I am working on rebuliding some old PRs of mine, and right now I am working on adding ice tiles that are slippery.
As far as I can tell, the effects system is like the disease system, but json-flexible in many ways, and still hardcoded in other ways. That is to say, if I want the player to slip on ice, I will add the effect in the json, but I will still code regularly in the source code that the player will slip: I am not expected to write that part out in the json.
My follow-up question to that assumption is this: if I create an ice tile that is slippery, and I want all creatures to slip on it, would I add the code to “bool Creature::move_effects()” rather than “bool Character::move_effects()”? This way, zombies can slip and slide too. Would it be improper for me to do that?
And a follow-up-up question: if I want to check if the player is wearing winter boots, is that something that I can’t do in Creature::move_effects(), or, given that I am already doing a creature-type verifiction, should I simply write the code in Character::, and then write similar code in Monster:: as well?
Thanks! I hope I was clear enough :x
edit: This is sort of related. I am thinking of making an effect that chills the player when they walk into icey fog. Normally I would just do this in the update_bodytemp() function, and it would be hidden from the player. If I do this with the effects system, I can make it more clear and more convenient to code. Would that be too verbose if I used effects in that way? If so, is it possible to make effects “invisible”, meaning not show up in the @ menu?