Fantasy Magic [B42.15]

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Author: RabenRabo

Last revision: 5 Apr at 02:24 UTC

File size: 1.66 MB

On Steam Workshop

Description:
Fantasy Magic
What does it add?

This mod adds a new traits, several new crafting materials and recipes, as well as new one-handed/two-handed ranged weapons in the form of magic wands/staffs.
It also adds spellbooks, which allow casting spells via right-click menu.

Manual Installation (optional)

Currently, Project Zomboid doesn’t support modded bullet tracer effects (the effect you see in-game when firing a weapon). Technically, it would but it currently doesn’t look for the relevant files in mod folders.
For the mod to work, this manual installation part is not necessary, but if you want to see the graphical effect when firing wands/staffs simply copy the files from
– <steam-folder>/steamapps/workshop/content/108600/3684091367/mods/FantasyMagic/common/media/effects/
to
– <steam-folder>/steamapps/common/ProjectZomboid/media/effects/
This should not overwrite any files (unless you installed this mod in the past and didn’t remove the files after uninstalling).
For uninstalling this mod, simply delete the copied files from your ProjectZomboid/media/effects/ folder again (or don’t … without this mod the game simply doesn’t use them anyways).

Does it work in Multiplayer?

¯_(ツ)_/¯
I don’t play PZ in multiplayer, I have ~0h experience in modding for multiplayer … but I have copied any mp-related commands, that I found in the vanilla scripts and mostly stuck with the Base namespace.
Staffs and wands should probably work. Some potion effects. Spells … very script heavy, and thus, likely problematic.

Details
Traits

The mod adds following traits:
– Magically Gifted: very expensive, but allows crafting and use of staffs, wands and spellbooks.
– Alchemist: allows foraging for magical ingredients, refining them (necessary for higher level staffs, wands and spellbooks) and brewing potions.

Skills

The mod adds a new skill ‘Spell Casting’, which increases when casting spells. Higher levels in Spell Casting improve various spell stats: range, effect, cast time, cost, …
Characters with high Spell Casting levels will no longer need spellbooks, though, the spell will be cast at a lower level. Higher Spell Casting levels also allow the caster to walk or even run while casting.

Spellsbooks and Spells

The mod offers following spells:
– Heal: the caster transfers some of their own health to the targeted player and heals their injuries. The ‘First Aid’ skill determines up to which severity injuries can be healed.
– Explode: the caster creates an explosion at a target location. Careful, this spell is exhausting, can injure the caster if cast too close, and is definitely loud enough to attract zombies in the vicinity.
– Blink: the caster teleports a short distance to a target location. This spell is very exhausting and tiring. It also has a long cooldown before it can be cast again.
– Invisibility: the targeted player turns invisible for a short time. This spell requires Broken Glass to be cast.
– Mark/Return: marks the caster’s current location (requires Blackboard Chalkstick). Return will return the targeted player to the caster’s marked location (requires a Magic Core).
– Steel Skin: increases the defensive stats (scratch/bite/bullet) of the targeted player. This spell requires a Diamond to be cast.

Items

NOTE: items are currently not in the loot tables (hm…where would they even spawn?), but ingredients can be foraged (with the trait Alchemist) and everything else can be crafted.

Tools
– Distillation Kit: a set of glass containers connected via a cooling pipe and a small tin can fire bowl
– Glass Phial: a small glass container
– Blackboard Chalkstick: used in some of the spells

Ingredients
– Mystical Feather: can be found through foraging or by searching through a few hundred normal feathers
– Mystical Crystal: can be found through foraging or by cracking open a lot of stone or flint nodules
– Mystical Mandrake: can be found through foraging
These can then be processed into Mystical Essence through distillation or into other, more complex magical crafting materials.

Potions
– Weak/Medium/Strong Endurance Potion: restores endurance and fatigue.
– Weak/Medium/Strong Health Potion: restores general health (but doesn’t heal injuries).
Tip: portion small amounts into multiple containers to avoid wastage (PZ clamps most character stats to [0,100])

Weapons
Staffs and wands are ranged weapons, that do not require ammunition, but rather use up the users endurance.
Staffs are slow firing, with devastating damage output. They come in four levels of quality: basic, apprentice, adept and master.
Lower level quality staffs are cheaper and easier to craft, but require a lot more endurance per shot and do not last very long.
Higher level quality staffs are expensive to craft and require various skills to be a certain level, but are very endurance efficient and will last longer.
Wands are fast firing, come in three different variants with different strenghts and weaknesses with two levels of quality each: apprentice and adept.
– Short Wands: faster firing, short ranged, low damage
– (Medium) Wands: medium fire rate, medium ranged, medium damage
– Half Staff: slower firing, decent ranged, decent damage

Weapon Parts
Both staffs and wands can be upgraded with various weapon parts.

Balancing

Probably way off the mark, but that’s what your feedback is for 🙂
I did put some thought into the various mechanics, e.g.: staffs and wands don’t replace guns. You can fire a gun as long as you have ammo. Can’t fire a wand or a staff if you’re too exhausted.

Credits

– sounds for wands and staffs where taken from mixkit under their Mixkit Sound Effects Free License

Some of my other mods

Draenei Parts
Fantasy Bodyparts

Workshop ID: 3684091367
Mod ID: RabenRabo_FantasyMagic