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Difference between revisions of "Personality modding"

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This is untested, just conclusions from looking at the standard creatures:
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#REDIRECT [[Personality trait]]
 
 
format; [PERSONALITY:PersonalityTrait:min:medium:max]
 
 
 
An example is; [PERSONALITY:ACTIVITY_LEVEL:0:40:100]
 
 
 
List of personality traits:
 
<code>
 
 
 
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
 
 
 
</code>
 
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
 

Latest revision as of 17:08, 20 October 2009

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