code/__DEFINES/traits/declarations.dm 
| TRAIT_BLOCK_RADIATION | Trait used to prevent an atom from component radiation emission (see radioactivity.dm) |
|---|---|
| TRAIT_BEING_SHOCKED | Is this atom being actively shocked? Used to prevent repeated shocks. |
| TRAIT_UNDERFLOOR | Trait that determines, if object under floor. |
| TRAIT_LAVA_IMMUNE | Weather immunities, also protect mobs inside them. |
| TRAIT_NO_IMMOBILIZE | Buckling yourself to objects with this trait won't immobilize you |
| TRAIT_CHASM_STOPPER | Chasms will be safe to cross if there is something with this trait on it |
| TRAIT_NO_TELEPORT | do_teleport will not allow this atom to teleport |
| TRAIT_SECLUDED_LOCATION | This atom is a secluded location, which is counted as out of bounds. Anything that enters this atom's contents should react if it wants to stay in bounds. |
| TRAIT_TURF_COVERED | Prevent mobs on the turf from being affected by anything below that turf, such as a pulse demon going under it. Added by a /obj/structure with creates_cover set to TRUE |
| TRAIT_TURF_IGNORE_SLOWDOWN | Turf slowdown will be ignored when this trait is added to a turf. |
| TRAIT_TURF_IGNORE_SLIPPERY | Mobs won't slip on a wet turf while it has this trait |
| TRAIT_CHASM_STOPPED | Chasms will be safe to cross while they've this trait. |
| TRAIT_IMMERSE_STOPPED | The effects of the immerse element will be halted while this trait is present. |
| TRAIT_LAVA_STOPPED | Lava will be safe to cross while it has this trait. |
| TRAIT_STASIS | Does nothing on its own, applied via status effect. |
| TRAIT_FAKEDEATH | Makes the owner appear as dead to most forms of medical examination |
| TRAIT_SHOCKIMMUNE | Are we immune to shocks? |
| TRAIT_TESLA_SHOCKIMMUNE | Are we immune to specifically tesla / SM shocks? |
| TRAIT_WET_IMMUNITY | Are we immune to wet effect |
| TRAIT_LIVERLESS_METABOLISM | This just means that the carbon will always have functional liverless metabolism |
| TRAIT_FAST_CUFFING | Makes the user handcuff others faster |
| TRAIT_QUICK_CARRY | We place people into a fireman carry quicker than standard |
| TRAIT_QUICKER_CARRY | We place people into a fireman carry especially quickly compared to quick_carry |
| TRAIT_QUICK_BUILD | Make some build actions quicker |
| TRAIT_CANT_RIDE | Prevents mob from riding mobs when buckled onto something |
| TRAIT_NO_GUNS | Means that you can't use weapons with normal trigger guards. |
| TRAIT_FAT | Not a genetic obesity but just a mob who overate |
| TRAIT_BLOB_ALLY | Isn't attacked harmfully by blob structures |
| TRAIT_CHASM_DESTROYED | Objects with this trait are deleted if they fall into chasms, rather than entering abstract storage |
| TRAIT_CHASM_IGNORED | Objects with this trait can cross chasm safe |
| TRAIT_RED_EYES | This mob has red glowing eyes with special text upon examination |
| TRAIT_CLOCK_HANDS | This mob's hands will glow amber with special text upon examination |
| TRAIT_NO_TRANSFORM | "Magic" trait that blocks the mob from moving or interacting with anything. Used for transient stuff like mob transformations or incorporality in special cases.
Will block movement, Life() (!!!), and other stuff based on the mob. |
| TRAIT_HEALS_FROM_ASH_TENDRIL | This mob heals from ash tendril |
| TRAIT_HEALS_FROM_CARP_RIFTS | This mob heals from carp rifts. |
| TRAIT_HEALS_FROM_HELL_RIFTS | This mob heals from hell rifts. |
| TRAIT_HEALS_FROM_CULT_PYLONS | This mob heals from cult pylons. |
| TRAIT_HEALS_FROM_HOLY_PYLONS | This mob heals from holy pylons. |
| TRAIT_HEALS_FROM_BINGLE_HOLES | This mob heals from bingle holes. |
| TRAIT_HEALS_FROM_SWARMER_CORES | This mob heals from swarmer cores. |
| TRAIT_KNOCKEDOUT | Forces the user to stay unconscious. |
| TRAIT_INCAPACITATED | Prevents almost all actions, formely know as Stunned. |
| TRAIT_IMMOBILIZED | Prevents voluntary movement. |
| TRAIT_FLOORED | Prevents voluntary standing or staying up on its own. |
| TRAIT_FORCED_STANDING | Forces user to stay standing |
| TRAIT_HANDS_BLOCKED | Prevents usage of manipulation appendages (picking, holding or using items, manipulating storage). |
| TRAIT_UI_BLOCKED | Inability to access UI hud elements. Turned into a trait from MOBILITY_UI to be able to track sources. |
| TRAIT_PULL_BLOCKED | Inability to pull things. Turned into a trait from MOBILITY_PULL to be able to track sources. |
| TRAIT_RESTRAINED | Abstract condition that prevents movement if being pulled and might be resisted against. Handcuffs and straight jackets, basically. |
| TRAIT_IWASBATONED | Anti Dual-baton cooldown bypass exploit. |
| TRAIT_NO_SLIP_WATER | Stops the mob from slipping on water, or banana peels, or pretty much anything that doesn't have SLIP_IGNORE_NO_SLIP_WATER set |
| TRAIT_NO_SLIP_ICE | Stops the mob from slipping on permafrost ice (not any other ice) (but anything with SLIDE_ICE set) |
| TRAIT_NO_SLIP_SLIDE | Stop the mob from sliding around from being slipped, but not the slip part. DOES NOT include ice slips. |
| TRAIT_NO_SLIP_ALL | Stops all slipping and sliding from ocurring |
| TRAIT_GUSTPROTECTION | Give us unsafe_unwrenching protection |
| TRAIT_CAN_STRIP | This mob can strip other mobs. |
| TRAIT_NO_GLIDE | Unlinks gliding from movement speed, meaning that there will be a delay between movements rather than a single move movement between tiles |
| TRAIT_UNDENSE | Apply this to make a mob not dense, and remove it when you want it to no longer make them undense, other sorces of undesity will still apply. Always define a unique source when adding a new instance of this! |
| TRAIT_BADASS | Holocigar trait to make a mob BADASS |
| TRAIT_CANT_LUNGE | Mantis blades trait for lunging |
| TRAIT_MINDSHIELD_HUD | Trait for Mindshield HUD in sec HUDs |
| TRAIT_VENTCRAWLER_ALWAYS | Traits for ventcrawling. Both give access to ventcrawling, but *_NUDE requires the user to be wearing no clothes and holding no items. If both present, *_ALWAYS takes precedence. |
| TRAIT_VENTCRAWLER_ALIEN | Overrides above traits to allow aliens to use their pockets |
| TRAIT_VENTCRAWLER_ITEM_BASED | If this trait is present all equipped items will be checked for ventcrawling possibilities. Takes precedence over all traits above |
| TRAIT_COMPONENT_MMI | Trait applied when the MMI component is added to an /obj/item/integrated_circuit |
| TRAIT_CIRCUIT_UNDUPABLE | Trait applied when an integrated circuit/module becomes undupable |
| TRAIT_CIRCUIT_UI_OPEN | Trait applied when an integrated circuit opens a UI on a player (see list pick component) |
| TRAIT_COMPONENT_WIRE_BUNDLE | Trait applied when the wire bundle component is added to an /obj/item/integrated_circuit |
| TRAIT_NEGATES_GRAVITY | Negates our gravity, letting us move normally on floors in 0-g |
| TRAIT_IGNORING_GRAVITY | We are ignoring gravity |
| TRAIT_FORCED_GRAVITY | We have some form of forced gravity acting on us |
| TRAIT_DEFIB_BLOCKED | Trait to toggle Inugami Gloves built-in defibrillator mode |
| TRAIT_NEEDS_TWO_HANDS | The items needs two hands to be carried |
| TRAIT_WIELDED | Properly wielded two handed item |
| TRAIT_CLEAVING | This item is currently performing a cleaving attack |
| TRAIT_TRANSFORM_ACTIVE | A transforming item that is actively extended / transformed |
| TRAIT_SURGICAL | A surgical tool; when in hand in help intent (and with a surgery in progress) won't attack the user |
| TRAIT_SURGERY_INITIATOR | A surgical tool; when in hand in help intent (and with a surgery in progress) won't attack the user |
| TRAIT_ADVANCED_SURGICAL | An advanced surgical tool. If a surgical tool has this flag, it will be able to automatically repeat steps until they succeed. |
| TRAIT_NODROP | This trait makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted. |
| TRAIT_CYBERIMP_IMPROVED | Applied with attachment to the cyberimplant when it is inserted in mob with TRAIT_ADVANCED_CYBERIMPLANTS |
| TRAIT_NO_CLONE_IN_EXPERIMENTATOR | This item will not be cloned in the experimentator |
| TRAIT_COMBAT_EXOFRAME_EMP_SHIELD | Combat exoframe EMP nutrition shield flag |
| TRAIT_BLIND_TOOL | Item still allows you to examine items while blind and actively held. |
| TRAIT_MELEE_WEAPON | A melee weapon, for this items work combat/melee skill damage mod |
| TRAIT_CAN_ATTACH_TO_TRIPWIRE | Trait for items that can be attached to tripwire. Dont forget about on_tripwire_trigger(obj/item/tripwire/base, mob/user) proc for each item |
| TRAIT_MOVE_GROUND | Movement type traits for movables. See elements/movetype_handler.dm |
| TRAIT_NO_FLOATING_ANIM | Disables the floating animation. See above. |
| TRAIT_NO_BLOOD | This human mob doesn't bleed |
| TRAIT_NO_BLOOD_RESTORE | This human mob will only regenerate blood through the transfusion |
| TRAIT_EXOTIC_BLOOD | This human mob has non-blood reagent in their veins |
| TRAIT_HAS_LIPS | This human mob has lips |
| TRAIT_HAS_REGENERATION | This human mob can passively regenerate small amount of brute and burn damage (0.1, 0.1) |
| TRAIT_HAS_CARBON_REGENERATION | This carbon mob can passively regenerate small amount of brute and burn damage |
| TRAIT_NO_DNA | This human mob acts like it has no DNA, but it actually has Its dumb I know, we should switch to biotypes already |
| TRAIT_NO_SCAN | This human cannot be scanned via cloning machine, also stops replica pod cloning Actually it applies the same trait to the human's brain |
| TRAIT_NO_PAIN | This human mob will not visually and vocally react to the damage consequences Also allows surgeries without anesthetics |
| TRAIT_NO_PAIN_HUD | This human mob will not feedback user about the damage done via HUD alerts |
| TRAIT_PLANT_ORIGIN | Another biotype thing |
| TRAIT_NO_INTORGANS | Another damn biotype |
| TRAIT_VIRUSIMMUNE | This mob is completely immune to viruses and diseases, unless they ignore us |
| TRAIT_ABSOLUTE_VIRUSIMMUNE | This mob is completely immune to viruses and diseases |
| TRAIT_NO_SPECIES_EXAMINE | This human mob will not show its species on examine |
| TRAIT_NO_FAT | This human mob will never become fat, does not affect genetic obesity |
| TRAIT_NO_GERMS | This human mob's internal organs will not accumulate germs |
| TRAIT_NO_DECAY | This human mob's internal organs will not decay after death |
| TRAIT_PIERCEIMMUNE | This human mob will not be affected by piercing, such as caltrops, prickles, needles etc. |
| TRAIT_EMBEDIMMUNE | This human mob will not be affected by embedding of the thrown items |
| TRAIT_IGNORE_FRACTURE | This human mob will not be affected by fracture effects |
| TRAIT_NO_HUNGER | This human mob will never suffer from the malnutrition |
| TRAIT_NO_NUTRITION_EFFECTS | This human mob will not obtain additional bonuses/penalties from nutrition level (look at /datum/element/nutrition_effects) Used by these who still has hunger unlike TRAIT_NO_HUNGER |
| TRAIT_MASTER_SURGEON | This human mob can repats surgeris attempts indefinitely |
| TRAIT_NO_ROBOPARTS | Prohibits the installation of robotic limbs, cybernetic organs, augments |
| TRAIT_NO_BIOCHIPS | Prohibits the injection of all the biochips, except mindslave and mindshield |
| TRAIT_NO_CYBERIMPLANTS | Prohibits the installation of cybernetic implants |
| TRAIT_SPECIES_LIMBS | Prohibits the installation of the limbs, which do not belong to our species |
| TRAIT_NO_BABEL | Phohibits using the "Book Of Babel" |
| TRAIT_ADVANCED_CYBERIMPLANTS | Improves the function of some cyberimps for the Grey species Rename and split into several if you want to make a different functionality to another species/etc |
| TRAIT_WEAK_PULLING | Any movement of non-item objects or mobs expends stamina (10 run, 5 walk) |
| TRAIT_ACID_PROTECTED | Makes species acid proof(not it's items), affects: acetic, sulfiric, fluorosulfuric acids |
| TRAIT_NO_VOCAL_CORDS | Species with no vocal cords can't speak without translator |
| TRAIT_MULTIZ_SUIT_SENSORS | Ignore Crew monitor Z levels |
| TRAIT_AI_BAGATTACK | This atom can ignore the "is on a turf" check for simple AI datum attacks, allowing them to attack from bags or lockers as long as any other conditions are met |
| TRAIT_LEANING | A trait gained by leaning against a wall |
| TRAIT_OBSERVING_INVENTORY | used for dead mobs that are observing, but should not be afforded all the same platitudes as full ghosts. This is a mind trait because ghosts can be frequently deleted and we want to be sure this sticks. |
| TRAIT_TEMPERATURE_MOVEMENT | When it's cold you go faster, when it's hotter - slower |
| TRAIT_STRONG_PULLING | when pulling you keep your speed same |
| TRAIT_AIRLOCK_HIT | Owner mob sometimes will headbutts airlocks as if it had 60+ braindamage. |
| TRAIT_FORCE_GRASPED | If a mob is grasped with force grab |
| TRAIT_ANTI_STUN_REAGENT | Anti stun reagent in blood |
| TRAIT_DEFLECT_BOLAS | User will deflect every bola thrown at him |
| TRAIT_TASERED | Temporally trait when target tasered |
| TRAIT_SUPERMATTER_IMMUNE | Immune to the SM / makes you immune to it when worn |
| TRAIT_AMMO_ALARMED | Used to play an alarm when the gun is out of ammo |
| TRAIT_HEAR_THROUGH_DARKNESS | Ignores darkness for hearing |
| TRAIT_HIJACK | Ignores darkness for hearing |
| TRAIT_HEARING_SENSITIVE | every hearing sensitive atom has this trait |
| TRAIT_REPAIRING_LIMB | If any of the owner's robotic parts are being repaired right now |
| TRAIT_NO_RADIATION_EFFECTS | Mob with this trait will not suffer from radiation effects |
| TRAIT_RAD_HEAL | Mob with this trait heals from radiation |
| TRAIT_BLOCK_STAMINA_REGEN | Block any stamina regeneration for mob |
| TRAIT_BLOCK_METABOLIZE | Block reagent metabolization for mob |
| TRAIT_DISTORTION_IN_USE | GLOB trait, applied whenever something in the world wants to use the distortion plane Distortion is an expensive effect, so it's worthwhile to keep it off until we care |
| TRAIT_IRRADIATED | Marks that this object is irradiated |
| TRAIT_RADIMMUNE | Immune to being irradiated |
| TRAIT_HALT_RADIATION_EFFECTS | Harmful radiation effects, the toxin damage and the burns, will not occur while this trait is active |
| TRAIT_RADIATION_PROTECTED_CLOTHING | This clothing protects the user from radiation. This should not be used on clothing_traits, but should be applied to the clothing itself. |
| TRAIT_BYPASS_EARLY_IRRADIATED_CHECK | Whether or not this item will allow the radiation SS to go through standard radiation processing as if this wasn't already irradiated. Basically, without this, COMSIG_IN_RANGE_OF_IRRADIATION won't fire once the object is irradiated. |
| TRAIT_FALLING_INTO_BINGLE_HOLE | Trait used to ensure that things don't get animated as falling in multiple times |
| TRAIT_TIME_STOP_IMMUNE | Immune to being afflicted by time stop (spell) |
| TRAIT_ECHOLOCATOR | Mob is an echolocator |
| TRAIT_SIGHT_BYPASS | eignore blindness or blurriness or nearsightedness |
| TRAIT_ESCAPE_MENU_OPEN | This hud is owned by a client with an open escape menu |
| TRAIT_PARALLAX_DISPLAYED | This hud has parallax displayed on it |
| TRAIT_FRACTURE_FALL | If a human has a fracture in their legs or feet (for optimization) |
| TRAIT_MARTIAL_ARTS_SUPPRESSED | Suppression implant trait |
| TRAIT_CONTAINMENT_FIELD | Trait applied to turf blocked by a containment field |
| TRAIT_NO_RICOCHET | Prevents the projectile itself from ricocheting. |
| TRAIT_SKIP_BASIC_REACH_CHECK | An item is ALWAYS considered baseline reachable and will pipe into CanBeReached(). |
| TRAIT_MIMING | The mob has an active mime vow of silence, and thus is unable to speak and has other mime things going on |
| TRAIT_CASTABLE_LOC | This atom can have spells cast from it if a mob is within it This means the "caster" of the spell is changed to the mob's loc Note this doesn't mean all spells are guaranteed to work or the mob is guaranteed to cast |
| TRAIT_SPELLS_TRANSFER_TO_LOC | Needs above trait to work. This trait makes it so that any cast spells will attempt to transfer to the location's location. For example, a heretic inside the haunted blade's spells would emanate from the mob wielding the sword. |
| TRAIT_IGNORE_ELEVATION | Does the mob ignore elevation? (e.g. xeno larvas on hiding) |
| TRAIT_MOB_ELEVATED | Is the mob currently elevated? (eg standing on a table) |
| TRAIT_ELEVATING_OBJECT | From /datum/element/elevation for purpose of checking if the object causes things in its turf to become elevated |
| TRAIT_ELEVATED_TURF | From /datum/element/elevation_core for purpose of checking if the turf has the trait from an instance of the element |
| TRAIT_CLIMBABLE | Climbable trait, given and taken by the climbable element when added or removed. Exists to be easily checked via HAS_TRAIT(). |
| TRAIT_FENCE_CLIMBER | Trait which lets you clamber over a barrier |
| TRAIT_CAN_HOLD_ITEMS | Trait that means you are capable of holding items in some form |
| TRAIT_ON_CLIMBABLE | Attached to objects currently on tables and such, allowing them to walk on other objects without the climbing delay |
| TRAIT_DISCO_DANCER | Trait which means whatever has this is dancing by a dance machine |
| TRAIT_FOV_APPLIED | Mob has fov applied to it |
| TRAIT_KEEP_TOGETHER | Used for managing KEEP_TOGETHER in [/atom/var/appearance_flags] |
| TRAIT_MIND_TEMPORARILY_GONE | Trait given to a mob with a ckey currently in a temporary body, allowing people to know someone will re-enter the round later. |
| TRAIT_TEMPORARY_BODY | Similar trait given to temporary bodies inhabited by players |
| TRAIT_DEATHMATCH_EXPLOSIVE_IMPLANTS | Deathmatch traits |
| TRAIT_CURRENTLY_CLEANING | Marks an atom when the cleaning of it is first started, so that the cleaning overlay doesn't get removed prematurely |
| TRAIT_MOPABLE | Apply to movables to say "hey, this movable is technically flat on the floor, so it'd be mopped up by a mop" |
| TRAIT_MORBID | Mobs with this trait do care about a few grisly things, such as digging up graves. They also really do not like bringing people back to life or tending wounds, but love autopsies and amputations. |
| TRAIT_WATER_HATER | Mobs that hate showers, being sprayed with water etc. |
| TRAIT_WATER_ADAPTATION | Improved boons from showers and some features centered around water, should also suppress TRAIT_WATER_HATER |
| TRAIT_IMMERSED | If this movable is currently treading in a turf with the immerse element. |
| TRAIT_SWIMMER | Mob doesn't take stamina damage from deep water and doesn't get slowdown from swimming |
| TRAIT_NODROWN | Mob doesn't take oxygen damage in deep water |
| TRAIT_WALLMOUNTED | Trait given to objects with the wallmounted component |
| TRAIT_ITEM_ACTIVE | Makes an item active, this is generally used by energy based weapons or toggle based items. |
| TRAIT_I_WANT_BRAINS_ORGAN | A general trait for tracking whether a zombie owned the organ or limb |
| TRAIT_HOLY | The mob is holy and resistance to cult magic |
| TRAIT_ANTIMAGIC | This mob is antimagic, and immune to spells / cannot cast spells |
| TRAIT_ANTIMAGIC_NO_SELFBLOCK | This allows a person who has antimagic to cast spells without getting blocked |
| TRAIT_RECENTLY_BLOCKED_MAGIC | This mob recently blocked magic with some form of antimagic |
| TRAIT_NULLROD_ITEM | Trait that allows an item to perform holy rites akin to a nullrod |
Define Details
TRAIT_ABSOLUTE_VIRUSIMMUNE 
This mob is completely immune to viruses and diseases
TRAIT_ACID_PROTECTED 
Makes species acid proof(not it's items), affects: acetic, sulfiric, fluorosulfuric acids
TRAIT_ADVANCED_CYBERIMPLANTS 
Improves the function of some cyberimps for the Grey species Rename and split into several if you want to make a different functionality to another species/etc
TRAIT_ADVANCED_SURGICAL 
An advanced surgical tool. If a surgical tool has this flag, it will be able to automatically repeat steps until they succeed.
TRAIT_AIRLOCK_HIT 
Owner mob sometimes will headbutts airlocks as if it had 60+ braindamage.
TRAIT_AI_BAGATTACK 
This atom can ignore the "is on a turf" check for simple AI datum attacks, allowing them to attack from bags or lockers as long as any other conditions are met
TRAIT_AMMO_ALARMED 
Used to play an alarm when the gun is out of ammo
TRAIT_ANTIMAGIC 
This mob is antimagic, and immune to spells / cannot cast spells
TRAIT_ANTIMAGIC_NO_SELFBLOCK 
This allows a person who has antimagic to cast spells without getting blocked
TRAIT_ANTI_STUN_REAGENT 
Anti stun reagent in blood
TRAIT_BADASS 
Holocigar trait to make a mob BADASS
TRAIT_BEING_SHOCKED 
Is this atom being actively shocked? Used to prevent repeated shocks.
TRAIT_BLIND_TOOL 
Item still allows you to examine items while blind and actively held.
TRAIT_BLOB_ALLY 
Isn't attacked harmfully by blob structures
TRAIT_BLOCK_METABOLIZE 
Block reagent metabolization for mob
TRAIT_BLOCK_RADIATION 
Trait used to prevent an atom from component radiation emission (see radioactivity.dm)
TRAIT_BLOCK_STAMINA_REGEN 
Block any stamina regeneration for mob
TRAIT_BYPASS_EARLY_IRRADIATED_CHECK 
Whether or not this item will allow the radiation SS to go through standard radiation processing as if this wasn't already irradiated. Basically, without this, COMSIG_IN_RANGE_OF_IRRADIATION won't fire once the object is irradiated.
TRAIT_CANT_LUNGE 
Mantis blades trait for lunging
TRAIT_CANT_RIDE 
Prevents mob from riding mobs when buckled onto something
TRAIT_CAN_ATTACH_TO_TRIPWIRE 
Trait for items that can be attached to tripwire. Dont forget about on_tripwire_trigger(obj/item/tripwire/base, mob/user) proc for each item
TRAIT_CAN_HOLD_ITEMS 
Trait that means you are capable of holding items in some form
TRAIT_CAN_STRIP 
This mob can strip other mobs.
TRAIT_CASTABLE_LOC 
This atom can have spells cast from it if a mob is within it This means the "caster" of the spell is changed to the mob's loc Note this doesn't mean all spells are guaranteed to work or the mob is guaranteed to cast
TRAIT_CHASM_DESTROYED 
Objects with this trait are deleted if they fall into chasms, rather than entering abstract storage
TRAIT_CHASM_IGNORED 
Objects with this trait can cross chasm safe
TRAIT_CHASM_STOPPED 
Chasms will be safe to cross while they've this trait.
TRAIT_CHASM_STOPPER 
Chasms will be safe to cross if there is something with this trait on it
TRAIT_CIRCUIT_UI_OPEN 
Trait applied when an integrated circuit opens a UI on a player (see list pick component)
TRAIT_CIRCUIT_UNDUPABLE 
Trait applied when an integrated circuit/module becomes undupable
TRAIT_CLEAVING 
This item is currently performing a cleaving attack
TRAIT_CLIMBABLE 
Climbable trait, given and taken by the climbable element when added or removed. Exists to be easily checked via HAS_TRAIT().
TRAIT_CLOCK_HANDS 
This mob's hands will glow amber with special text upon examination
TRAIT_COMBAT_EXOFRAME_EMP_SHIELD 
Combat exoframe EMP nutrition shield flag
TRAIT_COMPONENT_MMI 
Trait applied when the MMI component is added to an /obj/item/integrated_circuit
TRAIT_COMPONENT_WIRE_BUNDLE 
Trait applied when the wire bundle component is added to an /obj/item/integrated_circuit
TRAIT_CONTAINMENT_FIELD 
Trait applied to turf blocked by a containment field
TRAIT_CURRENTLY_CLEANING 
Marks an atom when the cleaning of it is first started, so that the cleaning overlay doesn't get removed prematurely
TRAIT_CYBERIMP_IMPROVED 
Applied with attachment to the cyberimplant when it is inserted in mob with TRAIT_ADVANCED_CYBERIMPLANTS
TRAIT_DEATHMATCH_EXPLOSIVE_IMPLANTS 
Deathmatch traits
TRAIT_DEFIB_BLOCKED 
Trait to toggle Inugami Gloves built-in defibrillator mode
TRAIT_DEFLECT_BOLAS 
User will deflect every bola thrown at him
TRAIT_DISCO_DANCER 
Trait which means whatever has this is dancing by a dance machine
TRAIT_DISTORTION_IN_USE 
GLOB trait, applied whenever something in the world wants to use the distortion plane Distortion is an expensive effect, so it's worthwhile to keep it off until we care
TRAIT_ECHOLOCATOR 
Mob is an echolocator
TRAIT_ELEVATED_TURF 
From /datum/element/elevation_core for purpose of checking if the turf has the trait from an instance of the element
TRAIT_ELEVATING_OBJECT 
From /datum/element/elevation for purpose of checking if the object causes things in its turf to become elevated
TRAIT_EMBEDIMMUNE 
This human mob will not be affected by embedding of the thrown items
TRAIT_ESCAPE_MENU_OPEN 
This hud is owned by a client with an open escape menu
TRAIT_EXOTIC_BLOOD 
This human mob has non-blood reagent in their veins
TRAIT_FAKEDEATH 
Makes the owner appear as dead to most forms of medical examination
TRAIT_FALLING_INTO_BINGLE_HOLE 
Trait used to ensure that things don't get animated as falling in multiple times
TRAIT_FAST_CUFFING 
Makes the user handcuff others faster
TRAIT_FAT 
Not a genetic obesity but just a mob who overate
TRAIT_FENCE_CLIMBER 
Trait which lets you clamber over a barrier
TRAIT_FLOORED 
Prevents voluntary standing or staying up on its own.
TRAIT_FORCED_GRAVITY 
We have some form of forced gravity acting on us
TRAIT_FORCED_STANDING 
Forces user to stay standing
TRAIT_FORCE_GRASPED 
If a mob is grasped with force grab
TRAIT_FOV_APPLIED 
Mob has fov applied to it
TRAIT_FRACTURE_FALL 
If a human has a fracture in their legs or feet (for optimization)
TRAIT_GUSTPROTECTION 
Give us unsafe_unwrenching protection
TRAIT_HALT_RADIATION_EFFECTS 
Harmful radiation effects, the toxin damage and the burns, will not occur while this trait is active
TRAIT_HANDS_BLOCKED 
Prevents usage of manipulation appendages (picking, holding or using items, manipulating storage).
TRAIT_HAS_CARBON_REGENERATION 
This carbon mob can passively regenerate small amount of brute and burn damage
TRAIT_HAS_LIPS 
This human mob has lips
TRAIT_HAS_REGENERATION 
This human mob can passively regenerate small amount of brute and burn damage (0.1, 0.1)
TRAIT_HEALS_FROM_ASH_TENDRIL 
This mob heals from ash tendril
TRAIT_HEALS_FROM_BINGLE_HOLES 
This mob heals from bingle holes.
TRAIT_HEALS_FROM_CARP_RIFTS 
This mob heals from carp rifts.
TRAIT_HEALS_FROM_CULT_PYLONS 
This mob heals from cult pylons.
TRAIT_HEALS_FROM_HELL_RIFTS 
This mob heals from hell rifts.
TRAIT_HEALS_FROM_HOLY_PYLONS 
This mob heals from holy pylons.
TRAIT_HEALS_FROM_SWARMER_CORES 
This mob heals from swarmer cores.
TRAIT_HEARING_SENSITIVE 
every hearing sensitive atom has this trait
TRAIT_HEAR_THROUGH_DARKNESS 
Ignores darkness for hearing
TRAIT_HIJACK 
Ignores darkness for hearing
TRAIT_HOLY 
The mob is holy and resistance to cult magic
TRAIT_IGNORE_ELEVATION 
Does the mob ignore elevation? (e.g. xeno larvas on hiding)
TRAIT_IGNORE_FRACTURE 
This human mob will not be affected by fracture effects
TRAIT_IGNORING_GRAVITY 
We are ignoring gravity
TRAIT_IMMERSED 
If this movable is currently treading in a turf with the immerse element.
TRAIT_IMMERSE_STOPPED 
The effects of the immerse element will be halted while this trait is present.
TRAIT_IMMOBILIZED 
Prevents voluntary movement.
TRAIT_INCAPACITATED 
Prevents almost all actions, formely know as Stunned.
TRAIT_IRRADIATED 
Marks that this object is irradiated
TRAIT_ITEM_ACTIVE 
Makes an item active, this is generally used by energy based weapons or toggle based items.
TRAIT_IWASBATONED 
Anti Dual-baton cooldown bypass exploit.
TRAIT_I_WANT_BRAINS_ORGAN 
A general trait for tracking whether a zombie owned the organ or limb
TRAIT_KEEP_TOGETHER 
Used for managing KEEP_TOGETHER in [/atom/var/appearance_flags]
TRAIT_KNOCKEDOUT 
Forces the user to stay unconscious.
TRAIT_LAVA_IMMUNE 
Weather immunities, also protect mobs inside them.
TRAIT_LAVA_STOPPED 
Lava will be safe to cross while it has this trait.
TRAIT_LEANING 
A trait gained by leaning against a wall
TRAIT_LIVERLESS_METABOLISM 
This just means that the carbon will always have functional liverless metabolism
TRAIT_MARTIAL_ARTS_SUPPRESSED 
Suppression implant trait
TRAIT_MASTER_SURGEON 
This human mob can repats surgeris attempts indefinitely
TRAIT_MELEE_WEAPON 
A melee weapon, for this items work combat/melee skill damage mod
TRAIT_MIMING 
The mob has an active mime vow of silence, and thus is unable to speak and has other mime things going on
TRAIT_MINDSHIELD_HUD 
Trait for Mindshield HUD in sec HUDs
TRAIT_MIND_TEMPORARILY_GONE 
Trait given to a mob with a ckey currently in a temporary body, allowing people to know someone will re-enter the round later.
TRAIT_MOB_ELEVATED 
Is the mob currently elevated? (eg standing on a table)
TRAIT_MOPABLE 
Apply to movables to say "hey, this movable is technically flat on the floor, so it'd be mopped up by a mop"
TRAIT_MORBID 
Mobs with this trait do care about a few grisly things, such as digging up graves. They also really do not like bringing people back to life or tending wounds, but love autopsies and amputations.
TRAIT_MOVE_GROUND 
Movement type traits for movables. See elements/movetype_handler.dm
TRAIT_MULTIZ_SUIT_SENSORS 
Ignore Crew monitor Z levels
TRAIT_NEEDS_TWO_HANDS 
The items needs two hands to be carried
TRAIT_NEGATES_GRAVITY 
Negates our gravity, letting us move normally on floors in 0-g
TRAIT_NODROP 
This trait makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
TRAIT_NODROWN 
Mob doesn't take oxygen damage in deep water
TRAIT_NO_BABEL 
Phohibits using the "Book Of Babel"
TRAIT_NO_BIOCHIPS 
Prohibits the injection of all the biochips, except mindslave and mindshield
TRAIT_NO_BLOOD 
This human mob doesn't bleed
TRAIT_NO_BLOOD_RESTORE 
This human mob will only regenerate blood through the transfusion
TRAIT_NO_CLONE_IN_EXPERIMENTATOR 
This item will not be cloned in the experimentator
TRAIT_NO_CYBERIMPLANTS 
Prohibits the installation of cybernetic implants
TRAIT_NO_DECAY 
This human mob's internal organs will not decay after death
TRAIT_NO_DNA 
This human mob acts like it has no DNA, but it actually has Its dumb I know, we should switch to biotypes already
TRAIT_NO_FAT 
This human mob will never become fat, does not affect genetic obesity
TRAIT_NO_FLOATING_ANIM 
Disables the floating animation. See above.
TRAIT_NO_GERMS 
This human mob's internal organs will not accumulate germs
TRAIT_NO_GLIDE 
Unlinks gliding from movement speed, meaning that there will be a delay between movements rather than a single move movement between tiles
TRAIT_NO_GUNS 
Means that you can't use weapons with normal trigger guards.
TRAIT_NO_HUNGER 
This human mob will never suffer from the malnutrition
TRAIT_NO_IMMOBILIZE 
Buckling yourself to objects with this trait won't immobilize you
TRAIT_NO_INTORGANS 
Another damn biotype
TRAIT_NO_NUTRITION_EFFECTS 
This human mob will not obtain additional bonuses/penalties from nutrition level (look at /datum/element/nutrition_effects) Used by these who still has hunger unlike TRAIT_NO_HUNGER
TRAIT_NO_PAIN 
This human mob will not visually and vocally react to the damage consequences Also allows surgeries without anesthetics
TRAIT_NO_PAIN_HUD 
This human mob will not feedback user about the damage done via HUD alerts
TRAIT_NO_RADIATION_EFFECTS 
Mob with this trait will not suffer from radiation effects
TRAIT_NO_RICOCHET 
Prevents the projectile itself from ricocheting.
TRAIT_NO_ROBOPARTS 
Prohibits the installation of robotic limbs, cybernetic organs, augments
TRAIT_NO_SCAN 
This human cannot be scanned via cloning machine, also stops replica pod cloning Actually it applies the same trait to the human's brain
TRAIT_NO_SLIP_ALL 
Stops all slipping and sliding from ocurring
TRAIT_NO_SLIP_ICE 
Stops the mob from slipping on permafrost ice (not any other ice) (but anything with SLIDE_ICE set)
TRAIT_NO_SLIP_SLIDE 
Stop the mob from sliding around from being slipped, but not the slip part. DOES NOT include ice slips.
TRAIT_NO_SLIP_WATER 
Stops the mob from slipping on water, or banana peels, or pretty much anything that doesn't have SLIP_IGNORE_NO_SLIP_WATER set
TRAIT_NO_SPECIES_EXAMINE 
This human mob will not show its species on examine
TRAIT_NO_TELEPORT 
do_teleport will not allow this atom to teleport
TRAIT_NO_TRANSFORM 
"Magic" trait that blocks the mob from moving or interacting with anything. Used for transient stuff like mob transformations or incorporality in special cases.
Will block movement, Life() (!!!), and other stuff based on the mob.
TRAIT_NO_VOCAL_CORDS 
Species with no vocal cords can't speak without translator
TRAIT_NULLROD_ITEM 
Trait that allows an item to perform holy rites akin to a nullrod
TRAIT_OBSERVING_INVENTORY 
used for dead mobs that are observing, but should not be afforded all the same platitudes as full ghosts. This is a mind trait because ghosts can be frequently deleted and we want to be sure this sticks.
TRAIT_ON_CLIMBABLE 
Attached to objects currently on tables and such, allowing them to walk on other objects without the climbing delay
TRAIT_PARALLAX_DISPLAYED 
This hud has parallax displayed on it
TRAIT_PIERCEIMMUNE 
This human mob will not be affected by piercing, such as caltrops, prickles, needles etc.
TRAIT_PLANT_ORIGIN 
Another biotype thing
TRAIT_PULL_BLOCKED 
Inability to pull things. Turned into a trait from MOBILITY_PULL to be able to track sources.
TRAIT_QUICKER_CARRY 
We place people into a fireman carry especially quickly compared to quick_carry
TRAIT_QUICK_BUILD 
Make some build actions quicker
TRAIT_QUICK_CARRY 
We place people into a fireman carry quicker than standard
TRAIT_RADIATION_PROTECTED_CLOTHING 
This clothing protects the user from radiation. This should not be used on clothing_traits, but should be applied to the clothing itself.
TRAIT_RADIMMUNE 
Immune to being irradiated
TRAIT_RAD_HEAL 
Mob with this trait heals from radiation
TRAIT_RECENTLY_BLOCKED_MAGIC 
This mob recently blocked magic with some form of antimagic
TRAIT_RED_EYES 
This mob has red glowing eyes with special text upon examination
TRAIT_REPAIRING_LIMB 
If any of the owner's robotic parts are being repaired right now
TRAIT_RESTRAINED 
Abstract condition that prevents movement if being pulled and might be resisted against. Handcuffs and straight jackets, basically.
TRAIT_SECLUDED_LOCATION 
This atom is a secluded location, which is counted as out of bounds. Anything that enters this atom's contents should react if it wants to stay in bounds.
TRAIT_SHOCKIMMUNE 
Are we immune to shocks?
TRAIT_SIGHT_BYPASS 
eignore blindness or blurriness or nearsightedness
TRAIT_SKIP_BASIC_REACH_CHECK 
An item is ALWAYS considered baseline reachable and will pipe into CanBeReached().
TRAIT_SPECIES_LIMBS 
Prohibits the installation of the limbs, which do not belong to our species
TRAIT_SPELLS_TRANSFER_TO_LOC 
Needs above trait to work. This trait makes it so that any cast spells will attempt to transfer to the location's location. For example, a heretic inside the haunted blade's spells would emanate from the mob wielding the sword.
TRAIT_STASIS 
Does nothing on its own, applied via status effect.
TRAIT_STRONG_PULLING 
when pulling you keep your speed same
TRAIT_SUPERMATTER_IMMUNE 
Immune to the SM / makes you immune to it when worn
TRAIT_SURGERY_INITIATOR 
A surgical tool; when in hand in help intent (and with a surgery in progress) won't attack the user
TRAIT_SURGICAL 
A surgical tool; when in hand in help intent (and with a surgery in progress) won't attack the user
TRAIT_SWIMMER 
Mob doesn't take stamina damage from deep water and doesn't get slowdown from swimming
TRAIT_TASERED 
Temporally trait when target tasered
TRAIT_TEMPERATURE_MOVEMENT 
When it's cold you go faster, when it's hotter - slower
TRAIT_TEMPORARY_BODY 
Similar trait given to temporary bodies inhabited by players
TRAIT_TESLA_SHOCKIMMUNE 
Are we immune to specifically tesla / SM shocks?
TRAIT_TIME_STOP_IMMUNE 
Immune to being afflicted by time stop (spell)
TRAIT_TRANSFORM_ACTIVE 
A transforming item that is actively extended / transformed
TRAIT_TURF_COVERED 
Prevent mobs on the turf from being affected by anything below that turf, such as a pulse demon going under it. Added by a /obj/structure with creates_cover set to TRUE
TRAIT_TURF_IGNORE_SLIPPERY 
Mobs won't slip on a wet turf while it has this trait
TRAIT_TURF_IGNORE_SLOWDOWN 
Turf slowdown will be ignored when this trait is added to a turf.
TRAIT_UI_BLOCKED 
Inability to access UI hud elements. Turned into a trait from MOBILITY_UI to be able to track sources.
TRAIT_UNDENSE 
Apply this to make a mob not dense, and remove it when you want it to no longer make them undense, other sorces of undesity will still apply. Always define a unique source when adding a new instance of this!
TRAIT_UNDERFLOOR 
Trait that determines, if object under floor.
TRAIT_VENTCRAWLER_ALIEN 
Overrides above traits to allow aliens to use their pockets
TRAIT_VENTCRAWLER_ALWAYS 
Traits for ventcrawling. Both give access to ventcrawling, but *_NUDE requires the user to be wearing no clothes and holding no items. If both present, *_ALWAYS takes precedence.
TRAIT_VENTCRAWLER_ITEM_BASED 
If this trait is present all equipped items will be checked for ventcrawling possibilities. Takes precedence over all traits above
TRAIT_VIRUSIMMUNE 
This mob is completely immune to viruses and diseases, unless they ignore us
TRAIT_WALLMOUNTED 
Trait given to objects with the wallmounted component
TRAIT_WATER_ADAPTATION 
Improved boons from showers and some features centered around water, should also suppress TRAIT_WATER_HATER
TRAIT_WATER_HATER 
Mobs that hate showers, being sprayed with water etc.
TRAIT_WEAK_PULLING 
Any movement of non-item objects or mobs expends stamina (10 run, 5 walk)
TRAIT_WET_IMMUNITY 
Are we immune to wet effect
TRAIT_WIELDED 
Properly wielded two handed item