More filth effects!
Posted: Wed Jan 15, 2014 11:04 pm
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:
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.