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Difference between revisions of "Personality modding"

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Copied from a post by Armok at: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=13&t=000018
 
Copied from a post by Armok at: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=13&t=000018
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[[Category:Modding]]

Revision as of 04:24, 26 November 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