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Personality modding

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Revision as of 14:22, 15 November 2007 by UltimaPhantom (talk | contribs) (New page: =Personality modding= This is untested, just conclusions from looking at the standard creatures: format; [PERSONALITY:PersonalityTrait:min:medium:max] An example is; [PERSONALITY:ACTIVI...)
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Personality modding

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:

ANXIETY

ANGER

DEPRESSION

SELF_CONSCIOUSNESS

IMMODERATION

VULNERABILITY

FRIENDLINESS

GREGARIOUSNESS

ASSERTIVENESS

ACTIVITY_LEVEL

EXCITEMENT_SEEKING

CHEERFULNESS

IMAGINATION

ARTISTIC_INTEREST

EMOTIONALITY

ADVENTUROUSNESS

INTELLECTUAL_CURIOSITY

LIBERALISM

TRUST

STRAIGHTFORWARDNESS

ALTRUISM

COOPERATION

MODESTY

SYMPATHY

SELF_EFFICACY

ORDERLINESS

DUTIFULNESS

ACHIEVEMENT_STRIVING

SELF_DISCIPLINE

CAUTIOUSNESS

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,

I sound like I knew what I was talking abaut but I really don't. 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.


NOTE

This is copied from http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=13&t=000018 by UltimaPhantom 09:22, 15 November 2007 (EST) from request of poster.