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Author Topic: Spellcrafts Mod - Basic Magic in Dwarf Fortress  (Read 15747 times)

Eric Blank

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Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #120 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!
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Eric Blank

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Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #121 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
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Kraiger

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Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #122 on: June 29, 2017, 12:29:45 am »

Sweet man. Can't wait to try it out!
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Kraiger

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Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #123 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!
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Eric Blank

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Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #124 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.
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Bolverkr

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Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #125 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?
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GM-X

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Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #126 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.

Eric Blank

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Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #127 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!
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Bolverkr

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Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #128 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?
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Eric Blank

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Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #129 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.
« Last Edit: September 25, 2017, 05:34:56 pm by Eric Blank »
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"THEN CAME TOBNOM, ASS-GOD".
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.
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