Space Station 13 - Modules - TypesDefine Details

code/__DEFINES/traits/declarations.dm

TRAIT_BLOCK_RADIATIONTrait used to prevent an atom from component radiation emission (see radioactivity.dm)
TRAIT_BEING_SHOCKEDIs this atom being actively shocked? Used to prevent repeated shocks.
TRAIT_LAVA_IMMUNEWeather immunities, also protect mobs inside them.
TRAIT_NO_IMMOBILIZEBuckling yourself to objects with this trait won't immobilize you
TRAIT_CHASM_STOPPERChasms will be safe to cross if there is something with this trait on it
TRAIT_NO_TELEPORTdo_teleport will not allow this atom to teleport
TRAIT_SECLUDED_LOCATIONThis 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_COVEREDPrevent 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_SLOWDOWNTurf slowdown will be ignored when this trait is added to a turf.
TRAIT_TURF_IGNORE_SLIPPERYMobs won't slip on a wet turf while it has this trait
TRAIT_CHASM_STOPPEDChasms will be safe to cross while they've this trait.
TRAIT_LAVA_STOPPEDLava will be safe to cross while it has this trait.
TRAIT_SHOCKIMMUNEAre we immune to shocks?
TRAIT_TESLA_SHOCKIMMUNEAre we immune to specifically tesla / SM shocks?
TRAIT_WET_IMMUNITYAre we immune to wet effect
TRAIT_QUICK_CARRYWe place people into a fireman carry quicker than standard
TRAIT_QUICKER_CARRYWe place people into a fireman carry especially quickly compared to quick_carry
TRAIT_CANT_RIDEPrevents mob from riding mobs when buckled onto something
TRAIT_NO_GUNSMeans that you can't use weapons with normal trigger guards.
TRAIT_FATNot a genetic obesity but just a mob who overate
TRAIT_BLOB_ALLYIsn't attacked harmfully by blob structures
TRAIT_CHASM_DESTROYEDObjects with this trait are deleted if they fall into chasms, rather than entering abstract storage
TRAIT_CHASM_IGNOREDObjects with this trait can cross chasm safe
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_TENDRILThis mob heals from ash tendril
TRAIT_HEALS_FROM_CARP_RIFTSThis mob heals from carp rifts.
TRAIT_HEALS_FROM_HELL_RIFTSThis mob heals from hell rifts.
TRAIT_HEALS_FROM_CULT_PYLONSThis mob heals from cult pylons.
TRAIT_HEALS_FROM_HOLY_PYLONSThis mob heals from holy pylons.
TRAIT_KNOCKEDOUTForces the user to stay unconscious.
TRAIT_INCAPACITATEDPrevents almost all actions, formely know as Stunned.
TRAIT_IMMOBILIZEDPrevents voluntary movement.
TRAIT_FLOOREDPrevents voluntary standing or staying up on its own.
TRAIT_FORCED_STANDINGForces user to stay standing
TRAIT_HANDS_BLOCKEDPrevents usage of manipulation appendages (picking, holding or using items, manipulating storage).
TRAIT_UI_BLOCKEDInability to access UI hud elements. Turned into a trait from MOBILITY_UI to be able to track sources.
TRAIT_PULL_BLOCKEDInability to pull things. Turned into a trait from MOBILITY_PULL to be able to track sources.
TRAIT_RESTRAINEDAbstract condition that prevents movement if being pulled and might be resisted against. Handcuffs and straight jackets, basically.
TRAIT_IWASBATONEDAnti Dual-baton cooldown bypass exploit.
TRAIT_NO_SLIP_WATERStops 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_ICEStops the mob from slipping on permafrost ice (not any other ice) (but anything with SLIDE_ICE set)
TRAIT_NO_SLIP_SLIDEStop the mob from sliding around from being slipped, but not the slip part. DOES NOT include ice slips.
TRAIT_NO_SLIP_ALLStops all slipping and sliding from ocurring
TRAIT_GUSTPROTECTIONGive us unsafe_unwrenching protection
TRAIT_CAN_STRIPThis mob can strip other mobs.
TRAIT_NO_GLIDEUnlinks gliding from movement speed, meaning that there will be a delay between movements rather than a single move movement between tiles
TRAIT_UNDENSEApply 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_BADASSHolocigar trait to make a mob BADASS
TRAIT_VENTCRAWLER_ALWAYSTraits 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_ALIENOverrides above traits to allow aliens to use their pockets
TRAIT_VENTCRAWLER_ITEM_BASEDIf this trait is present all equipped items will be checked for ventcrawling possibilities. Takes precedence over all traits above
TRAIT_NEGATES_GRAVITYNegates our gravity, letting us move normally on floors in 0-g
TRAIT_IGNORING_GRAVITYWe are ignoring gravity
TRAIT_FORCED_GRAVITYWe have some form of forced gravity acting on us
TRAIT_NEEDS_TWO_HANDSThe items needs two hands to be carried
TRAIT_WIELDEDProperly wielded two handed item
TRAIT_CLEAVINGThis item is currently performing a cleaving attack
TRAIT_TRANSFORM_ACTIVEA transforming item that is actively extended / transformed
TRAIT_SURGICALA surgical tool; when in hand in help intent (and with a surgery in progress) won't attack the user
TRAIT_ADVANCED_SURGICALAn advanced surgical tool. If a surgical tool has this flag, it will be able to automatically repeat steps until they succeed.
TRAIT_NODROPThis 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_IMPROVEDApplied with attachment to the cyberimplant when it is inserted in mob with TRAIT_ADVANCED_CYBERIMPLANTS
TRAIT_MOVE_GROUNDMovement type traits for movables. See elements/movetype_handler.dm
TRAIT_NO_FLOATING_ANIMDisables the floating animation. See above.
TRAIT_NO_BLOODThis human mob doesn't bleed
TRAIT_NO_BLOOD_RESTOREThis human mob will only regenerate blood through the transfusion
TRAIT_EXOTIC_BLOODThis human mob has non-blood reagent in their veins
TRAIT_HAS_LIPSThis human mob has lips
TRAIT_HAS_REGENERATIONThis human mob can passively regenerate small amount of brute and burn damage (0.1, 0.1)
TRAIT_HAS_CARBON_REGENERATIONThis carbon mob can passively regenerate small amount of brute and burn damage
TRAIT_NO_DNAThis human mob acts like it has no DNA, but it actually has Its dumb I know, we should switch to biotypes already
TRAIT_NO_SCANThis 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_PAINThis human mob will not visually and vocally react to the damage consequences Also allows surgeries without anesthetics
TRAIT_NO_PAIN_HUDThis human mob will not feedback user about the damage done via HUD alerts
TRAIT_PLANT_ORIGINAnother biotype thing
TRAIT_NO_INTORGANSAnother damn biotype
TRAIT_RADIMMUNEThis mob is completely immune to the radiation damage and effects
TRAIT_VIRUSIMMUNEThis mob is completely immune to viruses and diseases, unless they ignore us
TRAIT_ABSOLUTE_VIRUSIMMUNEThis mob is completely immune to viruses and diseases
TRAIT_NO_SPECIES_EXAMINEThis human mob will not show its species on examine
TRAIT_NO_FATThis human mob will never become fat, does not affect genetic obesity
TRAIT_NO_GERMSThis human mob's internal organs will not accumulate germs
TRAIT_NO_DECAYThis human mob's internal organs will not decay after death
TRAIT_PIERCEIMMUNEThis human mob will not be affected by piercing, such as caltrops, prickles, needles etc.
TRAIT_EMBEDIMMUNEThis human mob will not be affected by embedding of the thrown items
TRAIT_NO_HUNGERThis human mob will never suffer from the malnutrition
TRAIT_NO_NUTRITION_EFFECTSThis 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_SURGEONThis human mob can repats surgeris attempts indefinitely
TRAIT_NO_ROBOPARTSProhibits the installation of robotic limbs, cybernetic organs, augments
TRAIT_NO_BIOCHIPSProhibits the injection of all the biochips, except mindslave and mindshield
TRAIT_NO_CYBERIMPLANTSProhibits the installation of cybernetic implants
TRAIT_SPECIES_LIMBSProhibits the installation of the limbs, which do not belong to our species
TRAIT_NO_BABELPhohibits using the "Book Of Babel"
TRAIT_ADVANCED_CYBERIMPLANTSImproves 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_PULLINGAny movement of non-item objects or mobs expends stamina (10 run, 5 walk)
TRAIT_ACID_PROTECTEDMakes species acid proof(not it's items), affects: acetic, sulfiric, fluorosulfuric acids
TRAIT_NO_VOCAL_CORDSSpecies with no vocal cords can't speak without translator
TRAIT_MULTIZ_SUIT_SENSORSIgnore Crew monitor Z levels
TRAIT_AI_BAGATTACKThis 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_LEANINGA trait gained by leaning against a wall
TRAIT_OBSERVING_INVENTORYused 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_MOVEMENTWhen it's cold you go faster, when it's hotter - slower
TRAIT_STRONG_PULLINGwhen pulling you keep your speed same
TRAIT_AIRLOCK_HITOwner mob sometimes will headbutts airlocks as if it had 60+ braindamage.
TRAIT_ANTI_STUN_REAGENTAnti stun reagent in blood
TRAIT_DEFLECT_BOLASUser will deflect every bola thrown at him
TRAIT_TASEREDTemporally trait when target tasered
TRAIT_AMMO_ALARMEDUsed to play an alarm when the gun is out of ammo
TRAIT_HEAR_THROUGH_DARKNESSIgnores darkness for hearing
TRAIT_HEARING_SENSITIVEevery hearing sensitive atom has this trait

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_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_BLOB_ALLY

Isn't attacked harmfully by blob structures

TRAIT_BLOCK_RADIATION

Trait used to prevent an atom from component radiation emission (see radioactivity.dm)

TRAIT_CANT_RIDE

Prevents mob from riding mobs when buckled onto something

TRAIT_CAN_STRIP

This mob can strip other mobs.

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_CLEAVING

This item is currently performing a cleaving attack

TRAIT_CYBERIMP_IMPROVED

Applied with attachment to the cyberimplant when it is inserted in mob with TRAIT_ADVANCED_CYBERIMPLANTS

TRAIT_DEFLECT_BOLAS

User will deflect every bola thrown at him

TRAIT_EMBEDIMMUNE

This human mob will not be affected by embedding of the thrown items

TRAIT_EXOTIC_BLOOD

This human mob has non-blood reagent in their veins

TRAIT_FAT

Not a genetic obesity but just a mob who overate

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_GUSTPROTECTION

Give us unsafe_unwrenching protection

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_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_HEARING_SENSITIVE

every hearing sensitive atom has this trait

TRAIT_HEAR_THROUGH_DARKNESS

Ignores darkness for hearing

TRAIT_IGNORING_GRAVITY

We are ignoring gravity

TRAIT_IMMOBILIZED

Prevents voluntary movement.

TRAIT_INCAPACITATED

Prevents almost all actions, formely know as Stunned.

TRAIT_IWASBATONED

Anti Dual-baton cooldown bypass exploit.

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_MASTER_SURGEON

This human mob can repats surgeris attempts indefinitely

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_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_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_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_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_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_CARRY

We place people into a fireman carry quicker than standard

TRAIT_RADIMMUNE

This mob is completely immune to the radiation damage and effects

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_SPECIES_LIMBS

Prohibits the installation of the limbs, which do not belong to our species

TRAIT_STRONG_PULLING

when pulling you keep your speed same

TRAIT_SURGICAL

A surgical tool; when in hand in help intent (and with a surgery in progress) won't attack the user

TRAIT_TASERED

Temporally trait when target tasered

TRAIT_TEMPERATURE_MOVEMENT

When it's cold you go faster, when it's hotter - slower

TRAIT_TESLA_SHOCKIMMUNE

Are we immune to specifically tesla / SM shocks?

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_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_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