Submissions by Papiertig0r tagged status-effects

I didn't have much room today (pardon the pun) for gamedeving so I only added two poison mushrooms. That helped testing inventory submenu ui and the poisonous effect :)

I pixeled them myself! Not the best work ever but nothing to be ashamed of :)

I need to change some of the properties AND:
note to self: sort effect list after buffs (apply buffs to max properties first, then every other).
if you'd have a "increase maximum health" and an "restore health" effect on an item in inverse order, you'd first restore health and then increase maximum health, which I find stupid.

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