Though, as I'm currently playing with 44.12 until some other mods get updated as well, I was wondering if there was a chance you might be able to put up a secondary download link for the older version of the game? Is there a chance of that? I'd really appreciate it!
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 24, 2020, 09:50:04 pm
Yeah, here you go; http://dffd.bay12games.com/file.php?id=15030

I'm not going to be making future versions backwards-compatible, though, and new features of the mod won't be replicable without lots of dfhackery anyway.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Angel71090 on April 25, 2020, 04:01:06 pm
Yeah, here you go; http://dffd.bay12games.com/file.php?id=15030

I'm not going to be making future versions backwards-compatible, though, and new features of the mod won't be replicable without lots of dfhackery anyway.

All good man, no problem. Thank you for this. Just more a stopgap measure until Mastercraft gets updated.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: eightball8776 on May 11, 2020, 06:02:05 pm
Hey I am having a problem using this mod. Every time I select the main menu option "create new world!" with this mod installed the following lines appear in the error log.

*** Error(s) finalizing the material template SPELL_BOOZE_MAGICSPREADER_TEMPLATE
Interaction Token not recognized : SPELL_POWERS_RANDOM_CASTEBASED
Interaction Token not recognized : SPELL_DWARF_NOBREATHE
Interaction Token not recognized : SPELL_DWARF_NOBREATHE

Starting world gen will invariably cause dwarf fortress to quit itself after a few decades of world gen.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on May 13, 2020, 12:12:25 am
Thanks, those were fragments of what I'm currently working on for racial abilities, I've corrected those errors for the next update. The crashing thing I thought I worked out, but hopefully the next update will help more.

I don't know where all of the causes are coming from, any mod that involves entity changes at all seems to result in crashes. I've fixed crashes caused by fishing jobs + leisure time value, though.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: ProbablyRed on May 13, 2020, 07:49:05 pm
A lot of spell interactions are getting marked as "Unknown interaction" due to game not recognizing the "MATERIAL_EMISSION" token, according to errorlog.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on May 14, 2020, 06:04:24 pm
please post the errorlog so i can fix them, thanks
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: ProbablyRed on May 14, 2020, 08:37:34 pm
My mistake, sorry, it seems the error stems from me accidentally deleting the Interactions_Standard File.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on May 16, 2020, 01:59:55 pm
Oh that's good then right

I'll try to post an update in the next few days for the known bugs.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Angel71090 on May 17, 2020, 08:56:49 pm
Hey again there man. Thanks for the 44.12 legacy version! I'm still trying to get this to work with Masterwork DF, but as this is my first time adding things in, I'm running into some issues honestly. Generally the issues that seem to be linked to this are dwarves suddenly being lit on fire for seemingly no reason as soon as I unpause for whatever reason, and a nasty habit of maps being corrupted on generation or not loading ever again after being saved. There's a conflict in here somewhere, I just need to find it. Any chance you might be able to help me figure it out?

EDIT: I think it has something to do with adding your buildings and other things to the mod somehow. Instead of an Entity_Default, it has it's own custom files for each of the civs in there, and has a special way of sorting everything. I think that's because of it's launcher so you can selectively disable things from the launcher. Trying to figure out where to put what. Still would love help and I'll get back to you if I solve the problems.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: bben2032 on May 18, 2020, 02:39:54 pm
What does conjuring the otherworldly beings do? I got a dwarf to do it but nothing happened. There were no otherworldly beings conjured. What am I doing wrong?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on May 18, 2020, 04:39:18 pm
@bben; that interaction is kinda half-assed still, and I'm not at my computer, but iirc I set it up so a dwarf or animal inhales a gas it produces (which doesn't happen every time, notably) and transforms into a creature. That's one thing I want to change to a summon interaction, but then it will only be used during combat.

@angel; I honestly have no idea, the functioning of masterwork is a mystery to me, as theres apparently a bunch of HTML and dfhack scripting going on? I don't know any real coding languages unfortunately. You will probably have to ask in the masterwork forums how to add things.

My best guess would be to try and add the entity code from my readme file to one of the entities in masterworks files. I would just throw it in right after the [entity:x] string, maybe it will work. As for how to get everything else to be recognized by it's launcher, no idea.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Angel71090 on May 18, 2020, 05:29:12 pm
@bben; that interaction is kinda half-assed still, and I'm not at my computer, but iirc I set it up so a dwarf or animal inhales a gas it produces (which doesn't happen every time, notably) and transforms into a creature. That's one thing I want to change to a summon interaction, but then it will only be used during combat.

@angel; I honestly have no idea, the functioning of masterwork is a mystery to me, as theres apparently a bunch of HTML and dfhack scripting going on? I don't know any real coding languages unfortunately. You will probably have to ask in the masterwork forums how to add things.

My best guess would be to try and add the entity code from my readme file to one of the entities in masterworks files. I would just throw it in right after the [entity:x] string, maybe it will work. As for how to get everything else to be recognized by it's launcher, no idea.

I managed to seemingly get it working so far and loading as well. The coding for Masterwork is a bit different, yeah, and it's got a lot of things in subdivided parts inside the entity folder to allow for enabling and disabling different parts of the mod itself. What I did was add the parts of your mod into the place they seemed to fit the most and from there it seemed to work, thankfully. I've included a link to a copy of the Dwarf Entity file if you are interested as well as the human one. Seeing as you said it needed to be in mountains AND plains, and I didn't do the latter before, that might have been the major donk up here.

http://dffd.bay12games.com/file.php?id=15083
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on May 19, 2020, 01:40:57 pm
Thanks I'll take a look later. You don't have to add the reactions and stuff to any entity if you don't want to, but you won't get magic items in human civs or be able to use them in regular dwarf entities if you dont, so you'd be stuck with magic only available in wizard civs
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Angel71090 on May 20, 2020, 11:48:17 am
Thanks I'll take a look later. You don't have to add the reactions and stuff to any entity if you don't want to, but you won't get magic items in human civs or be able to use them in regular dwarf entities if you dont, so you'd be stuck with magic only available in wizard civs

Yeah, I figured as much, but what's the fun of locking yourself out of part of the mod you added you know? Honestly, I'm beginning to believe it's a different mod, this one seems to work completely okay now, which is awesome. Hope my data helps somehow. I'm gonna poke around at this other mod some more and see if I can't find which file is giving me the headache. Think I narrowed it down. Wish me luck!
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on May 22, 2020, 05:55:38 pm
Update has just been posted: http://dffd.bay12games.com/file.php?id=6378

Fixed some of the bugs causing worldgen crashes and the errorlog comes up clean on a df install with no other mods. The summon extradimensional beings reaction will now produce a "soul essence" a dwarf can eat and then summon a critter, but like it says on the tin, extremely dangerous. You could summon a terrible demonic entity that kills everyone it sees. Or a spider-llama, for silky-goodness.

There are also changes you will want to make to vanilla DF to make it less crash prone if you're copying in the reactions and buildings manually: in entity_default.txt, under ENTITY:MOUNTAIN, under the values section, change [VALUE:LEISURE_TIME:15] and [VALUE:MERRIMENT:15] both to [...:-5]. Then copy and paste both of those in ENTITY:PLAINS underneath where it says [VARIABLE_VALUE:ALL:-30:30], so it should then read;

   [VARIABLE_VALUE:ALL:-30:30]
   [VALUE:MERRIMENT:-5]
   [VALUE:LEISURE_TIME:-5]

This should stop more of the worldgen crashes.

If you follow the "copy the entire entity_default.txt provided in the "Vanilla Entity and extra info" folder into the raw/objects folder" then you don't have to worry about that, because I changed the value tokens in that copy of the file to already.

I've been experiencing only very rare crashes now with that included, and can almost always generate worlds in excess of 200 years. But there's apparently still something causing crashes, and I don't know if its vanilla DF related or mod related, and It happens too rarely to just start cutting out chunks of the mod and waiting to see if the crashing stops, because it's like a 1 in 10 chance of happening anyway, so I can generate 20 worlds in a row without problems and suddenly it crashes again.



@Angel; I did look into the masterwork versions of the file and I'll take note of them for later when masterwork updates. Thanks for sharing them!
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Ironscalp on June 28, 2020, 12:12:59 am
Hi Eric, this is a nice mod

I have run into a problem though on it's latest release in 0.47.4(I think, my mind is foggy ATM)

Whenever I turn into a wisp in adventure mode it immediately starts melting and my character dies before they change back, I've even tried submerging the wisp in water but they keep melting... I hope it's not something I'm missing.. I added all the files (including the civ files ) to a completely vanilla game and yours is the only mod I use right now

Edit: just changed the numbers I remembered wrong
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on June 28, 2020, 02:53:37 am
Thanks, I'll check it out.

As an update, I have solved the melting issue, I intend to update soonish
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on August 07, 2020, 10:43:44 am
started messing about with this again

When I get it working its smooth sailing but I'm both having trouble with crashes in world gen, and with loading saves from the few times I did get past the crashes.

Gonna keep trying tho because the lieutenant abilities I've pretty much played with entirely and I'm lookin for some more fun to be had in this newly updated DF


edit: scratch that, I got a save going and it's actually loading just fine so far
think I gen'd to around 260 years

Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on August 09, 2020, 04:13:49 pm
Were you using the civilizations stuff? They were totally borked after the migration to 47.01, and I forgot to delete them from the civ set folder. I've updated that with the little bit I have done to replace the old civs, which should hopefully reduce the likelihood of crashes and allow a few of them to work. Right now I've got Komeng, Paklara, Vutchnell, and Tundra Giants set up, though not entirely complete culturally as they're largely still duplicates of the human civ.

I've updated the file again. (https://dffd.bay12games.com/file.php?id=6378)

You'll want to delete all the old files associated with Spellcrafts before installing the update, Ive put all the special stuff for civs back in its own addon folder so it doesn't add all that extra junk to peoples games if they dont want it. The civs stuff is now under (raw/objects)/Addons - Spellcrafts/Civ Set.

Other crashes should be fixed if you use the entity_default.txt provided in the "Vanilla Entity and extra info" folder, or if you use other mods go into your own entity_default.txt and change every instance of [VALUE:MERRIMENT:x] and [VALUE:LEISURE_TIME:x] to a negative number like -5, and then add;

[VALUE:MERRIMENT:-5]
[VALUE:LEISURE_TIME:-5]

after the [VARIABLE_VALUE:ALL:-30:30] in the human/PLAINS entry.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kraiger on August 21, 2020, 02:55:30 pm
Thank your for your continued work on this mod! Not quite sure what all there is to try out at this point. I made the mistake of allowing my civ to have access to all the essences and now there are fires every time my dwarves go out to attack things because they're slinging magma around!
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kraiger on September 06, 2020, 03:52:17 pm
So one thing I've noticed is that when you prep for an embarking, you get some 5-15 essences for foodstuffs. These are set to a value of 600 a pop and breaks the meta just a little bit.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on September 07, 2020, 04:52:57 pm
I haven't noticed that! I admittedly use preset embark profiles most of the time, so I haven't seen it happen. And I'm not sure what to do about it either, as making them as cheap as anything else or removing them from the civs availabiliyy lists aren't really desirable options. I have also noticed, with a completely different mod, that I've somehow got them embarking with 50k points even though that shouldn't be possible. I brought cave dragons on embark. No idea how, either.

The fire thing, yeah, usually not a good idea to let the general populace have access to  fire magic. I learned that like 8 years ago when I made cows breathe dragonfire on a whim; everybody died when the goblins attacked. Again, short of removing those effects there's not an easy solution. I would suggest keeping the magic workshops and their products separate from the rest of the fort both by distance and by burrow/stockpile restrictions, as usual. Only allow safe, non-fire-starting essences into the general dwarf/kitchen stockpiles.

You can also intentionally cheese it by incorporating spell essences into large stacks of prepared meals for the population to consume. For instance, I took a cheese elephant that came from an elven caravan and butchered it for a stack of 401 cheese, bought three stacks of 5 each essences of recuperation, shielding and holy spike, made a roast of all four stacks, which provides 416 servings providing all three magic effects to anyone who eats one. At least I'm pretty sure that'll work. The ones who ate them so far haven't been involved in combat yet so they haven't used their abilities, but I'm hopeful!

In development news, I've squished a couple bugs, renamed mammaroths to giant mammoths (I think there's only a couple mods that use mammoths at all anyway, so It probably won't get confusing) there's new summoning effects for any creature and any demon, dwarves will hopefully cast the spell to summon the critter pretty soon after eating the essence.

Summuning demons summons any creature with the [demon] tag, so it will summon the procedural demons from worldgen or the ones I or other modders have written. Procedural demons would almost certainly destroy your fort if they get summoned in an area that isn't secured with legendary warriors to fight them.

Summoning any misc creature will summon any valid creature at random, the only things that are off the table are vermin and a couple instances that might crash the game. So you could end up with a demon, a megabeast, a titan, a night creature, a human, or a deer. Anything.

Don't let random dwarves eat these, either. Probably shouldn't even make them without a secure facility to quarantine anything game-ending.

Using the tome of planes tool I'm going to let you narrow it down to more specific creatures or products. Working on that right now. You can still acquire one through trading via the "exchange" reaction in the conjuration circle.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: UselessMcMiner on September 26, 2020, 12:32:41 pm
How do I find a slab with a secret in a town in adventure mode? Do I just need to bumble around till I find it?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on September 27, 2020, 12:22:33 am
Kinda yeah. I think the best places to look are in the mead hall/keep, or those new villa/tower houses historical figures can own. Maybe also check temples.

To be fair, I have never once found an artifact of any sort that was said to have been "lost" in a site/region or stolen and stored in a site. I have no idea what happens to those.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: MagentaFox on September 30, 2020, 10:14:56 am
Hey there, I have been using and heavily modifying your mod for several years now I think. I was wondering if it would be fine with you if I uploaded a game release with my heavily modified version of an old version of this mod.

On a side note, did you know that a world cannot generate several secrets with the same sphere? In my experience only the first secret of any given sphere will generate. I'm not sure if you changed this stuff by now.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on September 30, 2020, 12:58:06 pm
I don't mind if you upload a different version, but I would appreciate if you call it something else, and credit me for whatever version you used. And of course gizogin and everyone else I credited directly for their help.

And yeah I learned about the issue with multiple secrets a while back, don't remember exactly. I've been trying to use only one secret per sphere and make each somewhat secret unique. To that end, though, lots of "evil" secrets end up looking similar. For example, blight, death, darkness, nightmares and thralldom I think all had animation effects and now all have summoning effects. They should still build towers, but with the newest version it looks like only generated necromancer secrets will be given an "entity" profile to go about conquering the world, so all my secrets will sit in their towers passively doing nothing, if they even get that far. They might show up at your fort as migrants instead.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: MagentaFox on September 30, 2020, 07:36:57 pm
Oh thank you, I wouldn't have proceeded without your blessing. I intend to give full credit wherever do.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: gnome on October 05, 2020, 02:18:32 am
Kinda yeah. I think the best places to look are in the mead hall/keep, or those new villa/tower houses historical figures can own. Maybe also check temples.

To be fair, I have never once found an artifact of any sort that was said to have been "lost" in a site/region or stolen and stored in a site. I have no idea what happens to those.
Not sure if it applies from a rhetorical standpoint but I believe once upon a time one of my companions was beat to death with a stolen artifact by an ettin in its cave home. Not sure if it was reported as stolen but I imagined it was at some point
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 05, 2020, 12:36:28 pm
Oh yeah, megabeasts that steal artifacts often hold onto them directly. I should clarify I was talking about kobolds or other intelligent thieves hiding them in a site.

I'm trying to prepare for another update right now, but I've hit a snag in that my laptops power cord broke, and it's a Dell laptop with that damnable "smart tip" technology that actively prevents any other manufacturers power cords from charging the laptop even if the voltage/wattage/amperage are correct, so I'm being forced to go search for the exact model power adapter made for my laptop.

The update covers several bugs I or players discovered, including chimeras not having a caste name and showing up as "nothing." Sleep roots' dream ale no longer knocks your dwarves out for a full year, instead they have a vial extract that does that. It will knock dwarves out sooner and for longer than regular alcohol if over-consumed, but still less than a week. Death roses' alcohol has been replaced entirely with a vial extracted poison. If you put the vial extracts into mugs in adventure mode and hand them to people, theyll drink it without a second thought, successfully poisoning them.

Lovers barb alcohol has been boosted to further encourage people to form relationships by messing with their personalities while under it's effects. It should function as a sort of love potion, and idling dwarves affected by it should quickly form new relationships and find lovers amongst other idlers they socialize with.

The kineroch school is finally becoming available.

There was an attempt to fix the situation with self meditation being repeatable until you eventually get racial powers. Not everyone is supposed to get something of course, only a small subset of the population. Familiars can grant the self-meditation power, other sources pending testing.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 04, 2020, 04:28:14 pm
Greetings. I'm playing with this mod and I've been enjoying everything, casually playing as a primeval vampire, until I encountered an issue. When I strangle humans (for some reason, I've only noticed the issue with them), the cloaks they're wearing spontaneously combust, and the tile where the cloak's wearer is is surrounded in fire.
Also, when I drink humans' blood from the ground (as a fluid), I get messages like "You're caught in [NAME]'s boiling human blood!"
This's a temperature glitch, I believe..? Sorry, I am kind of new to the game.

So uh, can I, please, get a solution and/or an explanation for the glitch?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 04, 2020, 04:33:36 pm
Dude I have no idea. I'll check it out myself and see what's going on. I know I haven't seen it happen when encountering primeval vampires myself

What equipment are you wearing and what materials are they made of? That might be inportant
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 04, 2020, 04:36:03 pm
Alright then, thank you for your quick response! I'll be very grateful if you'll reply to the thread once a fix for the glitch has been released, so I can notice that and download the updated version of the mod.

And I've only encountered the glitch while playing as a Primeval Vampire, so yeah.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 04, 2020, 04:36:31 pm
On the materials, let me check...
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 04, 2020, 04:40:15 pm
I'm wearing a full set of exceptional-quality (helm, mail shirt, breastplate and greaves are masterwork) Aetherial armor (helm, breastplate, mail shirt, greaves, high boots and gauntlets) and wielding a masterwork Aetherial knife, along with a masterwork Aetherial buckler. Though, both of these are strapped to my upper body when the glitch happens, for obvious reasons.
As for the victims' equipment, I'll try reproducing the glitch a couple more times.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 04, 2020, 04:43:39 pm
Weirdly enough, my attempts of reproducing the glitch were in vain.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 04, 2020, 05:02:34 pm
Nevermind! Just now, I've... Reproduced it? Don't know if this counts, but now my enemy's cloak spontaneously combusted. I noticed that after I broke their right shoulder via wrestling, so it's probably what caused the glitch this time.
The cloak was made of sheep wool. I'm still wearing a full set of mostly exceptional, partially masterwork Aetherial armor. A masterwork aetherial whip and a masterwork aetherial buckler are strapped to my upper body. I'm currently wielding an xdemented phyllite athamex and a demented copper athame.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 04, 2020, 05:19:25 pm
And again. Just now, after I've scratched my enemy in the right foot, their long rope reed skirt has been set on fire.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 04, 2020, 05:33:24 pm
Just now, I re-read the combat logs and realized that my character, at some point, has grabbed the particular skirt that was set on fire later.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 04, 2020, 06:26:08 pm
Yeah, I've just now been able to confirm the bug in game myself. Still not sure what's causing it vut dfhack shows me the aetherial equipment I wear has obscene impossible temperatures like -1595°C, clothing I attempt to wear or hold bursts into flames or disintegrates, also at seemingly random extremely high or low temperatures. I'll try and see what's causing it.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 04, 2020, 07:02:30 pm
Alrighty. For now, I'll create a new character without aetherial equipment (since it seems to cause the bug) until you can provide a fix, lol. Thank you for your help and patience!
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 05, 2020, 05:32:40 am
Excuse me but could you please tell me, what do the Primeval Vampires' racial abilities do?
As for Raise Thrall, everything's clear. Your average resurrection.
Embrace Vampirism is simple, too. Though, I'd absolutely love it if the newly-turned vampire would become a companion of the user, since, you know, I've tried turning a civillian into a vampire and ended up having to kill them because they were still hostile.
Drain Vitality (or something? I always forget the name) and Spell of Major Recuperation are the two that confuse me most.
Drain Vitality is supposed to injure your enemy and heal you, right? Well, I've casted it on people multiple times and only noticed an effect once - my injuries healed a bit.
Plus, it doesn't seem to cause any visible harm to the target.
As for the Spell of Major Recuperation, it didn't seem to do anything at all when I casted it on myself and my undead thralls.
However, when I checked my [h]ealth after casting it, three minuses appeared under the injuries' descriptions, like this:
left foot
torn open
---

Is there more than meets the eye to Drain Vitality and Spell of Major Recuperation...?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 05, 2020, 05:36:44 pm
The recuperation effects appear to be buggy. I've tried various different things, but it seems they just don't always work. Drain vitality does not heal you, though, it just weakens the target. It should always cause dizziness with a side of pain, numbness and rarely paralysis, while also reducing all their physical attributes by 50%. It's a bit temperamental too since it relies on reaching the skin, and targets wearing clothes rarely get hit on an exposed part. I've got a fix for that I've had some small success with, by changing the material emission to fire both a liquid that remains liquid and one that becomes a gas after hitting the target, so there's as much chance it will be inhaled as it lands on an exposed part, but that increases raw file bloat because it needs two different materials (since one material can't be in two states simultaneously while both being the same effective temperature) and I've had issues in the past with vaporizing materials behaving like aetherial metal was and roasting people alive. I fixed that part at least.

Embrace vampirism isn't technically supposed to be used on others btw, it was meant for someone who drank the primeval vampires blood to use on themselves. There's currently no way to force someone to join you, and as a semi-megabeast the primeval vampire is treated like the bad guy by everyone.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 09, 2020, 07:42:01 pm
A new version has been uploaded;

https://dffd.bay12games.com/file.php?id=6378

Changes include;
completion of the kineroch school of magic (storms and wind)
completion of Dryad creatures and civilization (They're more violent and less concerned with being kosher than elves, but still live in forest retreats
addition of new chimera types; classical lion chimera and a kangaroo-owl-scorpion chimera
completion of conjuration of aetherial items in fort mode (includes boulders, logs, metallic aetherium bars, weapons and armor)
Additional undead creature types and regional effects
A few new creature summoning reactions; Peons, familiars, misc. creatures and pet/tameable creatures only.
New wildlife; rose budders (a large hedgehog made of plants, lays rose bud eggs), Craven creepers (tiny, fearful mushroom people), Mini Dwarves (hive-able vermin can produce gold and steel ingots) Large honey bees (between cat and dog size) and Giant honey bees (almost horse-sized, milkable for honey or venom)

Bugfixes including
"soulless person/people/men/women" name changed to "Peon(s)," "pet" castes removed, can now be summoned instead of bred.
Primeval vampires should be less clunky to play as
Recuperation and Reformation effects more likely to function
spirit wisps now less unstoppable; they can now become overexerted, less confident personality making them more likely to flee combat
Sleep root and dream ale will no longer put dwarves out of action for years. Sleep root extract will, however.
I forget


A new bestiary has been added in the extra files folder, detailing almost all the creatures in the mod.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 09, 2020, 07:47:46 pm
Here is the contents of that bestiary, linked from the OP:

Spoiler (click to show/hide)
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: ArcadeMischief on November 20, 2020, 01:28:37 pm
Hey! Amazing mod  :D

I have to ask a few questions, i have new races on DF and i wanted to ask if those races can get magical powers too or if i need to change something so i can make them have it.
And when i use the polymorph power in adventurer mode and transform into a albatross, how do i get back to normal?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 20, 2020, 08:39:23 pm
Any creature in the general_poison class should be able to obtain the mundane spells, with the exception of any that have the cannot_learn_magic class. Technically this means like unintelligent creatures can learn them too, so keep any curiousbeast_eater critters out of your food stockpiles. Vermin luckily can't use interactions.

Secrets should be learnable by any creature which can_learn and can_speak, so even immortal creatures can learn the custom secrets. Vampire and werebeast interactions don't allow supernatural or already not_living creatures. You cannot become both a vampire and werebeast through normal means. You can protect yourself from nosferatu bite vampirism with the medisephos curse protection spell, and protect yourself from werebeast bites with the polybestial polyprotection spell.

Oh, those don't count for vanilla generated interactions I think. You might still end up being a weregiraffe

The polymorph into creatures wears off after a few hundred ticks, but there's no way to cancel it early. Youll have to pass the time somehow. I made a couple macros for that purpose.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Fi on November 23, 2020, 01:19:24 am
Hi, I am trying to play Dwarf Fortress with Adventurecraft and Spellcrafts manually installed together (Adventurecraft first then Spellcrafts second with the usage of its guide in the main post), but I can't seem to successfully generate a world beyond 70-100 years without it crashing.

I figured it had something to do with Adventurecraft's strange body alterations involving the :HUMANOID_JOINTS: and the :NECK:, so I did as per your suggestion and removed them from each 'creature_spellcrafts_?.txt' file, but I am experiencing another issue I can't seem to fix:

Code: (errorlog.txt) [Select]
*** Error(s) finalizing the creature SPELL_SPIDER_QUEEN
undefined local creature material set to default: SPELL_SPIDER_QUEEN TANNEDCHITIN
*** Error(s) finalizing the creature SPELL_CHIMERA
undefined local creature material set to default: SPELL_CHIMERA TANNEDCHITIN
undefined local creature material set to default: SPELL_CHIMERA TANNEDSCALE
undefined local creature material set to default: SPELL_CHIMERA TANNEDSCALE
SPELL_CHIMERA:FEMALE_LION:lion's skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:FEMALE_LION:goat's skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:FEMALE_LION:snake's skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:MALE_LION:lion's skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:MALE_LION:goat's skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:MALE_LION:snake's skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:FEMALE_FROG:skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:MALE_FROG:skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:FEMALE_MARSUPIAL:skull, layer 1: Tissue SKULL was not found, using first tissue instead
SPELL_CHIMERA:MALE_MARSUPIAL:skull, layer 1: Tissue SKULL was not found, using first tissue instead

Is there anything I can do to solve these errors? I don't know where to look for 'TANNEDCHITIN' and 'TANNEDSCALE', and 'SKULL' seems like it is referencing a body part, but it mentioned 'tissue', so I have no idea regarding where to look for that nor what to change about it.

Thanks in advance,
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 23, 2020, 01:35:59 am
Oh, chimeras and spider queens each use a different body detail plan than regular creatures (they have bits that are both skinned, scaled, and chitin-covered/lack bones, so it needed a funny detail plan to allow those to work.) Adventure craft didn't modify these body detail plans, so it must be trying to call on materials and tissues adventure craft adds. I would suggest opening up the body_detail_plan_default.txt and finding where these materials and tissues are being added by adventurecraft and copy-pasting them into the body detail plans spider_queen_materials and _tissues and chimera_all_materials and _tissues in body_detail_plan_spellcrafts.txt

That might solve the crashes but it might not. I don't know enough about adventure craft.


[edit]

I downloaded and looked into it and it looks like it did add a new entity definition, NATIVE_ANIMAL_PEOPLES, which hasnt had its LEISURE_TIME value set to a negative number. Try changing it to -5, along with every other civ that has a 0 or positive value, and see if that stops the crashes
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Fi on November 23, 2020, 02:58:23 pm
Oh, chimeras and spider queens each use a different body detail plan than regular creatures (they have bits that are both skinned, scaled, and chitin-covered/lack bones, so it needed a funny detail plan to allow those to work.) Adventure craft didn't modify these body detail plans, so it must be trying to call on materials and tissues adventure craft adds. I would suggest opening up the body_detail_plan_default.txt and finding where these materials and tissues are being added by adventurecraft and copy-pasting them into the body detail plans spider_queen_materials and _tissues and chimera_all_materials and _tissues in body_detail_plan_spellcrafts.txt

That might solve the crashes but it might not. I don't know enough about adventure craft.


[edit]

I downloaded and looked into it and it looks like it did add a new entity definition, NATIVE_ANIMAL_PEOPLES, which hasnt had its LEISURE_TIME value set to a negative number. Try changing it to -5, along with every other civ that has a 0 or positive value, and see if that stops the crashes

I successfully generated a world!

It was kind of amusing because the errorlogs kept telling me one after another that the Chimera and the Spider Queen wanted this, and that, and this, and that, and now it's content, lol.

Even though I was able to successfully generate a large world of 125 (short) years, should the Chimera's and the Spider Queen's materials and tissues look like this? Actually, I'll skip the Spider Queen's since the errorlogs only wanted to me give her 'TANNEDCHITIN' alongside her regular 'CHITIN' as 'ADD_MATERIAL', but the errorlogs wanted me to add quite a bit for the Chimera (I added a '+' by the new entries):

Code: (b_detail_plan_spellcrafts.txt {Altered}) [Select]
[BODY_DETAIL_PLAN:CHIMERA_ALL_MATERIALS]
[ADD_MATERIAL:BLOOD:BLOOD_TEMPLATE]
[ADD_MATERIAL:ICHOR:ICHOR_TEMPLATE]
[ADD_MATERIAL:PUS:PUS_TEMPLATE]
[ADD_MATERIAL:SKIN:SKIN_TEMPLATE]
[ADD_MATERIAL:SCALE:SCALE_TEMPLATE]
[ADD_MATERIAL:TANNEDSCALE:TANNED_SCALE_TEMPLATE] +
[ADD_MATERIAL:CHITIN:CHITIN_TEMPLATE]
[ADD_MATERIAL:TANNEDCHITIN:TANNED_CHITIN_TEMPLATE] +
[ADD_MATERIAL:FAT:FAT_TEMPLATE]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]
[ADD_MATERIAL:BONE:BONE_TEMPLATE]
[ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE]
[ADD_MATERIAL:SINEW:SINEW_TEMPLATE]
[ADD_MATERIAL:NAIL:NAIL_TEMPLATE]
[ADD_MATERIAL:HAIR:HAIR_TEMPLATE]
[ADD_MATERIAL:HORN:HORN_TEMPLATE]
[ADD_MATERIAL:HOOF:HOOF_TEMPLATE]
[ADD_MATERIAL:SKULL:SKULL_TEMPLATE] +
[ADD_MATERIAL:CLEANEDSKULL:CLEANED_SKULL_TEMPLATE] +
[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]
[ADD_MATERIAL:EYE:EYE_TEMPLATE]
[ADD_MATERIAL:NERVE:NERVE_TEMPLATE]
[ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE]
[ADD_MATERIAL:LUNG:LUNG_TEMPLATE]
[ADD_MATERIAL:HEART:HEART_TEMPLATE]
[ADD_MATERIAL:LIVER:LIVER_TEMPLATE]
[ADD_MATERIAL:GUT:GUT_TEMPLATE]
[ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE]
[ADD_MATERIAL:GIZZARD:GIZZARD_TEMPLATE]
[ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE]
[ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE]
[ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE]
[ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE]
[ADD_MATERIAL:PARCHMENT:PARCHMENT_TEMPLATE]
[ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]
[ADD_MATERIAL:SOAP:SOAP_TEMPLATE]
[ADD_MATERIAL:EGGSHELL:EGGSHELL_TEMPLATE]
[ADD_MATERIAL:EGG_WHITE:EGG_WHITE_TEMPLATE]
[ADD_MATERIAL:EGG_YOLK:EGG_YOLK_TEMPLATE]

[BODY_DETAIL_PLAN:CHIMERA_ALL_TISSUES]
[ADD_TISSUE:SKIN:SKIN_TEMPLATE]
[ADD_TISSUE:SCALE:SCALE_TEMPLATE]
[ADD_TISSUE:CHITIN:CHITIN_TEMPLATE]
[ADD_TISSUE:FAT:FAT_TEMPLATE]
[ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE]
[ADD_TISSUE:BONE:BONE_TEMPLATE]
[ADD_TISSUE:CARTILAGE:CARTILAGE_TEMPLATE]
[ADD_TISSUE:HAIR:HAIR_TEMPLATE]
[ADD_TISSUE:SINEW:SINEW_TEMPLATE]
[ADD_TISSUE:NAIL:NAIL_TEMPLATE]
[ADD_TISSUE:HORN:HORN_TEMPLATE]
[ADD_TISSUE:HOOF:HOOF_TEMPLATE]
[ADD_TISSUE:SKULL:SKULL_TEMPLATE] +
[ADD_TISSUE:TOOTH:TOOTH_TEMPLATE]
[ADD_TISSUE:EYE:EYE_TEMPLATE]
[ADD_TISSUE:NERVE:NERVE_TEMPLATE]
[ADD_TISSUE:BRAIN:BRAIN_TEMPLATE]
[ADD_TISSUE:LUNG:LUNG_TEMPLATE]
[ADD_TISSUE:HEART:HEART_TEMPLATE]
[ADD_TISSUE:LIVER:LIVER_TEMPLATE]
[ADD_TISSUE:GUT:GUT_TEMPLATE]
[ADD_TISSUE:STOMACH:STOMACH_TEMPLATE]
[ADD_TISSUE:GIZZARD:GIZZARD_TEMPLATE]
[ADD_TISSUE:PANCREAS:PANCREAS_TEMPLATE]
[ADD_TISSUE:SPLEEN:SPLEEN_TEMPLATE]
[ADD_TISSUE:KIDNEY:KIDNEY_TEMPLATE]

I'm mainly hoping those new entries won't result in any unintended abnormalities that will stray away from how you intended their bodies to be.

Oh! Another interesting detail is that I didn't have to change any of the civilizations' 'LEISURE_TIME' and 'MERRIMENT' to '-5' to avoid a worldgen crash, but I may have just been lucky; I can test a few more large world generations to be certain.

If I do not crash without having to alter those value tokens, do you think my files (despite having Adventurecraft's files in the mix) could help with fixing that pesky bug?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 23, 2020, 05:35:15 pm
With fixing that bug, I don't think so. I dont experience crashes myself except extremely rarely after implementing these changes, vanilla or with any mod installed. If I'm patient/my laptop is plugged in and doesn't run out of batteries I can generate medium worlds to 700 or so.

Those files should be fine, those look to all be materials applied after processing the products from killing and butchering a creature, so it won't affect the creatures while they're alive.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Fi on November 23, 2020, 05:59:32 pm
With fixing that bug, I don't think so. I dont experience crashes myself except extremely rarely after implementing these changes, vanilla or with any mod installed. If I'm patient/my laptop is plugged in and doesn't run out of batteries I can generate medium worlds to 700 or so.

Those files should be fine, those look to all be materials applied after processing the products from killing and butchering a creature, so it won't affect the creatures while they're alive.

Ah, okay, if it's an extremely rare occurrence then I'll worry not about it.

Thanks a ton for sparing the time to diagnose the problem for me; I really appreciate it. ღ I have one more question—if you don't mind, and I promise it's a simple one for a Mod Author such as yourself that won't require delving into any files for a solution (I at least hope it won't, lol):

Do you know how to assign graphic tiles to modded creatures? I'm using Vettlingr's graphics set, and I don't want the creatures added from Adventurecraft and Spellcrafts to appear as symbols or as Vettlingr's default Dwarf/Human tile (I tested starting as a Dryad, but I appeared to be a default Dwarf/Human).
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 24, 2020, 02:42:17 am
I don't actually. I keep meaning to get around to doing graphics stuff but I get distracted/put it off, so I've never actually finished a sprite or messed with the graphics file.

I suppose Ill have to do that eventually for the steam release

and i really dont mind answering questions, im often stuck at home with nothing to do since im between jobs at the moment, so i get bored often
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: ArcadeMischief on November 30, 2020, 08:44:21 pm
Hey :D!
I have a few questions, can i only add "druidic_magic" and "shamanic_magic" to the game or would that not be possible?
And, can i only make it so only dwarfs can learn it? How would i do that?
Can i change the secret goal? Or is that hardcoded?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on December 01, 2020, 10:20:56 pm
The druidic and shamanic secrets got overwritten/removed at some point, and although there are secrets for beasts and plants for druidic magic I have not replaced the shamanic secret/school as of yet.

It is possible to make a secret only available to a single race but there's nothing preventing other civs' deities from spitting out the appropriate secret slab and then the would-be practitioner failing to use it. If you split the secret into two syndromes, one which affects everybody and grants immortality, and one that only affects dwarves but grants all the actual powers, then that would probably work in WG and during play.

Immortality is the only goal currently which will lead people to pursue secrets, so changing it would just mean it never actually shows up in play.

The mod as it exists isn't meant to be divied up quite that much yet, I'm still compartmentalizing things, but if you deleted everything else, then of course you'd only be left with the desired druid secret.

To do that, delete;
All the creature files besides creature_spellcrafts and creature_spellcrafts_druidtrans
The added entity files so the only thing left is entity_default
the added inorganic files except inorganic_spellcrafts
the added interaction files except interaction_spellcrafts_base, interaction_spellcrafts_effects, interaction_spellcrafts_spheres_a-e, interaction_spellcrafts_spheres_t-z and interaction_spellcrafts_summons
delete all the reactions files, since you wont be using reactions.
Also delete the plant_spellcrafts file

Then in interaction_spellcrafts_spheres_a-e, delete [INTERACTION:SPELLCRAFTS_SECRET_SPHERE_BIRTH] and everything after it, and in interaction_spellcrafts_spheres_t-z, delete everything before [INTERACTION:SPELLCRAFTS_SECRET_SPHERE_TREES], and then delete [INTERACTION:SPELLCRAFTS_SECRET_SPHERE_STORMS] and everything after it. The only things left then should be [INTERACTION:SPELLCRAFTS_SECRET_SPHERE_ANIMALS] and [INTERACTION:SPELLCRAFTS_SECRET_SPHERE_TREES] and their associated info. I think.

Then edit the entity_default.txt file and below [RELIGION_SPHERE:WEALTH] add [RELIGION_SPHERE:ANIMALS] and [RELIGION_SPHERE:TREES], which should make the dwarven entity produce deities of those spheres which will have a chance of sharing those secrets. Then you'd have to edit the actual secrets so only dwarves can learn them, and that would entail adding a second effect, so copy this part;

Spoiler (click to show/hide)

and paste it again below [CE_ADD_TAG:NO_AGING:NOT_LIVING:START:0] so it should then look like this:

Spoiler (click to show/hide)

Then leave the upper I_EFFECT as-is and add [SYN_AFFECTED_CREATURE:DWARF:ALL] below the SYNDROME line of the second one. This should allow any race to acquire the title and immortality, but only dwarves will gain the powers.


This could all cause lots of additional errors, of course, and I have tested none of it, but just in the 15 minutes it took to look through the files I think this is all the work necessary to strip it down to where those are the only major effects you'd encounter. And like I said, there's no shamanic secret at the moment, so plant and animal druids are all you'd get.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: ArcadeMischief on December 01, 2020, 11:59:49 pm
Wow! Thank you!
I'm trying to create my own world based on the stories i've been writing, and this will help a lot.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on December 02, 2020, 02:03:26 am
Good luck! Hope your stories turn out well
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: pietrko on December 24, 2020, 03:42:34 pm
Would this mod work with "Human Fortress v2.0  mod"?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: brolol.404 on December 25, 2020, 09:18:04 am
Would this mod work with "Human Fortress v2.0  mod"?

You will need to copy/paste the following lines (from the entity_default file from the Spellcrafts mod) into the entity_hf_default file under [ENTITY:hf_PLAINS] in the Human Fortress mod:

Spoiler (click to show/hide)

Everything else should work together without issue.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on December 26, 2020, 04:22:27 pm
Greetings everyone, I've got a question to ask. Since I'm redownloading the mod, I wonder: is it correct that I should extract:

1) The contents of the .zip that aren't in any folder

2) The entity_default.txt from the 'Vanilla Entity and extra info' folder

3) The entire 'text' folder from the .zip file

3,5) Optionally, the contents of the 'Civ Set' folder

All into the raw/objects of my game?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on December 26, 2020, 06:46:26 pm
Also, what do the Primeval Vampires' 'Quick Reformation', 'Cast Drain Vitality' and 'Grant Vampirism - Basic' do?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on December 27, 2020, 03:29:37 am
Greetings everyone, I've got a question to ask. Since I'm redownloading the mod, I wonder: is it correct that I should extract:

1) The contents of the .zip that aren't in any folder

2) The entity_default.txt from the 'Vanilla Entity and extra info' folder

3) The entire 'text' folder from the .zip file

3,5) Optionally, the contents of the 'Civ Set' folder

All into the raw/objects of my game?

That's all correct.

Also, the quick reformation is healing with limb regeneration, drain vitality weakens targets as they are successively hit by it (on bare flesh) and the grant vampirism will give a target the basic, vanilla-like vampirism.

Would this mod work with "Human Fortress v2.0  mod"?

You will need to copy/paste the following lines (from the entity_default file from the Spellcrafts mod) into the entity_hf_default file under [ENTITY:hf_PLAINS] in the Human Fortress mod:

Spoiler (click to show/hide)

Everything else should work together without issue.

I hope that works, because I've never tried that mod before
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on December 27, 2020, 07:10:41 am
Greetings everyone, I've got a question to ask. Since I'm redownloading the mod, I wonder: is it correct that I should extract:

1) The contents of the .zip that aren't in any folder

2) The entity_default.txt from the 'Vanilla Entity and extra info' folder

3) The entire 'text' folder from the .zip file

3,5) Optionally, the contents of the 'Civ Set' folder

All into the raw/objects of my game?

That's all correct.

Also, the quick reformation is healing with limb regeneration, drain vitality weakens targets as they are successively hit by it (on bare flesh) and the grant vampirism will give a target the basic, vanilla-like vampirism.

Would this mod work with "Human Fortress v2.0  mod"?

You will need to copy/paste the following lines (from the entity_default file from the Spellcrafts mod) into the entity_hf_default file under [ENTITY:hf_PLAINS] in the Human Fortress mod:

Spoiler (click to show/hide)

Everything else should work together without issue.

I hope that works, because I've never tried that mod before
Okay, thank you very much for the info!
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on December 28, 2020, 11:04:25 am
It's me again and I want to report something I believe to be an issue. While playing as a Primeval Vampire, everything was fine - even excellent, good job, OP, you've made it even more enjoyable - past one last thing.

TL;DR: Add the blood absorption effect to Primeval Vampires' bite attacks. And please do not confuse feeding (through E while an opponent is unconscious or has given into pain) and bite attacks (through the attack menu).

I've noticed that PVs don't drain blood with their bite attacks, because, well, normally you get messages like '(ENEMY_SPECIES_NAME) blood is sucked out of the wound!' while biting someone, but I don't. Please, fix that, since the blood absorption bite attacks thingy is quite convenient in this particular mod. I mean, doesn't it trigger ingestion-based interactions?

Does that mean that I can bite a wizard in combat and copy their powers, if I have the ability to drain blood with bites?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on December 29, 2020, 03:06:58 am
I have no idea if that would work, but sure, I could add blood sucking to their bite attack. If you go into creature_spellcrafts_megabeasts and search "CREATURE:SPELLCRAFTS_PRIMEVAL_VAMPIRE" and then search "[ATTACK:BITE" it should take you to their bite attack, and you can paste in [SPECIALATTACK_SUCK_BLOOD:100:1000] after the [ATTACK_FLAG_CANLATCH] line, and that should let you do it in your next playthrough without waiting for an update, which will be a couple weeks at least because I'm tracking down a crash issue with ghouls (I think) right now.


[edit]

I did test it and it will in fact result in acquiring any ingestible enters_blood syndromes, youre correct. So I'll include it in the next update. You'd have to bite several times to kill even a kobold from blood loss, though, unless you turn the maximum amount up to like 10,000, then there's a chance of killing humans and dwarves with only a few bites.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: pietrko on December 31, 2020, 05:54:56 am
Is anyone playing this mod with some graphic tileset (Mephs/Vettlingr's)?
Could you share your setup?
I wonder if it would be possible to use that mod with LNB?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on January 11, 2021, 01:49:04 pm
I have no idea if that would work, but sure, I could add blood sucking to their bite attack. If you go into creature_spellcrafts_megabeasts and search "CREATURE:SPELLCRAFTS_PRIMEVAL_VAMPIRE" and then search "[ATTACK:BITE" it should take you to their bite attack, and you can paste in [SPECIALATTACK_SUCK_BLOOD:100:1000] after the [ATTACK_FLAG_CANLATCH] line, and that should let you do it in your next playthrough without waiting for an update, which will be a couple weeks at least because I'm tracking down a crash issue with ghouls (I think) right now.


[edit]

I did test it and it will in fact result in acquiring any ingestible enters_blood syndromes, youre correct. So I'll include it in the next update. You'd have to bite several times to kill even a kobold from blood loss, though, unless you turn the maximum amount up to like 10,000, then there's a chance of killing humans and dwarves with only a few bites.

I'm sorry to hurry you but I wish to inquire, how is the update going? When will it be out?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on January 12, 2021, 03:30:50 am
I dont have a good answer for that, Im still working on bugs, it could be a couple weeks or next month. The ghouls are still acting up and causing crashes in worldgen, for one.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: delphonso on February 05, 2021, 04:54:02 am
Hopefully the new bugfix will help with the crash issues.

Gonna try this mod out in 47.05 anyway and see if anything bad happens.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 09, 2021, 02:22:51 pm
My dev version shows no issues migrating, so there shouldnt be. The crash caused by too many fish has not been fixed, it appears, so be sure to set merriment and leisure time to negative numbers in entity_default!

The mod-related issue with ghouls as a night creature instead of just undead raised by disease sphere secrets is taking too long to figure out. May release a new version today or tomorrow without them.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on February 20, 2021, 05:56:22 am
I'm sorry to hurry you once more but I want to inquire, how's the issue with ghouls? Do you have an approximate idea of when the update will be out?

I am looking forward to a fix for that issue with Primeval Vampires not sucking blood with each bite I mentioned earlier, too.

I'll be patiently waiting for the update, though. Take as much time as you'd need, all I do is merely ask how soon you'll be done.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kraiger on February 23, 2021, 09:01:22 pm
Are my dwarves suppose to able to fish up raw essences?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 24, 2021, 06:10:28 pm
Are my dwarves suppose to able to fish up raw essences?

Yes, I felt that these things may as well be available in the natural world, i.e. magic occurs as much naturally as implemented by mortal or divine hand. Fishing is the way they occur at the moment, but trapping is also an option. I want to make it specific to biomes that have specific sphere associations in the future, but that wont be possible until the myth and magic update is released, so for now they're available in regular rivers, lakes and pools.

I'm sorry to hurry you once more but I want to inquire, how's the issue with ghouls? Do you have an approximate idea of when the update will be out?

I am looking forward to a fix for that issue with Primeval Vampires not sucking blood with each bite I mentioned earlier, too.

I'll be patiently waiting for the update, though. Take as much time as you'd need, all I do is merely ask how soon you'll be done.

I could upload one now, but I'm still encountering various bugs and crashes, such as balmleaf plants not being farmable and alchemy reactions not working properly, and a worldgen crash I'm trying to track down (Although its frustratingly rare and I'm not sure if its not just DF in general crashing, not necessarily something Spellcrafts related)

The primeval vampires are sucking blood properly, though!
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kraiger on February 25, 2021, 11:56:06 pm

Yes, I felt that these things may as well be available in the natural world, i.e. magic occurs as much naturally as implemented by mortal or divine hand. Fishing is the way they occur at the moment, but trapping is also an option. I want to make it specific to biomes that have specific sphere associations in the future, but that wont be possible until the myth and magic update is released, so for now they're available in regular rivers, lakes and pools.



Cool, just wanted to make sure. I noticed it at first when making custom stocking piles and was a bit confused.

Edit

I'm using your mod with a mod that adds in some powerful enemies. It's hilarious to watch the high tier beasts run in from the sides of the map and be turned into toads and the like!
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 03, 2021, 02:10:25 pm
I'm trying to set up a release now, but I'm still trying to figure out whats causing this worldgen crash, so it may not be until next week.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Dunmeris on March 17, 2021, 12:32:33 pm
Is it alright if I "borrow" (and mostly heavily change) some things from this mod? I'll have a doc in the mod providing full credits.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 18, 2021, 02:23:15 pm
Of course, go ahead.

Also, ill be releasing the update this weekend finally, no resolution on the wg crash but its not super frequent so you can still generate worlds. It might just be a bug with df...
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 25, 2021, 11:47:57 pm
New version has finally been uploaded (internet was being stubborn)

https://dffd.bay12games.com/file.php?id=6378
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: delphonso on March 28, 2021, 06:41:49 am
Thanks for the hard work, Eric - will be sure to give it a play soon.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Locksoli on March 28, 2021, 04:10:23 pm
Hey, so a couple of issues I'd like to ask about.

First off, I'm still getting crashes during world gen (usally during advanced world gen). I recreated it several times by changing different values, such as megabeasts, or night creatures, or even the number of civs. I have the Primal mod, so I tested between the two and it's definitely Spellcrafts. I only mostly fixed it by removing the "creature_standard_spellcrafts" file, which makes it happen less often.

Second, if I do try to generate a world while having the standard file, and I have the generic fantasy civ file, then the weird fantasy creatures still take over too many spots. I'm wondering if there is a way to stop this, or if it's intended to have all the modded civs in the game.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Oreos on March 29, 2021, 12:04:21 am
Hey, so a couple of issues I'd like to ask about.

First off, I'm still getting crashes during world gen (usally during advanced world gen). I recreated it several times by changing different values, such as megabeasts, or night creatures, or even the number of civs. I have the Primal mod, so I tested between the two and it's definitely Spellcrafts. I only mostly fixed it by removing the "creature_standard_spellcrafts" file, which makes it happen less often.

Second, if I do try to generate a world while having the standard file, and I have the generic fantasy civ file, then the weird fantasy creatures still take over too many spots. I'm wondering if there is a way to stop this, or if it's intended to have all the modded civs in the game.

Im having this problem too, i've noticed it does not crash if mine does not generate more than 52 years of history. i have no other mods
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Locksoli on March 29, 2021, 10:35:32 am
Im having this problem too, i've noticed it does not crash if mine does not generate more than 52 years of history. i have no other mods

Yeah, I basically removed all references to the mod civs (Vutchnell, Gnoll, ect.) in the raws, and I was able to make world gen work. I compared the raws from the last version to the new one, and it seems like those new civilized creatures were added to everything, and not having them plays a big part of what's causing the crash, at least based on my errorlogs. I'm not really against the idea of adding all of them, but I'd prefer not to overrun my map with them, so I like leaving them out.

If I feel like it, I might see if I can't make personal files to make the "weird" fantasy races more like beast men, so that they don't take over towns and stuff.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 30, 2021, 02:19:50 am
They all have LOCAL_POPS_CONTROLLABLE and LOCAL_POPS_PRODUCE_HEROES, so removing their civ references will result in them occasionally showing up as pops from the wild.

If you remove the entity_spell_civs_weird_fantasy.txt the only civs theyll show up as are rogue mages (which are cave civs), reclusive wizards (only individual mountain halls), and wizard empires, which might be the problem with expanding too much (there's no way to control expansion of city-building civs). Vutchnell are the only one used outside the weird fantasy file. the generic fantasy file still only includes high elves, blood elves, and orks. If youre actually seeing gnolls, dryads, komeng etc and youve deleted entity_spell_civs_weird_fantasy.txt, please post a save and world-history.txt and world_sites_and_pops,txt files so i can figure out where they're showing up.

The actual crash I havent pinned down yet, but if it is in the standard races file, that narrows it down a lot.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 30, 2021, 03:42:12 am
I wasn't able to confirm it tonight but i was able to generate 6 (small) worlds in a row up to 1050 years after removing the giant mammoth and giggling toad entries from the creature_standard_spellcrafts file. The crashing persisted after removing all the sapient races even with just those two left, but appears to have subsided upon removing them. Have not tested with readding the intelligent races, but if you would try deleting those two creatures only and running the mod with everything else intact and then again with all the new races removed but with those creatures, that would help narrow it down. Ill have to wait till I get off work tomorrow night to test again myself.

That turned out to be a dead end, as did removing the entire creature_standard_spellcrafts file and all the entity files. Still crashes with the same frequency - rarely enough you think its finally gone for 10+ world gens and then crashes four times in a row. Very frustrating, as it has been. But that's why I released the update when I did; it's going to take a while to figure this out
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on March 31, 2021, 12:48:50 pm
I've returned to this thread once more. As usual, I'd like to thank this mod's author for the great work. Playing with Spellcrafts is a lot of fun. :D

Also, I have yet another question to ask. What is that 'big sucky bite' attack Primeval Vampires can perform after the last update?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 31, 2021, 01:48:45 pm
Shit, that was meant to test instantly killing people by blood draining! It drains enough to kill huge animals like elephants and giant giraffes in one go. I must have forgotten to remove it when I uploaded the update. Whatever you do, don't let that attack land when you're fighting a primeval vampire, you will instantly die of blood loss. The regular bite will also drain a human in 6-12 successful hits, usually.

No further luck figuring out the crash last night. Still back to square one. Going to test the individual modules over the next few days.

By the way, each module has now been separated into different folders if you want to build a version of the mod with only certain features. They're in the addons and extras folder. That literally took like 3 years to sort out and test haha
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on March 31, 2021, 03:56:25 pm
Thank you for your answer, but I've got yet another question. If I ever manage to annoy the hell out of you with my dumb questions, just tell me and I'll buzz off.

But anyway, what do I do with the 'misc summoning essences' I gain by 'summoning anything'? All's clear with spell essences, I gotta eat them to obtain the spells, but what do I do with summoning ones?
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 31, 2021, 05:01:14 pm
Gotta eat those too. Eating/drinking consumables is the only reliable method of ensuring you get a syndrome thats supposed to be guaranteed and produced by a reaction. Boiling stones works, but not 100% of the time, because creatures doing the reaction have to breathe in the vapors while they're airborne, which doesn't always happen because they don't take a breath every tick. There's no way to go from reaction to the reaction-doer getting an interaction or cdi immediately, something has to deliver the syndrome, hence having to eat essences/potions.

Don't be afraid to ask questions, it helps me know whats important or unclear!
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on March 31, 2021, 06:49:59 pm
I've eaten the misc summoning essences, but nothing happened. I haven't gotten any Acquired Powers either. Also, is it normal that I don't notice any effect from attribute-related spells (ex. disease resistance)?
And finally, do Primeval Vampires have their attributes boosted because of blood draining? Asking because I usually start my games with Superior strength, agility and toughness, and after a while, they become Super-Primeval Vampire. I've also noticed that with other playable vampire races in other mods, where these particular attributes increased from Superior to Super[SPECIES_NAME_HERE].
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 01, 2021, 02:16:29 pm
The summoning essence is a short term effect that might disappear after travelling, and might take a few ticks to become available after eating. Ill double check its still working, too.

The attribute related spells should take effect, I know the super-powered buff i used to test does increase strength correctly even to the point it over-buffs you and wrecks speed, but the mundane, low level ones don't provide a huge boost, so it might not be immediately noticeable.

Drinking blood doesn't boost vampire attributes currently. Its something I thought would be cool to do, but doesn't seem to trigger after feeding. You're probably gaining attributes from skill use or running around, although P. Vamps don't get bonuses to gains iirc. It may be that combining the buff with attribute gains results in faster or permanent attribute increases, not sure there.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on April 01, 2021, 02:30:14 pm
Alright, all's clear for now. Thank you very much for your response!
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on April 02, 2021, 02:32:10 pm
I hereby arrive to this thread once again with a humble request. OP, could you please release a mini-update with a removal of the Primeval Vampires' "big sucky bite" attack? I'm playing a PV and I don't wanna cheat, but that specific sort of strike keeps getting a blue "!" (aka, a buffed attack symbol, from what I understood) which I have to avoid using during battles 'cause I want to play fair, and it's quite annoying.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 02, 2021, 03:37:16 pm
Maybe this weekend since I'll be off work. Or I might sleep for 48 hours straight, work is kicking my ass tbh
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on April 02, 2021, 03:39:29 pm
Alright, I'll wait as much as needed. Thank you for your time.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Locksoli on April 03, 2021, 02:56:39 pm
Another thing I've noticed is that I'm getting weird secrets generated during worldgen.

For instance, a slab for fire magic, but instead it gives the secret of stone and makes earth warriors for some reason. On the other hand, I'll get a slab for vampire hunter magic and it'll give out the secrets of fire to somebody and make pyromancers.

I did change some of the secret goals (I.E, I made it so that wanting to be a food chef has the "MASTER_A_SKILL" goal) so that I'd see certain secrets less because I didn't really find them fun. So some of that may have had something to do with it.
Title: Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 05, 2021, 08:10:13 pm
it could be those changes causing the weirdness, but the only thing I'm aware of that normally causes that is if those secrets share the same spheres, which i checked and there was only one instance of the same sphere being used twice (BLIGHT and disease which also erroneously used BLIGHT) and I've fixed that now. Never heard that bug messing with secrets that werent the culprit, but maybe it does. MASTER_A_SKILL shouldnt even allow secrets to appear, as the only reason mortals will approach gods to obtain a slab is to attain immortality, and that hasnt changed iirc since necromancy was implemented in the first place.

Fixing the duplicate SPHERE usage did not fix the WG crash.



oh, also, the issue with too many new civs showing up in worlds is because of the way the game places them, i.e. not at random or anything but selecting the first civ to place at random and from there going down the list and placing one of each until it loops back around to where it started. There isnt a good way to solve that besides removing the extra civs or duplicating the default ones (with new IDs) and injecting them at various points in the list. Which technically makes the list even longer. I tried alleviating this partly already by setting the new civs to only appear 1-2 times each via the max civ limit, so if two civs have already been placed it will skip over that entity and place the next civ on the list that hasnt reached its max civs limit, but that doesnt help on small worlds where you only have 15-20 civs being placed in total; it may not reach the end of the list at all.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 10, 2021, 05:11:58 pm
So I spent the last ~5 days taking the mod apart piece by piece and generating hundreds of worlds to identify where the crash is coming from, and I think I've finally sorted out the offending entry; the thieving babysnatching evil wizard cave cult in the entity_magicians file. So Instead of waiting till I figure out what's actually causing the crash, I just removed that entity entirely for the moment, and I'll figure that out later (or not, that entity never plays a big role in the world anyway...)

I've uploaded a new version of the mod now, which also includes less interdependency between components of the mod (primeval vampires are not longer dependent on the vampire interaction and creature files, the dementia learning school isnt dependent on the werebeast files etc)

https://dffd.bay12games.com/file.php?id=6378

Please tell me how it goes!
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kraiger on April 24, 2021, 01:12:00 pm
Will one need to generate a new world to use the update?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on April 25, 2021, 02:17:18 pm
Technically, no. Your world will remain unchanged. I would advise against trying to update the raws in a world thats already been generated.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on June 13, 2021, 05:35:10 pm
So it's been a while since I posted anything about this, but some stuff is getting done, slowly.

- many secrets have personality modifiers now causing them to build towers more often.
- Nightmare bringers can now summon not just bogeyman but a night-mare creature.
- depravity secret gets the experimenter tag.
- added a WAR sphere secret. The knower becomes extremely powerful and can summon demonic hounds and raise undead soldiers to fight for them.
- Added a were opossum creature and curse. Not as aggressive as other werebeasts, isn't crazed. Might make it play dead when scared somehow, not sure.
- Food wizard can conjure stacks of salmon directly. Made sure they're only do this on creatures in their line of sight.
- Feedlings also conjure their meat on the ground underneath them now, no need for a nest box.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: holam on June 15, 2021, 11:20:48 am
I am having trouble installing the mod, I already change the files that needed to be changed ( except the spell one because I can't find it) I think that the problem is that I don`t know how to put it in "RAW" could you pliese help me?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on June 16, 2021, 04:54:09 pm
Yeah, the contents of the spellcrafts mod (all the text files like body_spellcrafts, creature, entity and interaction files and the "text" folder) are supposed to be placed in [your dwarf fortress install directory (where dwarffortress.exe is)]/raw/objects. Your computer may ask if you want to overwrite the "text" folder, if so then tell it to.

Which "spell" file are you referring to?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: holam on July 01, 2021, 03:55:21 pm
Ok sorry for the confusion, the changes that I was talking about were simply the recommendation of a different person that was trying to make the mod more challenging, in the initial confuasión I thought that they were you making some changes to the mod, but at the end, I was able to install the mod, without alterations, on my own, but in my time with the mod, I have found that when I eat a spell essence the spell doesn't appear unless I fast travel and in many cases that doesn't work too, do you know what could be causing it?       
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on July 02, 2021, 06:23:55 pm
That's simply a matter of waiting for the game to recognize the new CDI or something. Fast travelling/waiting/sleeping works, but so should hitting the period button ten to fifteen times or walking around a bit. I could add the "abrupt" flag to the syndromes, which might force it to become available instantly, or might not, since its an ingested material based syndrome it might just make you wait. But yeah, just give it a few ticks to kick in.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: holam on July 03, 2021, 04:40:54 am
Thanks that helps a lot
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Fikilili on July 10, 2021, 04:53:20 pm
It took me months to actually notice it and I'm sorry, but you did actually implement Mini-Dwarves.
You absolute mad-lad. You sonuvanelf you did it.
Wait until I make my own race and fauna mod, you! you!

Spoiler (click to show/hide)
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on July 10, 2021, 05:20:38 pm
Yeah, they do exist. Not especially well balanced, however, as they produce full bars of gold, steel and charcoal. Very useful if you end up on a map with a lack of those things, but not well balanced...

If you've got a ideas about how to make them less gimmicky and more interesting, i would actually love to hear them. These are their current raws:
Spoiler (click to show/hide)
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Fikilili on July 11, 2021, 01:16:14 pm
Yeah, they do exist. Not especially well balanced, however, as they produce full bars of gold, steel and charcoal. Very useful if you end up on a map with a lack of those things, but not well balanced...

If you've got a ideas about how to make them less gimmicky and more interesting, i would actually love to hear them.
Well you know, maybe Mini-dwarves should produce alloys instead of out-right pure metals. So you get alloys of steel and, let's say, copper. Could come in handy if you're on a site with no metal ore. And tbh, you can already find plenty of gold underground.
Maybe you could add a special interaction between dwarves and mini-dwarves. Like they could observe them in their hives and write books about them. Maybe their observation could make dwarves happier.
Or perhaps, mini-dwarves could be good at getting rid of vermins and the likes. Maybe more effective than cats and dogs, because they'd attack vermin with miniature lances and what not.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: brewer bob on July 11, 2021, 06:06:04 pm
Yeah, they do exist. Not especially well balanced, however, as they produce full bars of gold, steel and charcoal. Very useful if you end up on a map with a lack of those things, but not well balanced...

If you've got a ideas about how to make them less gimmicky and more interesting, i would actually love to hear them.

Just chiming in here: maybe instead of bars they produce a custom item (called mini-bars maybe?) that then in turn could be used in a custom reaction at the smelter to make actual bars once you have collected enough of them?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: kiiranaux on August 26, 2021, 08:58:35 am
Giving you a friendly bump for spellcrafts being one of the coolest mods out there,
Could you post the revised code for "- Feedlings also conjure their meat on the ground underneath them now, no need for a nest box." ? I'd like to port that over :)
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on August 30, 2021, 01:14:12 pm
Just here to say that this mod is sick as HFS, keep the Fun stuff going, Eric Blank!  :D
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on August 31, 2021, 12:01:28 am
Giving you a friendly bump for spellcrafts being one of the coolest mods out there,
Could you post the revised code for "- Feedlings also conjure their meat on the ground underneath them now, no need for a nest box." ? I'd like to port that over :)

Yeah, the feedling creature lost the lays_unusual_egg lines and gained;

Code: [Select]
[CAN_DO_INTERACTION:FEEDLING_CONJURE_MEAT]
[CDI:ADV_NAME:Drop Meat]
[CDI:USAGE_HINT:CLEAN_SELF]
[CDI:BP_REQUIRED:BY_CATEGORY:TAIL]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:30000]

the interaction, in interaction_spellcrafts_effects.txt, is this:

Code: [Select]
[INTERACTION:FEEDLING_CONJURE_MEAT]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:3:MEAT:NONE:CREATURE_MAT:SPELL_MASTER_CHEF:MUSCLE]
[IE_ITEM_QUALITY:0]

So it basically is conjuring meat directly on the ground below itself. Humorously, the food wizard was conjuring piles of salmon under everyone in the fortress because I forgot a line of sight and max target number lines on their CDI. Frankly too much fish.

And thank you, both of you. Still working on updates.

Oh, and @Fikilili; The mini dwarves are themselves vermin, so unfortunately I couldnt do much of that stuff.
I decided to go with what brewer bob suggested, but instead of a new tool I just used coins; coins already exist in-game, meaning no new tools or reaction and you can already melt individual coins down and receive a bar after every ~10 coins iirc.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: brewer bob on August 31, 2021, 06:13:11 am
Coins are a waaay better idea than a new item and reactions. Good thinking!
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Robot_Face on October 25, 2021, 11:33:23 am
I've been having an issue where my dwarves try to embark with an aetherial anvil, which isn't actually possible to use. It's pretty easy to fix by just swapping it for an iron one or whatever, but I am forgetful and unobservant and have missed it several times only to find that out the hard way later.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on October 26, 2021, 10:30:37 pm
yeah, I found that it doesnt work for that too, so ive removed it as an option for the material. Im still trying to get it to work for woodcutting, it seems to work for mining picks and weapons and armor just fine, but woodcutting and anvils are being a pain in the ass for no apparent reason.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: holam on January 22, 2022, 10:24:33 am
Ok so one of my dwarfs joust made a magic staf artifact and I dont know with what skill does it escalate so I donīt know to who shoud I give it, or eaven if it needs some kind of amo . Can anyone explain this to me ?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on January 25, 2022, 03:14:30 pm
I believe staves use the spear skill in melee. Magic staves fire "charges," using the blow gunner skill iirc. I'm not at the computer right now so I can't check

[edit]

I just checked, and magestaves are set up to use charges, with the throwing skill.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Arkenor on February 14, 2022, 05:37:40 pm
When I increase the number of secrets in Worldgen, am I increasing the chances of seeing your secrets in the world, or am I flooding them out with more versions of necromancy?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 14, 2022, 07:33:51 pm
More versions of necromancy, however, the only spellcrafts secret you're less likely to see is my version of necromancy. The others will depend on deities of their respective spheres.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Arkenor on February 18, 2022, 05:30:15 am
Ah, thanks.

One other thing. For some reason your familiars seem to be the favourite target of agents looking for someone to steal an artefact for them. It has been a familiar three times in a row now! And they seemed so cute and nice :(
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on February 18, 2022, 02:59:41 pm
Yeah they'll hang out in the tavern and socialize all the time since they can't have labors assigned, I can see why they'd be the ones visitors talk to the most and most likely to get recruited. They're just a little too cute and nice lol

Next time I get the chance I'll see if I can change their personality settings in some way that might make them more loyal.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Fi on February 20, 2022, 05:09:25 am
Do you have changelogs or patch notes hosted somewhere for Spellcrafts that all of us can read?

I've been looking forward to the 'planned' stuff that was mentioned a few years ago, and I wanted to see what changed and what's new.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 01, 2022, 02:58:45 am
There is a version history file included in the zip file alongside the readme and list. I definitely never accomplished a bunch of stuff. The big things I really wanted, like the ability to assign dwarves to study and learn spells, both divine secrets (for as many spheres as I can imagine secrets for) and available to mortals normally, an alchemy system, enchanted items, racial abilities and cultural magics all got partly implemented as far as the game engine can support/I had time and ability to do them, but never "finished."
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on March 19, 2022, 11:13:39 am
Hello! I've returned to this thread once more with a weird question. How big are Primeval Vampires? Like, are they larger than ordinary humanoids or not?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Bloodwarrior on March 20, 2022, 05:22:39 pm
wanted to show off this mod so here it is https://www.youtube.com/watch?v=N2uO-vrnv38
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Bad_Goblin on March 21, 2022, 07:04:56 pm
Sweet, Can't wait to try this out.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on March 23, 2022, 02:26:59 pm
If I may ask yet another weird question, how is magic related to secrets (for example, Nature) obtained? Biomancy sounds like a nice thing to have on my Adventurer.

Also, is it normal that when I try to view a creature from this mod in the object testing arena, my game crashes? Said creature was an Unnatural Child from the Birth sphere, if that matters.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 24, 2022, 05:00:56 pm
1) pretty sure primeval vampires are Human sized, could be wrong.

2) thank you for showcasing the mod properly! I really appreciate it and hope you guys enjoy it, am still working on it too, slowly...

3) the secrets you would gain from a slab or book from an associated tower if your world generated one. If not there's no other direct way of acquiring secrets at the moment, but it's not difficult to pull off so it's a possibility.

There was a bug with the unnatural child as well as witchlights and possessed children (the sandman nightcreatures wife) I'm working on fixing those currently. Got the sandman under control (ish, they still won't cast their damn buff spell on the sandman like they're supposed to) and the witchlight I'm still fighting with, it's the source of a crash while loading the creature raws that occurs sporadically. Luckily this CTD won't corrupt a save so you can restart df and reload the save if you experience it
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Arkenor on March 24, 2022, 06:45:48 pm
One thought. Familiar isn't being offered as an option for clothing sizes, and I'm having trouble finding anything that'll fit them. Is there a way to have them on the size list?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on March 24, 2022, 07:04:54 pm
1) pretty sure primeval vampires are Human sized, could be wrong.

2) thank you for showcasing the mod properly! I really appreciate it and hope you guys enjoy it, am still working on it too, slowly...

3) the secrets you would gain from a slab or book from an associated tower if your world generated one. If not there's no other direct way of acquiring secrets at the moment, but it's not difficult to pull off so it's a possibility.

There was a bug with the unnatural child as well as witchlights and possessed children (the sandman nightcreatures wife) I'm working on fixing those currently. Got the sandman under control (ish, they still won't cast their damn buff spell on the sandman like they're supposed to) and the witchlight I'm still fighting with, it's the source of a crash while loading the creature raws that occurs sporadically. Luckily this CTD won't corrupt a save so you can restart df and reload the save if you experience it

Alright, got it, thank you very much for the information!
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on March 25, 2022, 05:39:40 pm
One thought. Familiar isn't being offered as an option for clothing sizes, and I'm having trouble finding anything that'll fit them. Is there a way to have them on the size list?

If they were fully intelligent by default maybe. The species is technically an unintelligent animal by default and uses an interaction to grant them intelligence after entering play. Which isn't strictly necessary, really. There was a reason for it initially (so you can assign them to people as trained pets iirc) but they wouldn't be that much more useless than they already turned out to be if I just made them intelligent from the get-go
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Arkenor on March 25, 2022, 07:01:42 pm
They never turn up in Dwarf Therapist, or I'd cheat turn on clothesmaking for one of them. Anything they tailored would automatically be their size I think, provided I didn't set a different size. I think mine are pretty darn unhappy for a variety of reasons, but being naked and not owning anything nice is probably a big part of it. You could just make a sentient that's the same size, but so incredibly rare it never turns up.

I don't find them useless. They do a fine job of hauling and recovering wounded. Well, some of them do. Some never do anything other than sit about.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on June 21, 2022, 10:01:36 am
I've returned to the thread of this undoubtfully splendid mod once more to ask another question.

Do Dementia's Ghouls (the ones you can learn to raise) spread their condition? Like, do those bitten/scratched/etc by them start to turn into Ghouls?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on June 21, 2022, 02:51:58 pm
Yes, they raise the standard ghoul creature, same one necromancers can.


Ive not done a lot with the mod recently, its been a hectic and exhausting few months.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on June 21, 2022, 04:41:59 pm
Alright, thanks for the information.

Also, good luck handling whatever troubles you IRL!
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on September 02, 2022, 08:17:29 am
I'm back again to resurrect this thread and ask another question the answer to which someone might perhaps know: how exactly does the Primeval Vampires' Quick Reformation ability work, technically? Like, how exactly are the user/target's missing body parts regrown?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on September 02, 2022, 06:46:15 pm
First it throws these at the target for five ticks:

CE_REDUCE_PAIN
CE_REDUCE_SWELLING
CE_REDUCE_PARALYSIS
CE_REDUCE_DIZZINESS
CE_REDUCE_NAUSEA
CE_REDUCE_FEVER

Then it applies these;
CE_STOP_BLEEDING
CE_CLOSE_OPEN_WOUNDS
CE_HEAL_TISSUES
CE_HEAL_NERVES
CE_CURE_INFECTION
CE_REGROW_PARTS

it repeats those four times, for a few ticks each. This is because they often dont take effect as reliably as I would like, and repeatedly applying the same effect seemed to help that. The long version also applies those effects four times, but for 100 ticks each and spaced 100 ticks apart, except the last iteration, which runs for 600 ticks. Im not totally clear on whether or not that means youll repeatedly be healed from any injuries that occur during that time period or only injuries that occurred before the effect was applied. It needs more testing on that front.

Weak recuperation applies the healing effects once each and strong applies them twice.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on September 03, 2022, 05:19:43 am
First it throws these at the target for five ticks:

CE_REDUCE_PAIN
CE_REDUCE_SWELLING
CE_REDUCE_PARALYSIS
CE_REDUCE_DIZZINESS
CE_REDUCE_NAUSEA
CE_REDUCE_FEVER

Then it applies these;
CE_STOP_BLEEDING
CE_CLOSE_OPEN_WOUNDS
CE_HEAL_TISSUES
CE_HEAL_NERVES
CE_CURE_INFECTION
CE_REGROW_PARTS

it repeats those four times, for a few ticks each. This is because they often dont take effect as reliably as I would like, and repeatedly applying the same effect seemed to help that. The long version also applies those effects four times, but for 100 ticks each and spaced 100 ticks apart, except the last iteration, which runs for 600 ticks. Im not totally clear on whether or not that means youll repeatedly be healed from any injuries that occur during that time period or only injuries that occurred before the effect was applied. It needs more testing on that front.

Weak recuperation applies the healing effects once each and strong applies them twice.

Oh, I see. Very interesting, thanks for answering!
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: IndigoFenix on September 08, 2022, 08:32:28 am
Im not totally clear on whether or not that means youll repeatedly be healed from any injuries that occur during that time period or only injuries that occurred before the effect was applied. It needs more testing on that front.

I can confirm that healing symptoms will continue to take effect on new wounds.  I made an unending syndrome that simply applies all healing traits forever; when a limb is cut off it immediately starts regrowing.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on September 10, 2022, 01:01:02 am
Thank you, ill keep that in mind for the future, maybe change how the syndromes work soonish
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 04, 2022, 11:10:58 am
Greetings, fellow Spellcrafters! I've stumbled upon yet another mystery while playing this splendid mod. What is "Cursed Luck"?

You see, I was just running magical experiments in Adventurer Mode while I found the following line in my character's thoughts:

He feels hopeless due to Cursed Luck.

What could that possibly mean?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 04, 2022, 11:41:31 am
Unless you've been toppling statues/rolling sacred dice, it's probably one of the temporary negative effects you can pick up from experimenting with essences. It'll give you bad skill rolls for a while, but will go away in time.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 04, 2022, 11:59:33 am
Got it, thanks a lot for the information!

While I'm here, another question: why does my Primeval Vampire have his own blood in his mouth all the time, without any injuries? Is it a way to make his bites have a chance of spreading his condition?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 04, 2022, 01:17:03 pm
Got it, thanks a lot for the information!

While I'm here, another question: why does my Primeval Vampire have his own blood in his mouth all the time, without any injuries? Is it a way to make his bites have a chance of spreading his condition?

Kinda, bit also to "infect" the primeval vampire themselves with that same syndrome, as it was the easiest transmission vector besides giving them an on-self only interaction that they might not decide to use.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 04, 2022, 03:50:32 pm
Understood, thank you! And last but not the least, my final question for now: could you, please, make it so that not everyone & everything is hostile to a Primeval Vampire? It makes playing as one rather repetitive, due to countless battles breaking out over me simply approaching living beings. Furthermore, even creatures I summon that are supposed to be tame attack me on sight, which takes away summoning minions as a very interesting part of being a Spellcrafter. And finally, due to me making characters who enjoy arguing, it breaks immersion to just chat mid-fight with a civilian like,

Me: "Let us stop this pointless fighting!"

Them: "I will fight no more."

Me: "Power is cool." (don't remember the exact lines from this point on)

Them: "Nah."

Me: "Wow. We've argued for long enough, now die."

All in all, Primeval Vampires are immensely powerful, but making them Megabeasts takes a lot away from their Adventurer mode gameplay. Also, I recently died to a summoned Forgotten Beast despite having started as a Demigod adventurer, knowing countless spells and wearing high-quality equipment. This, too, is why I believe that they should no longer be counted as semi-Megabeasts.

Thank you in advance.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 04, 2022, 07:24:59 pm
To be fair, they were added as and intended to be megabeasts, and I only left them playable as adventurers for fun. And unfortunately there's nothing that can be done about people attacking semimegabeasts.

You could always go the challenging route and track down and kill one to gain their powers! Although finding survivors after worldgen can be difficult, as they're only human sized, and yeah, thats a big weakness. I could downgrade them to a night creature, but they'd still have all the drawbacks of being a semimegabeast, and there's already a vampire type night creature. And they rarely survive worldgen either.

I'll definitely consider solutions since I've been messing with vampires and werebeasts anyway, though
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 05, 2022, 05:25:25 am
I could downgrade them to a night creature, but they'd still have all the drawbacks of being a semimegabeast...

Sorry, but what exactly do you mean by these "drawbacks"?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 05, 2022, 01:59:08 pm
Being attacked by people
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 05, 2022, 02:36:44 pm
Ah, I see. But why'd that be? Wouldn't making Primeval Vamps Night Creatures make them able to blend in with ordinary people like normal Vampires do?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 05, 2022, 08:09:39 pm
Thinking again, yeah it might make them passive by default.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 06, 2022, 01:21:02 am
Oh, that's great! If so, may you, please, run some tests to find out if that works and, provided that it does and no one minds Primeval Vampires losing their semi-Megabeast status, upload a mini-update making Primeval Vamps Night Creatures? Provided that they remain playable in Adventurer Mode afterwards, of course. :)
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 06, 2022, 09:58:01 pm
Well I tested it out and it doesnt help, you still get attacked.

If you really wanted to play as one without megabeast/night creature tags, you can always remove this line from the raws in creature_spellcrafts_megabeasts.txt:

Spoiler (click to show/hide)

Removing the BIOME tag above it prevents them spawning in evil biomes, if you want to prevent that too. Pretty sure youll have to regenerate a new world, so might as well do it in the main raw/objects folder, not in the save's raw folder.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 07, 2022, 08:43:17 am
Oh, I see. Then, I'll tinker with the raws a bit once I have some free time and report to you with the results immediately afterwards!
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 07, 2022, 09:52:42 am
My experiments bear fruit, at last! Removing the following lines from creature_spellcrafts_megabeasts.txt makes everything neutral to Primeval Vampires:
[SEMIMEGABEAST][DIFFICULTY:8]
      [ATTACK_TRIGGER:40:100:1000]
   [CREATURE_CLASS:SEMIMEGABEAST]
   [LAIR:SIMPLE_MOUND:100]
   [HABIT_NUM:TEST_ALL]
   [HABIT:COLLECT_WEALTH:100]
   [HABIT:COOK_BLOOD:100]
   [HABIT:COOK_PEOPLE:100]
   [HABIT:COLLECT_TROPHIES:100]

Another humble request on my part: could you, please, post up a small update for the mod with creature_spellcrafts_megabeasts.txt replaced by an identical copy of itself, only with these exact lines removed? Provided that you - and the other users of Spellcrafts - don't mind, of course. I'm asking because it'd be quite burdensome to locate and remove them after each and every update you make. :D
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 07, 2022, 11:47:56 am
The file's in a state where it would be a lot of work to revert back to whatever it was, so anything will have to wait until ive confirmed all my changes are working properly and upload a new version. That said, I'm not too keen on managing multiple versions of the mod either, unless they make large-scale changes. One creature edit isnt really enough to justify that.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 07, 2022, 11:51:26 am
Oh, I see. That changes the situation, sorry for the trouble.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Kyuuketsuki_23 on November 07, 2022, 12:05:53 pm
However, how does the idea of making this change whenever you upload the next planned update sound?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: TheGoomba98 on November 07, 2022, 04:27:05 pm
On a similar line of thought - why is it that the new bogeymen you added in this mod have their NIGHT_CREATURE_BOGEYMAN tag commented out?
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 07, 2022, 06:18:03 pm
Ah, there had been an issue with one of them that was causing a crash, and I forgot to restore them. I'll do that now!

As for the vampire, im going to keep the current version of it in the mod. I'll make you a duplicate you can download without the megabeast tag.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: TheGoomba98 on November 08, 2022, 04:27:45 pm
Did you forget to actually upload the fix? I'm looking at the DFFD page for this mod many hours after you posted that, and I don't see an update for it.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 08, 2022, 06:43:41 pm
Sorry, no, It's not actually ready to upload just yet, I do intend to upload it sometime this next week
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 10, 2022, 11:34:58 am
Sorry for locking the topic there I must have pressed the button by accident. Should really have a confirmation pop up before proceeding there haha
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 18, 2022, 08:39:54 pm
I will be uploading the new version as soon as DFFD is back up and operational
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 21, 2022, 06:20:43 pm
I have updated the mod. There might be some further bug fixes and finalizations after this, but this will be the last major update for the current version of DF. My plan is to figure out how to do some basic graphics and upload future updates for the Classic and Premium versions of the steam release once that becomes possible.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: FaceFondler on November 29, 2022, 08:15:37 pm
Came back to this mod after 4 years and man, can't believe it's still updated and worked on! Big thanks, i've had the most fun with this mod so far.

That being said, dust bunnies just scared the SHIT out of me. Going to keep one chained at the entrance of my fort as a thief deterrent now, that dust/hair attack is no joke
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on November 30, 2022, 08:58:02 pm
Thank you I really appreciate that!

The dust bunnies are fairly dangerous for their size, the caverns are a scary place for little critters after all. Would recommend marksdwarves.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: FaceFondler on December 06, 2022, 01:54:46 am
Pardon me if this info is available elsewhere, but is there any other documentation around the stuff you can make with the enchanting table? I kinda want to make a squad of wizards and deck 'em out with staves, but I'm not sure on the mechanics of the wand/staves.

Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on December 06, 2022, 02:14:15 am
In terms of how you use them, they're just like crossbows or bows. You just need to assign your squad to wield them, and make sure they have charges, not bolts, as ammunition. And you need to make those charges.

In terms of effectiveness they should be similar to a crossbow as a ranged weapon.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: FaceFondler on December 06, 2022, 02:31:54 am
In terms of how you use them, they're just like crossbows or bows. You just need to assign your squad to wield them, and make sure they have charges, not bolts, as ammunition. And you need to make those charges.

In terms of effectiveness they should be similar to a crossbow as a ranged weapon.

Oh sweet, do they have special effects or are they basically just reskinned crossbows? Either way, I'm planning on making an isolated barrack for my wizards and dropping essence enriched food in via a chute, so they'll fighting spicily regardless.
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on December 06, 2022, 12:00:27 pm
They're a rescinded crossbow, it would require special dfhack scripts to get special effects put of them, as items can't be the source of interactions yet
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: FaceFondler on December 06, 2022, 12:17:10 pm
They're a rescinded crossbow, it would require special dfhack scripts to get special effects put of them, as items can't be the source of interactions yet

honestly just the fact that I can equip my dorfs with projectile spewing wands and staves is enough for me! Thanks for answering all my questions over the past 4 years by the way, I'm insanely excited to try your mod in the premium version! I'm gonna use the mod as it is currently, but do you happen to have any plans to add graphical tiles for DF premium in the future? Not that I mind seeing a big ole R for dust bunnies or anything!
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: FaceFondler on December 06, 2022, 01:22:09 pm
Sorry to blow the thread up, I tried installing the mod for steam DF but I keep getting rejections during world gen. Something about farming civs being placed without crops, and googling this seems to suggest that the civ doesn't have access to their farmable crops in their starting biome. Is this something that I could fix on my end, or would I have to wait for a mod update?

I recall hearing Tarn say something about making changes to farming, but I don't know if the updates were severe enough to break anything.

Thanks in advance!
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on December 06, 2022, 06:21:50 pm
I have no idea yet, I haven't had the opportunity to look into it. This mod isn't intended to run on the steam version yet
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on December 26, 2022, 01:26:11 pm
I've been playing around and got the mod stable enough to upload, minus a couple civs, so in going to do that tonight. I'll be making a new DFFD entry for it and a new thread, then upload onto the steam workshop as soon as I can.

There are basically no sprites for anything but the tools and conjuring circle as yet, but it's playable if you don't mind the stand in critter and some weapons being invisible.

It should work just fine in classic mode though
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: jolibee on December 26, 2022, 03:27:49 pm
That's awesome!
Title: Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
Post by: Eric Blank on December 26, 2022, 10:32:17 pm
its done http://www.bay12forums.com/smf/index.php?topic=180974.0