More filth effects!

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TwistedAkai
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Posts: 142
Joined: Fri Sep 20, 2013 10:05 am

More filth effects!

Post by TwistedAkai »

Muddy (from swamps and hydro/geo spells)
Dirty (from mining)
Dusty (from Shadgard)
If we have any areas with enough of it, Sandy
Grassy (from getting knocked down in grasslands)
Something for when you've been spending 'too much' time in the forest.

Filthy: For any combination of the above (could simplify adding them by being a catch-all variable to keep track)

Some pseudo-code for the simplifying with Filthy:

Code: Select all

When going to add one,
    if the filth variable is not null,
        set the filth variable to filthy
    else,
        set the filth variable to the new filth type.
You also notice the corpse of a canim scavenger (x169).
qinweiqi
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Posts: 137
Joined: Sun Sep 22, 2013 4:57 pm

Re: More filth effects!

Post by qinweiqi »

And smoky for hanging out by campfires. My favorite part about coming home from a camping trip is washing off all the smoky smell from campfires.
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Collins
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Posts: 77
Joined: Thu Aug 18, 2011 1:47 pm
Location: In a mine...somewhere.

Re: More filth effects!

Post by Collins »

I already get covered in dirt from mining. At least I'm pretty sure that's where it happened.

Hilariously, last night I had a bog wight give me a bath. It sprayed me with water, instantly cleaning me of gore, dirt and smelliness. Gee thanks fella!
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