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Editing Personality modding

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#REDIRECT [[Personality trait]]
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=Personality modding=
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This is untested, just conclusions from looking at the standard creatures:
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format; [PERSONALITY:PersonalityTrait:min:medium:max]
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An example is; [PERSONALITY:ACTIVITY_LEVEL:0:40:100]
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List of personality traits:
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<code>
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ANXIETY
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ANGER
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DEPRESSION
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SELF_CONSCIOUSNESS
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IMMODERATION
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VULNERABILITY
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FRIENDLINESS
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GREGARIOUSNESS
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ASSERTIVENESS
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ACTIVITY_LEVEL
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EXCITEMENT_SEEKING
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CHEERFULNESS
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IMAGINATION
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ARTISTIC_INTEREST
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EMOTIONALITY
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ADVENTUROUSNESS
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INTELLECTUAL_CURIOSITY
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LIBERALISM
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TRUST
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STRAIGHTFORWARDNESS
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ALTRUISM
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COOPERATION
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MODESTY
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SYMPATHY
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SELF_EFFICACY
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ORDERLINESS
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DUTIFULNESS
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ACHIEVEMENT_STRIVING
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SELF_DISCIPLINE
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CAUTIOUSNESS
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</code>
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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.
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Racily the default for all personality traits is [PERSONALITY:PERTRAIT:0:50:100]
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I do not know if a personality trait can be set to more than 100 or less than 0.
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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,
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I sound like I knew what I was talking abaut but I really don't.
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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.
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===NOTE===
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This is copied from http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=13&t=000018 by [[User:UltimaPhantom|UltimaPhantom]] 09:22, 15 November 2007 (EST) from request of poster.

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