[0.9.140-PUBLIC#6397] New Ewe Leg Logic

Theron

Well-Known Member
Nov 8, 2018
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New Ewe (SheepTF) has some weird logic when transforming legs.

Code:
(t.isTaur() && 0 === rand(4) || t.legCount > 2)
SheepTF leg looks like it's kind of set up to only make Taurs bipeds 25% of the time, but the || LegsCount >2 makes it always return True if Steele is a Taur. The actual change to Sheep Legs has a Taur check that's impossible because of the forced biped TF.

Code:
(2 === t.legCount || t.isTaur()) && t.legType !== GLOBAL.TYPE_SHEEP && 0 === rand(4)
This looks like it's supposed to allow Taurs to keep their leg count while transforming them.

Full disclosure: I'd really like if it were possible to be a Sheep-Taur. The game correctly assigns it. The only possible issues are no bespoke description for Sheep (or Goat) lower half, defaulting to equine and maybe the Woolly description. (Which are only awkward.)
Suggestion: Your chest and back are covered in a thick, bushy layer of wool. -> Your torso (If Taur: and barrel) are covered in a thick, bushy layer of wool

...you’ve lost your tauric configuration and are left with a single pair of numerous legs.
The code for actually changing the legs is after the TF message, so it's (rarely) possible for part of the message to act like Steele is still Tauric.
 
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