code/__DEFINES/traits/declarations.dm 
TRAIT_BLOCK_RADIATION | Trait used to prevent an atom from component radiation emission (see radioactivity.dm) |
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TRAIT_BEING_SHOCKED | Is this atom being actively shocked? Used to prevent repeated shocks. |
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_LAVA_STOPPED | Lava will be safe to cross while it has this trait. |
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_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_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_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_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_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_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_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_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_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_RADIMMUNE | This mob is completely immune to the radiation damage and effects |
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_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_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_AMMO_ALARMED | Used to play an alarm when the gun is out of ammo |
TRAIT_HEAR_THROUGH_DARKNESS | Ignores darkness for hearing |
TRAIT_HEARING_SENSITIVE | every 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