Submissions by Papiertig0r tagged buffs

I decided that the buffy things stay where they are, it would be too complex to change it and cost a lot of usability (on my end, anyways).

I implemented ingredient processing and now has come the time where I cannot longer avoid adding UI. With UI, I can add ingredient mixing, researching, equipping items and consuming them (from within the inventory and not the editor).

Also, the merge finally happened xD

See the changes:
https://github.com/Papiertig0r/Alchemy/commit/0d2e96ffb5bd05ce763b4e45a6b59f4ed2306b2b

Sadly I forgot to record my mouse pointer in the gif, but just imagine that I drop a herb onto the mortar & pestle and then press the process button a few times

Man, I thought there would be no testing today. I was gonna implement purity and yield and their effect on buffs, go to bed and test everything tomorrow, but I tested it now anyway.

BUT
I already know, that I'm going to refactor tomorow what I just added (it feels more like an effect thingy than a buff thingy)
also, I need to merge my branch back to master or will never do it xD

changy changes:
https://github.com/Papiertig0r/Alchemy/commit/141e85d23f3a920ff821aca9a735a0f671bd1134

I took a day off planning because I had some problems:

Buffs could be
a) single use (like damage or healing)
b) applied and after a certain time unapplied (like health regen or a speed boost) or
c) applied every few seconds until time ran out (like posion)

BUT
ingredients had only one trait (concentration). I am not willing to have up to three possible variables and only giving the player one of them, so I had to rearrange

After a chat with @kommiwhat I decided to implement three traits per ingredient:
Concentration, purity (or quality) and yield.
in a single buff, all three will add to strength
in a timed buff, concentration will add to strength, purity and yield will add to duration
in a repeated buff, concentration will add to strength, purity will decrease repeat time and yield will add to length

of course tools will now influence different traits (distill increases concentration but decreases yield)

also I thought about mixing ingredients and I think, it will average the concentration and add their yield (not sure for purity though)

all in all I'm on the right track

I finally finished testing buffs, now I have a problem that I kind of know how to fix, needs some more mental work.

See the changes here:
https://github.com/Papiertig0r/Alchemy/commit/4d7fa9b9e729ed4e37115b28a2035bbb4550bfbe

I'm using way too much time, but I think I finally have a way of doing buffs and stats efficient (although I'm not quite happy with it, it is the best compromise I can think of right now)

Now stats are a list of Stat objects, each with a type from an enumeration. I can easily get stats via searching them in a list and can easily modify them by giving the buffs a type of the stat they should buff.

I will probably play around with this whole system a day or two more until I merge the changes onto my master branch. (I have some freaky shit planned like: debuffs your attack and slowly rises over time above the original attack or buff attack each hit or buff speed the lower the health)

still no visual changes, so changes here:

https://github.com/Papiertig0r/Alchemy/commit/618e76834e2a5215806b901e78ed8c7b6cc3fa4b

I branched from my current state to work on buffs and not fuck everything up

So far so good, maybe it's missing some abstraction levels, but it's doing what it's supposed to do :D

again, no visualization, so no gif.
changes:
https://github.com/Papiertig0r/Alchemy/commit/8bca49f30efc171aca3fc2431eebe05761cf3c5d

I tried implementing poison today, but it is not possible with my current system, so I'm going to take a think break tomorrow and then implement a new system. I'm going to refactor it and delete a bunch of old stuff (maybe I even branch on my git :D)

I'm also thinking of refactoring inventory handling.

right now everything is so convoluted, very hard to get into.

see the changes here:
https://github.com/Papiertig0r/Alchemy/commit/421feb1d946e89c5532a2670a3eb01ec41e53e1d

no visual thingy so no gif