Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: So... polymorph.  (Read 1078 times)

DarthCloakedDwarf

  • Bay Watcher
  • Urist McCloaked
    • View Profile
So... polymorph.
« on: July 24, 2012, 09:26:32 pm »

A friend and I implemented a polymorph ability turning one creature into another, but then when we went to view the description of the creature, DF crashed instantly upon viewing the description.

Does anyone know exactly what causes this and how to avoid it?
Logged
Yes. Clearly a bug that ought to be fixed in the future, but exploit it in the meantime.

Aescula: *snerk*  Just thought of a picture I saw a long tome ago...
Darth Guy: A long, long tome ago, in a library far, far away?

Kobold Troubadour

  • Bay Watcher
  • [MUSICALITY: +-]
    • View Profile
Re: So... polymorph.
« Reply #1 on: July 24, 2012, 09:30:44 pm »

Mmmm...it's been quite sometime but some say it's because sometimes the whole bodypart descriptions get in the way (like maybe eye colors changing/missing from the new form, etc.) and it "confuses" the game thus crashing. If it is, it may only be just one of the reasons...so yeah, either experiment more, limit it (like not checking the newly cursed bloke, only certain races use it,etc.), or simply not use it anymore.
Logged
[UTTERANCES] kinda' makes it hard for people to understand kobold songs...

Replica

  • Bay Watcher
  • Temp. leave of absence
    • View Profile
Re: So... polymorph.
« Reply #2 on: July 25, 2012, 07:12:35 am »

Does your errorlog say anything about this new creature form?

Generally when something is missing from a creature you get an asslong 2mb errorlog telling you about the same error a few hundred times in case the reader missed it.
Logged
Quote from: tahujdt
I don't know about unicorns, but back in .95, one of my PA soldiers was diagnosed with power armor. I drew a fairly good picture about it, but my science project (a bunny) pissed all over it.
Fallout: Equestria - Index of Stable Reports x Fallout: Equestria - Orange

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: So... polymorph.
« Reply #3 on: July 25, 2012, 11:55:19 am »

It's a known bug. There is a way to fix it, though it is a tad labor intensive. Basically what you need to do is go into each creature involved in the transformation and move the [DESCRIPTION:XX] tokens to be present below the castes instead of above them. So for example dragons would look like this:
Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[CASTE_NAME:dragon:dragons:draconic]
[DESCRIPTION:A gigantic reptilian creature.  It is magical and can breath fire.  These monsters can live for thousands of years.]
[CASTE:MALE]
[MALE]
[CASTE_NAME:dragon:dragons:draconic]
[DESCRIPTION:A gigantic reptilian creature.  It is magical and can breath fire.  These monsters can live for thousands of years.]
You might also be required to mess with the body description tokens in some cases, but I believe that just moving the description will fix the majority of the crashes.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

DarthCloakedDwarf

  • Bay Watcher
  • Urist McCloaked
    • View Profile
Re: So... polymorph.
« Reply #4 on: July 25, 2012, 01:31:31 pm »

I'll try this and see if it works. Thanks!
Logged
Yes. Clearly a bug that ought to be fixed in the future, but exploit it in the meantime.

Aescula: *snerk*  Just thought of a picture I saw a long tome ago...
Darth Guy: A long, long tome ago, in a library far, far away?

Aescula

  • Bay Watcher
    • View Profile
Re: So... polymorph.
« Reply #5 on: July 30, 2012, 01:37:06 am »

Just tested (as I tend to be DCD's codemonkey at times, I don't mind ;3) and it seems to work!  Still needs stresstesting, but to be honest, it looks way more successful than before.
Logged