I never created such trait, and the actual version of traits.xml in dropbox doesn't have it, you can be assured.
I'm pretty sure I saw it in traits.xml in the most recent revision of our master branch. It was called "Long Hair".
I'm pretty sure vanilla WM has at least one item that change orientation, and if I remember correctly, Pytfall has 2 such items now
I see. Yeah, in a game like this it surely is more fun to let orientation be a dynamic thing. We can just keep them as traits.
However, I'm not sure about this part:What they actually could do except for various events and effects that could be coded even now without using additional Advantages category, since traits can trigger events and give effects (not necessarily temporary)? Or this is about traits sorting?
No, it's not about traits sorting. I'm mostly trying to establish defined concepts that make communicating and planning easier and make code and documentation easier to read and understand as well.
You definitely raise an important question here and I've been thinking about this myself. I'm not sure yet what could be done that traits currently can't do. I definitely don't like permant effects. If it's here to stay, it's IMHO not an effect. Using permanent effects to let traits do stuff that can not be implemented in XML might lead to really complicated traits. I don't think that's a good idea. If it can't be done in XML, it might not be a good idea to model it as trait. Could you provide examples of traits that use "permanent effects"?
Update: AFAIK, we currently have girls ingame that are androids or robots and I also saw a trait for aliens. If we want to model things like these, I don't think we should do it with traits. Robots should not have a health attribute. They should not heal by resting or medical treatment. They should be immune to diseases and fear. They might not even get tired. They should not benefit from nice flowers or good food. They should, however, require huge amounts of upkeep.
@CW
No, implementation-wise stats and skills are currently identical. All skills are stats, but not all stats are skills. Attribute-like stats (health, fatigue, ...) and skill-like stats (dancing, fucking, ...) have probably more in common with each other than with other stats concerning skill caps and other implementation details, but in the broad picture their implementation is identical. My effort here is about building concepts that have a clear definition, so we can communicate effectively.