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Difference between revisions of "Personality modding"
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An example is; [PERSONALITY:ACTIVITY_LEVEL:0:40:100] | An example is; [PERSONALITY:ACTIVITY_LEVEL:0:40:100] | ||
− | List of | + | List of [[Personality traits]]: |
<code> | <code> | ||
Revision as of 19:39, 1 December 2007
This is untested, just conclusions from looking at the standard creatures:
format; [PERSONALITY:PersonalityTrait:min:medium:max]
An example is; [PERSONALITY:ACTIVITY_LEVEL:0:40:100]
List of Personality traits:
ACHIEVEMENT_STRIVING
ACTIVITY_LEVEL
ADVENTUROUSNESS
ALTRUISM
ANGER
ANXIETY
ARTISTIC_INTEREST
ASSERTIVENESS
CAUTIOUSNESS
CHEERFULNESS
COOPERATION
DEPRESSION
DUTIFULNESS
EMOTIONALITY
EXCITEMENT_SEEKING
FRIENDLINESS
GREGARIOUSNESS
IMAGINATION
IMMODERATION
INTELLECTUAL_CURIOSITY
LIBERALISM
MODESTY
ORDERLINESS
SELF_CONSCIOUSNESS
SELF_DISCIPLINE
SELF_EFFICACY
STRAIGHTFORWARDNESS
SYMPATHY
TRUST
VULNERABILITY
Personality is determined individually for every individual creature, there is a 50% chance that it generates a random number between min- and medium, and a 50% between medium- and max. Racily the default for all personality traits is [PERSONALITY:PERTRAIT:0:50:100] I do not know if a personality trait can be set to more than 100 or less than 0.
Changing these tags do not require regeneration of the world, however existing creatures will keep their individual personality even if the raws are changed, completely new creatures will be generated using the new personalities,
This information has been assumed using 20% looking in the raws, 30% how I would have done if I were Toady, 50% knowing the way DF treats creatures and raws, and 0% actual scientific experimentation.
Copied from a post by Armok at: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=13&t=000018