code/__DEFINES/traits.dm
CHEM_TRAIT_SOURCE | For use in start/stop metabolize. Since we don't want touch metabolism ending to interrupt bloodstream chems of the same type, etc. |
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TRAIT_KNOCKEDOUT | Forces the user to stay unconscious. |
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_DISORIENTED | Slows the user, with additional effects based on the source. |
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_ARMS_RESTRAINED | Abstract condition that prevents movement if being pulled and might be resisted against. Handcuffs and straight jackets, basically. |
TRAIT_PERFECT_ATTACKER | Doesn't miss attacks |
TRAIT_EXPERIENCING_AIRFLOW | The owner is queued in SSairflow. |
TRAIT_EXHAUSTED | User's stamina is over the STAMINA_EXHAUSTION_THRESHOLD |
TRAIT_SPRINTING | User is sprinting, full speed ahead |
TRAIT_NO_SPRINT | User cannot sprint |
TRAIT_SOFT_CRITICAL_CONDITION | In softcrit. |
TRAIT_BLURRY_VISION | Has blurry vision until removed |
TRAIT_LITERATE | Whitelist for mobs that can read or write |
TRAIT_ILLITERATE | Blacklist for mobs that can't read or write |
TRAIT_NO_VOLUNTARY_SPEECH | User cannot use the Say() verb. This is used to force speech while "muting" the client. |
TRAIT_DEFIB_BLACKLISTED | Blacklisted from being revived via defibrilator |
TRAIT_CHUNKYFINGERS | means that you can't use weapons with normal trigger guards. |
TRAIT_ADVANCEDTOOLUSER | Whether a mob is dexterous enough to use machines and certain items or not. |
TRAIT_GUN_NATURAL | Makes it so the mob can use guns regardless of tool user status |
TRAIT_DEATHCOMA | Causes death-like unconsciousness |
TRAIT_FAKEDEATH | Makes the owner appear as dead to most forms of medical examination |
TRAIT_XENO_HOST | Tracks whether we're gonna be a baby alien's mummy. |
TRAIT_IWASBATONED | Anti Dual-baton cooldown bypass exploit. |
TRAIT_SHOCKED_BY_SENTINEL | The above but for the flock sentinel |
TRAIT_STABLEHEART | You cannot ENTER cardiac arrest. |
TRAIT_CORPSELOCKED | Prevents you from leaving your corpse |
TRAIT_RESISTHEATHANDS | For when you want to be able to touch hot things, but still want fire to be an issue. |
TRAIT_NOSELFIGNITION | Prevents plasmamen from self-igniting |
TRAIT_VAL_CORRIN_MEMBER | Gets a mood boost from being in the hideout. |
TRAIT_FASTMED | reduces the use time of syringes, pills, patches and medigels but only when using on someone |
TRAIT_NOBREATH | Mob does not breathe. |
TRAIT_NOEARS | Mob does not need ears to hear |
TRAIT_ANTIMAGIC_NO_SELFBLOCK | Like antimagic, but doesn't block the user from casting |
TRAIT_NO_PAINSHOCK | Cannot experience Shock (pain version, not electrical) |
TRAIT_NO_ADDICTION | Does not get addicted |
TRAIT_GOOD_HEARING | Makes whispers clearly heard from seven tiles away, the full hearing range |
TRAIT_IMPORTANT_SPEAKER | This mob's speech is heard through walls by dead players/observers even if it has no client. Idk a better name |
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_SIXTHSENSE | Can hear observers |
TRAIT_HEAR_THROUGH_DARKNESS | Ignores darkness for hearing |
TRAIT_HEAR_THROUGH_WALLS | Ignores line of sight for the purposes of send_speech() |
TRAIT_PARALYSIS_L_ARM | These are used for brain-based paralysis, where replacing the limb won't fix it |
TRAIT_ID_APPRAISER | Can examine IDs to see if they are roundstart. |
TRAIT_XRAY_VISION | Gives us turf, mob and object vision through walls |
TRAIT_THERMAL_VISION | Gives us mob vision through walls and slight night vision |
TRAIT_MESON_VISION | Gives us turf vision through walls and slight night vision |
TRAIT_TRUE_NIGHT_VISION | Gives us Night vision |
TRAIT_CANNOTFACE | Prevents direction changes done by face_atom() |
TRAIT_NEGATES_GRAVITY | Negates our gravity, letting us move normally on floors in 0-g |
TRAIT_IGNORING_GRAVITY | We are ignoring gravity |
IGNORING_GRAVITY_NEGATION | Sources for TRAIT_IGNORING_GRAVITY |
TRAIT_FORCED_GRAVITY | We have some form of forced gravity acting on us |
TRAIT_REAGENT_SCANNER | Lets us scan reagents |
TRAIT_RESEARCH_SCANNER | Lets us scan machine parts and tech unlocks |
TRAIT_WEB_WEAVER | Can weave webs into cloth |
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_PLANT_SAFE | We can handle 'dangerous' plants in botany safely |
TRAIT_DIAGNOSTIC_HUD | for something granting you a diagnostic hud |
TRAIT_MEDIBOTCOMINGTHROUGH | Is a medbot healing you |
TRAIT_NOFLASH | Makes you immune to flashes |
TRAIT_XENO_IMMUNE | prevents xeno huggies implanting skeletons |
TRAIT_FLASH_SENSITIVE | Makes you flashable from any direction |
TRAIT_DETECT_STORM | always detect storm weathers |
TRAIT_SPECIAL_TRAUMA_BOOST | Increases chance of getting special traumas, makes them harder to cure |
TRAIT_GAMERGOD | Gets double arcade prizes |
TRAIT_SILENT_FOOTSTEPS | makes your footsteps completely silent |
TRAIT_NICE_SHOT | hnnnnnnnggggg..... you're pretty good.... |
TRAIT_TUMOR_SUPPRESSED | prevents the damage done by a brain tumor |
TRAIT_PERMANENTLY_ONFIRE | overrides the update_fire proc to always add fire (for lava) |
TRAIT_MARTIAL_ARTS_IMMUNE | nobody can use martial arts on this mob |
TRAIT_DUFFEL_CURSE_PROOF | You've been cursed with a living duffelbag, and can't have more added |
TRAIT_TIME_STOP_IMMUNE | Immune to being afflicted by time stop (spell) |
TRAIT_WEAK_SOUL | Revenants draining you only get a very small benefit. |
TRAIT_NO_SOUL | This mob has no soul |
TRAIT_CANT_RIDE | Prevents mob from riding mobs when buckled onto something |
TRAIT_CANNOT_BE_UNBUCKLED | Prevents a mob from being unbuckled, currently only used to prevent people from falling over on the tram |
TRAIT_BLOODY_MESS | from heparin, makes open bleeding wounds rapidly spill more blood |
TRAIT_COAGULATING | from coagulant reagents, this doesn't affect the bleeding itself but does affect the bleed warning messages |
TRAIT_ANTICONVULSANT | From anti-convulsant medication against seizures. |
TRAIT_ANTENNAE | The holder of this trait has antennae or whatever that hurt a ton when noogied |
TRAIT_KISS_OF_DEATH | Blowing kisses actually does damage to the victim |
TRAIT_GARLIC_BREATH | Used to activate french kissing |
TRAIT_PLASMABURNT | Used on limbs in the process of turning a human into a plasmaman while in plasma lava |
TRAIT_HOPELESSLY_ADDICTED | Addictions don't tick down, basically they're permanently addicted |
TRAIT_UNNATURAL_RED_GLOWY_EYES | Their eyes glow an unnatural red colour. Currently used to set special examine text on humans. Does not guarantee the mob's eyes are coloured red, nor that there is any visible glow on their character sprite. |
TRAIT_BLOODSHOT_EYES | Their eyes are bloodshot. Currently used to set special examine text on humans. Examine text is overridden by TRAIT_UNNATURAL_RED_GLOWY_EYES. |
TRAIT_PRESERVE_UI_WITHOUT_CLIENT | This mob should never close UI even if it doesn't have a client |
TRAIT_CAN_USE_FLIGHT_POTION | Lets the mob use flight potions |
TRAIT_BYPASS_MEASURES | This mob overrides certian SSlag_switch measures with this special trait |
TRAIT_ALLOWED_HONORBOUND_ATTACK | Someone can safely be attacked with honorbound with ONLY a combat mode check, the trait is assuring holding a weapon and hitting won't hurt them.. |
TRAIT_SPARRING | The user is sparring |
TRAIT_ELITE_CHALLENGER | The user is currently challenging an elite mining mob. Prevents him from challenging another until he's either lost or won. |
TRAIT_DONT_WRITE_MEMORY | For living mobs. It signals that the mob shouldn't have their data written in an external json for persistence. |
TRAIT_SPRAY_PAINTABLE | This mob can be painted with the spraycan |
TRAIT_BLUSHING | This person is blushing |
TRAIT_BODYPART_GRABBED | This bodypart is being held in a grab, and reduces bleeding |
TRAIT_NOBLEED | This carbon doesn't bleed |
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_INVISIBLE_MAN | This mobs bodyparts are invisible but still clickable. |
TRAIT_HIDE_COSMETIC_ORGANS | Don't draw external organs/species features like wings, horns, frills and stuff |
TRAIT_FREE_FLOAT_MOVEMENT | When people are floating from zero-grav or something, we can move around freely! |
TRAIT_EQUIPPING_OR_UNEQUIPPING | Equipping or unequipping an item |
TRAIT_NO_TELEPORT | do_teleport will not allow this atom to teleport |
TRAIT_FUGU_GLANDED | Trait used by fugu glands to avoid double buffing |
TRAIT_DOUBLE_TAP | When someone with this trait fires a ranged weapon, their fire delays and click cooldowns are halved |
TRAIT_HOT_SPRING_CURSED | Trait applied to /datum/mind to stop someone from using the cursed hot springs to polymorph more than once. |
TRAIT_NOT_ENGRAVABLE | If something has been engraved/cannot be engraved |
TRAIT_ORBITING_FORBIDDEN | Whether or not orbiting is blocked or not |
TRAIT_SPIDER_CONSUMED | Whether a spider's consumed this mob |
TRAIT_ALIEN_SNEAK | Whether we're sneaking, from the alien sneak ability. Maybe worth generalizing into a general "is sneaky" / "is stealth" trait in the future. |
TRAIT_CAN_STRIP | This mob can strip other mobs. |
TRAIT_CAN_USE_NUKE | Can use the nuclear device's UI, regardless of a lack of hands |
TRAIT_MAGICALLY_PHASED | This mob is phased out of reality from magic, either a jaunt or rod form |
TRAIT_BRAINWASHING | this skillchip trait lets you wash brains in washing machines to heal them |
TRAIT_MOVE_GROUND | Movement type traits for movables. See elements/movetype_handler.dm |
TRAIT_NO_FLOATING_ANIM | Disables the floating animation. See above. |
TRAIT_LAVA_IMMUNE | Weather immunities, also protect mobs inside them. |
TRAIT_DREAMING | Mob is dreaming |
TRAIT_CANNOT_DREAM | Mob cannot dream |
TRAIT_PARALYSIS | Used for limb-based paralysis, where replacing the limb will fix it. |
TRAIT_DISABLED_BY_WOUND | Used for limbs. |
TRAIT_FORBID_MINING_SHUTTLE_CONSOLE_OUTSIDE_STATION | Mobs with this trait can't send the mining shuttle console when used outside the station itself |
TRAIT_HEARING_SENSITIVE | every hearing sensitive atom has this trait |
TRAIT_ACTIVE_STORAGE | every object that is currently the active storage of some client mob has this trait |
TRAIT_RADIO_LISTENER_NONATMOS | Non-atmos radio listeners |
TRAIT_RADIO_LISTENER_ATMOS | Atmos (FREQ_ATMOS_CONTROL) listeners |
TRAIT_CLIMBABLE | Climbable trait, given and taken by the climbable element when added or removed. Exists to be easily checked via HAS_TRAIT(). |
TRAIT_HONKSPAMMING | Used by the honkspam element to avoid spamming the sound. Amusing considering its name. |
TRAIT_KEEP_TOGETHER | Used for managing KEEP_TOGETHER in [/atom/var/appearance_flags] |
TRAIT_MAT_TRANSMUTED | Marks the item as having been transmuted. Functionally blacklists the item from being recycled or sold for materials. |
TRAIT_BANNED_FROM_CARGO_SHUTTLE | If the item will block the cargo shuttle from flying to centcom |
TRAIT_MARKET_CRASHING | SSeconomy trait, if the market is crashing and people can't withdraw credits from ID cards. |
TRAIT_NO_STORAGE_INSERT | cannot be inserted in a storage. |
TRAIT_T_RAY_VISIBLE | Visible on t-ray scanners if the atom/var/level == 1 |
TRAIT_NEEDS_TWO_HANDS | The items needs two hands to be carried |
TRAIT_UNCATCHABLE | Can't be catched when thrown |
TRAIT_FISH_SAFE_STORAGE | Fish in this won't die |
TRAIT_FISH_CASE_COMPATIBILE | Stuff that can go inside fish cases |
TRAIT_PLANT_WILDMUTATE | Plants that were mutated as a result of passive instability, not a mutation threshold. |
TRAIT_APC_SHOCKING | If you hit an APC with exposed internals with this item it will try to shock you |
TRAIT_WIELDED | Properly wielded two handed item |
TRAIT_NO_IMMOBILIZE | Buckling yourself to objects with this trait won't immobilize you |
TRAIT_NO_STRIP | Prevents stripping this equipment |
TRAIT_NO_BARCODES | Disallows this item from being pricetagged with a barcode |
TRAIT_ALLOW_HERETIC_CASTING | Allows heretics to cast their spells. |
TRAIT_LIVING_HEART | Designates a heart as a living heart for a heretic. |
TRAIT_HIDES_VOICE | Wearing this item in the mask slot will make your voice Unknown |
TRAIT_REPLACES_VOICE | Wearing this item in the mask slot will make your voice your current ID, or unknown |
TRAIT_INSTANT_PICKPOCKET | Pickpocketing this item takes no time. |
TRAIT_SHIFTY_EYES | Gives you the Shifty Eyes quirk, rarely making people who examine you think you examined them back even when you didn't |
TRAIT_DRYABLE | Trait for dryable items |
TRAIT_DRIED | Trait for dried items |
TRAIT_CUSTOMIZABLE_REAGENT_HOLDER | Trait for customizable reagent holder |
TRAIT_MAY_CONTAIN_BLENDED_DUST | Minor trait used for beakers, or beaker-ishes. /obj/item/reagent_containers, to show that they've been used in a reagent grinder. |
TRAIT_CANNOT_CRYSTALIZE | Trait put on /mob/living/carbon/human. If that mob has a crystal core, also known as an ethereal heart, it will not try to revive them if the mob dies. |
TRAIT_FIREDOOR_STOP | Trait applied to turfs when an atmos holosign is placed on them. It will stop firedoors from closing. |
TRAIT_COMPONENT_MMI | Trait applied when the MMI component is added to an /obj/item/integrated_circuit |
TRAIT_COMPONENT_PRINTER | 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 |
CIRCUIT_HEAR_TRAIT | Hearing trait that is from the hearing component |
TRAIT_PDA_MESSAGE_MENU_RIGGED | PDA Traits. This one makes PDAs explode if the user opens the messages menu |
TRAIT_PDA_CAN_EXPLODE | This one denotes a PDA has received a rigged message and will explode when the user tries to reply to a rigged PDA message |
TRAIT_DISEASELIKE_SEVERITY_MEDIUM | If present on a /mob/living/carbon, will make them appear to have a medium level disease on health HUDs. |
TRAIT_TENACIOUS | trait denoting someone will crawl faster in soft crit |
TRAIT_UNBREAKABLE | trait denoting someone will sometimes recover out of crit |
TRAIT_TABLE_RISEN | trait denoting something is being risen up by a table |
TRAIT_IN_CALL | Whether or not the user is in a MODlink call, prevents making more calls |
EXPERIMENTAL_SURGERY_TRAIT | Trait inherited by experimental surgeries |
ROUNDSTART_TRAIT | cannot be removed without admin intervention |
QUIRK_TRAIT | Any traits granted by quirks. |
ADMIN_TRAIT | (B)admins only. |
CURSED_ITEM_TRAIT | The item is magically cursed |
STATUS_EFFECT_TRAIT | A trait given by any status effect |
TRAIT_STATUS_EFFECT | A trait given by a specific status effect (not sure why we need both but whatever!) |
MASK_TRAIT | inherited from the mask |
SHOES_TRAIT | inherited from your sweet kicks |
IMPLANT_TRAIT | Trait inherited by implants |
VEHICLE_TRAIT | inherited from riding vehicles |
BUCKLED_TRAIT | trait associated to being buckled |
CHOKEHOLD_TRAIT | trait associated to being held in a chokehold |
RESTING_TRAIT | trait associated to resting |
STAT_TRAIT | trait associated to a stat value or range of |
BRAIN_TRAIT | Trait from the BRAIN |
MAPPING_HELPER_TRAIT | obtained from mapping helper |
SUIT_TRAIT | Trait associated to wearing a suit |
LYING_DOWN_TRAIT | Trait associated to lying down (having a [lying_angle] of a different value than zero). |
POWER_LACK_TRAIT | Trait associated to lacking electrical power. |
MOTOR_LACK_TRAIT | Trait associated to lacking motor movement |
MAFIA_TRAIT | Trait associated with mafia |
HIGHLANDER_TRAIT | Trait associated with highlander |
AIRFLOW_TRAIT | Trait associated with airflow/spacewind |
STUMP_TRAIT | Trait on stumps |
TRAIT_RUSTY | generic atom traits Trait from /datum/element/rust. Its rusty and should be applying a special overlay to denote this. |
STICKY_NODROP | sticky nodrop sounds like a bad soundcloud rapper's name |
LACKING_LOCOMOTION_APPENDAGES_TRAIT | trait associated to not having locomotion appendages nor the ability to fly or float |
LACKING_MANIPULATION_APPENDAGES_TRAIT | trait associated to not having fine manipulation appendages such as hands |
WARPWHISTLE_TRAIT | Trait granted by /obj/item/warpwhistle |
SOULSTONE_TRAIT | Trait applied by /datum/component/soulstoned |
SLIME_COLD | Trait applied to slimes by low temperature |
TIPPED_OVER | Trait applied to mobs by being tipped over |
PAI_FOLDED | Trait applied to PAIs by being folded |
BRAIN_UNAIDED | Trait applied to brain mobs when they lack external aid for locomotion, such as being inside a mech. |
MOD_TRAIT | Trait applied by MODsuits. |
ELEMENT_TRAIT | Trait applied by element |
BERSERK_TRAIT | Trait granted by the berserker hood. |
HIPPOCRATIC_OATH_TRAIT | Trait granted by /obj/item/rod_of_asclepius |
BLOODDRUNK_TRAIT | Trait granted by /datum/status_effect/blooddrunk |
LIPSTICK_TRAIT | Trait granted by lipstick |
BEAUTY_ELEMENT_TRAIT | Self-explainatory. |
STABILIZED_LIGHT_PINK_TRAIT | Pacifism trait given by stabilized light pink extracts. |
EXPIRED_LIFE_TRAIT | Given by the multiple_lives component to the previous body of the mob upon death. |
ORBITING_TRAIT | Trait given to an atom/movable when they orbit something. |
ITEM_SCALING_TRAIT | From the item_scaling element |
EMP_TRAIT | From EMPs |
OPTABLE_TRAIT | Given by the operating table |
DREAMING_SOURCE | Given by dreaming |
NO_TONGUE_TRAIT | Trait granted by /mob/living/carbon/Initialize and granted/removed by /obj/item/organ/tongue Used for ensuring that carbons without tongues cannot taste anything so it is added in Initialize, and then removed when a tongue is inserted and readded when a tongue is removed. |
MODEL_TRAIT | Trait granted by /mob/living/silicon/robot Traits applied to a silicon mob by their model. |
AI_ANCHOR_TRAIT | Trait granted by mob/living/silicon/ai Applied when the ai anchors itself |
CLOWNOP_TRAIT | Trait from /datum/antagonist/nukeop/clownop |
THIEF_TRAIT | Trait from /datum/antagonist/thief |
STATION_TRAIT_BANANIUM_SHIPMENTS | Traits given by station traits |
MARKET_CRASH_EVENT_TRAIT | From the market_crash event |
TRAIT_JOB_FIRST_ID_CARD | Denotes that this id card was given via the job outfit, aka the first ID this player got. |
TRAIT_MAGNETIC_ID_CARD | ID cards with this trait will attempt to forcibly occupy the front-facing ID card slot in wallets. |
CHAMELEON_ITEM_TRAIT | Traits granted to items due to their chameleon properties. |
TRAIT_POWER_CHORD | this mob is under the effects of the power chord |
TRAIT_IRRADIATED | Marks that this object is 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_HEALS_FROM_CARP_RIFTS | This mob heals from carp rifts. |
TRAIT_HEALS_FROM_CULT_PYLONS | This mob heals from cult pylons. |
TRAIT_MULTIZ_SUIT_SENSORS | Ignore Crew monitor Z levels |
TRAIT_FINGERPRINT_PASSTHROUGH | Ignores body_parts_covered during the add_fingerprint() proc. Works both on the person and the item in the glove slot. |
TRAIT_FROZEN | this object has been frozen |
TRAIT_GONE_FISHING | Currently fishing |
TRAIT_TACKLING_WINGED_ATTACKER | Makes a species be better/worse at tackling depending on their wing's status |
TRAIT_TACKLING_FRAIL_ATTACKER | Makes a species be frail and more likely to roll bad results if they hit a wall |
TRAIT_TACKLING_TAILED_DEFENDER | Makes a species be better/worse at defending against tackling depending on their tail's status |
BODYPART_TRAIT | some trait sorces dirived from bodyparts BODYPART_TRAIT is generic. |
TRAIT_INSIDE_BODY | Given to items that are bodyparts attached to a mob, organs attached to a mob or inside a bodypart |
TRAIT_AI_PAUSED | trait that prevents AI controllers from planning detached from ai_status to prevent weird state stuff. |
TRAIT_AI_DISABLE_PLANNING | trait that prevents AI controllers from making new plans, but not executing plans |
FLOCK_CONTROLLED_BY_OVERMIND_SOURCE | Under control |
UPDATE_TRANSFORM_TRAIT | Trait from mob/living/update_transform() |
Define Details
ADMIN_TRAIT
(B)admins only.
AIRFLOW_TRAIT
Trait associated with airflow/spacewind
AI_ANCHOR_TRAIT
Trait granted by mob/living/silicon/ai Applied when the ai anchors itself
BEAUTY_ELEMENT_TRAIT
Self-explainatory.
BERSERK_TRAIT
Trait granted by the berserker hood.
BLOODDRUNK_TRAIT
Trait granted by /datum/status_effect/blooddrunk
BODYPART_TRAIT
some trait sorces dirived from bodyparts BODYPART_TRAIT is generic.
BRAIN_TRAIT
Trait from the BRAIN
BRAIN_UNAIDED
Trait applied to brain mobs when they lack external aid for locomotion, such as being inside a mech.
BUCKLED_TRAIT
trait associated to being buckled
CHAMELEON_ITEM_TRAIT
Traits granted to items due to their chameleon properties.
CHEM_TRAIT_SOURCE
For use in start/stop metabolize. Since we don't want touch metabolism ending to interrupt bloodstream chems of the same type, etc.
CHOKEHOLD_TRAIT
trait associated to being held in a chokehold
CIRCUIT_HEAR_TRAIT
Hearing trait that is from the hearing component
CLOWNOP_TRAIT
Trait from /datum/antagonist/nukeop/clownop
CURSED_ITEM_TRAIT
The item is magically cursed
DREAMING_SOURCE
Given by dreaming
ELEMENT_TRAIT
Trait applied by element
EMP_TRAIT
From EMPs
EXPERIMENTAL_SURGERY_TRAIT
Trait inherited by experimental surgeries
EXPIRED_LIFE_TRAIT
Given by the multiple_lives component to the previous body of the mob upon death.
FLOCK_CONTROLLED_BY_OVERMIND_SOURCE
Under control
HIGHLANDER_TRAIT
Trait associated with highlander
HIPPOCRATIC_OATH_TRAIT
Trait granted by /obj/item/rod_of_asclepius
IGNORING_GRAVITY_NEGATION
Sources for TRAIT_IGNORING_GRAVITY
IMPLANT_TRAIT
Trait inherited by implants
ITEM_SCALING_TRAIT
From the item_scaling element
LACKING_LOCOMOTION_APPENDAGES_TRAIT
trait associated to not having locomotion appendages nor the ability to fly or float
LACKING_MANIPULATION_APPENDAGES_TRAIT
trait associated to not having fine manipulation appendages such as hands
LIPSTICK_TRAIT
Trait granted by lipstick
LYING_DOWN_TRAIT
Trait associated to lying down (having a [lying_angle] of a different value than zero).
MAFIA_TRAIT
Trait associated with mafia
MAPPING_HELPER_TRAIT
obtained from mapping helper
MARKET_CRASH_EVENT_TRAIT
From the market_crash event
MASK_TRAIT
inherited from the mask
MODEL_TRAIT
Trait granted by /mob/living/silicon/robot Traits applied to a silicon mob by their model.
MOD_TRAIT
Trait applied by MODsuits.
MOTOR_LACK_TRAIT
Trait associated to lacking motor movement
NO_TONGUE_TRAIT
Trait granted by /mob/living/carbon/Initialize and granted/removed by /obj/item/organ/tongue Used for ensuring that carbons without tongues cannot taste anything so it is added in Initialize, and then removed when a tongue is inserted and readded when a tongue is removed.
OPTABLE_TRAIT
Given by the operating table
ORBITING_TRAIT
Trait given to an atom/movable when they orbit something.
PAI_FOLDED
Trait applied to PAIs by being folded
POWER_LACK_TRAIT
Trait associated to lacking electrical power.
QUIRK_TRAIT
Any traits granted by quirks.
RESTING_TRAIT
trait associated to resting
ROUNDSTART_TRAIT
cannot be removed without admin intervention
SHOES_TRAIT
inherited from your sweet kicks
SLIME_COLD
Trait applied to slimes by low temperature
SOULSTONE_TRAIT
Trait applied by /datum/component/soulstoned
STABILIZED_LIGHT_PINK_TRAIT
Pacifism trait given by stabilized light pink extracts.
STATION_TRAIT_BANANIUM_SHIPMENTS
Traits given by station traits
STATUS_EFFECT_TRAIT
A trait given by any status effect
STAT_TRAIT
trait associated to a stat value or range of
STICKY_NODROP
sticky nodrop sounds like a bad soundcloud rapper's name
STUMP_TRAIT
Trait on stumps
SUIT_TRAIT
Trait associated to wearing a suit
THIEF_TRAIT
Trait from /datum/antagonist/thief
TIPPED_OVER
Trait applied to mobs by being tipped over
TRAIT_ACTIVE_STORAGE
every object that is currently the active storage of some client mob has this trait
TRAIT_ADVANCEDTOOLUSER
Whether a mob is dexterous enough to use machines and certain items or not.
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_AI_DISABLE_PLANNING
trait that prevents AI controllers from making new plans, but not executing plans
TRAIT_AI_PAUSED
trait that prevents AI controllers from planning detached from ai_status to prevent weird state stuff.
TRAIT_ALIEN_SNEAK
Whether we're sneaking, from the alien sneak ability. Maybe worth generalizing into a general "is sneaky" / "is stealth" trait in the future.
TRAIT_ALLOWED_HONORBOUND_ATTACK
Someone can safely be attacked with honorbound with ONLY a combat mode check, the trait is assuring holding a weapon and hitting won't hurt them..
TRAIT_ALLOW_HERETIC_CASTING
Allows heretics to cast their spells.
TRAIT_ANTENNAE
The holder of this trait has antennae or whatever that hurt a ton when noogied
TRAIT_ANTICONVULSANT
From anti-convulsant medication against seizures.
TRAIT_ANTIMAGIC_NO_SELFBLOCK
Like antimagic, but doesn't block the user from casting
TRAIT_APC_SHOCKING
If you hit an APC with exposed internals with this item it will try to shock you
TRAIT_ARMS_RESTRAINED
Abstract condition that prevents movement if being pulled and might be resisted against. Handcuffs and straight jackets, basically.
TRAIT_BANNED_FROM_CARGO_SHUTTLE
If the item will block the cargo shuttle from flying to centcom
TRAIT_BLOODSHOT_EYES
Their eyes are bloodshot. Currently used to set special examine text on humans. Examine text is overridden by TRAIT_UNNATURAL_RED_GLOWY_EYES.
TRAIT_BLOODY_MESS
from heparin, makes open bleeding wounds rapidly spill more blood
TRAIT_BLURRY_VISION
Has blurry vision until removed
TRAIT_BLUSHING
This person is blushing
TRAIT_BODYPART_GRABBED
This bodypart is being held in a grab, and reduces bleeding
TRAIT_BRAINWASHING
this skillchip trait lets you wash brains in washing machines to heal them
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_BYPASS_MEASURES
This mob overrides certian SSlag_switch measures with this special trait
TRAIT_CANNOTFACE
Prevents direction changes done by face_atom()
TRAIT_CANNOT_BE_UNBUCKLED
Prevents a mob from being unbuckled, currently only used to prevent people from falling over on the tram
TRAIT_CANNOT_CRYSTALIZE
Trait put on /mob/living/carbon/human. If that mob has a crystal core, also known as an ethereal heart, it will not try to revive them if the mob dies.
TRAIT_CANNOT_DREAM
Mob cannot dream
TRAIT_CANT_RIDE
Prevents mob from riding mobs when buckled onto something
TRAIT_CAN_STRIP
This mob can strip other mobs.
TRAIT_CAN_USE_FLIGHT_POTION
Lets the mob use flight potions
TRAIT_CAN_USE_NUKE
Can use the nuclear device's UI, regardless of a lack of hands
TRAIT_CHUNKYFINGERS
means that you can't use weapons with normal trigger guards.
TRAIT_CIRCUIT_UNDUPABLE
Trait applied when an integrated circuit/module becomes undupable
TRAIT_CLIMBABLE
Climbable trait, given and taken by the climbable element when added or removed. Exists to be easily checked via HAS_TRAIT().
TRAIT_COAGULATING
from coagulant reagents, this doesn't affect the bleeding itself but does affect the bleed warning messages
TRAIT_COMPONENT_MMI
Trait applied when the MMI component is added to an /obj/item/integrated_circuit
TRAIT_COMPONENT_PRINTER
Trait applied when the MMI component is added to an /obj/item/integrated_circuit
TRAIT_CORPSELOCKED
Prevents you from leaving your corpse
TRAIT_CUSTOMIZABLE_REAGENT_HOLDER
Trait for customizable reagent holder
TRAIT_DEATHCOMA
Causes death-like unconsciousness
TRAIT_DEFIB_BLACKLISTED
Blacklisted from being revived via defibrilator
TRAIT_DETECT_STORM
always detect storm weathers
TRAIT_DIAGNOSTIC_HUD
for something granting you a diagnostic hud
TRAIT_DISABLED_BY_WOUND
Used for limbs.
TRAIT_DISEASELIKE_SEVERITY_MEDIUM
If present on a /mob/living/carbon, will make them appear to have a medium level disease on health HUDs.
TRAIT_DISORIENTED
Slows the user, with additional effects based on the source.
TRAIT_DONT_WRITE_MEMORY
For living mobs. It signals that the mob shouldn't have their data written in an external json for persistence.
TRAIT_DOUBLE_TAP
When someone with this trait fires a ranged weapon, their fire delays and click cooldowns are halved
TRAIT_DREAMING
Mob is dreaming
TRAIT_DRIED
Trait for dried items
TRAIT_DRYABLE
Trait for dryable items
TRAIT_DUFFEL_CURSE_PROOF
You've been cursed with a living duffelbag, and can't have more added
TRAIT_ELITE_CHALLENGER
The user is currently challenging an elite mining mob. Prevents him from challenging another until he's either lost or won.
TRAIT_EQUIPPING_OR_UNEQUIPPING
Equipping or unequipping an item
TRAIT_EXHAUSTED
User's stamina is over the STAMINA_EXHAUSTION_THRESHOLD
TRAIT_EXPERIENCING_AIRFLOW
The owner is queued in SSairflow.
TRAIT_FAKEDEATH
Makes the owner appear as dead to most forms of medical examination
TRAIT_FASTMED
reduces the use time of syringes, pills, patches and medigels but only when using on someone
TRAIT_FINGERPRINT_PASSTHROUGH
Ignores body_parts_covered during the add_fingerprint() proc. Works both on the person and the item in the glove slot.
TRAIT_FIREDOOR_STOP
Trait applied to turfs when an atmos holosign is placed on them. It will stop firedoors from closing.
TRAIT_FISH_CASE_COMPATIBILE
Stuff that can go inside fish cases
TRAIT_FISH_SAFE_STORAGE
Fish in this won't die
TRAIT_FLASH_SENSITIVE
Makes you flashable from any direction
TRAIT_FLOORED
Prevents voluntary standing or staying up on its own.
TRAIT_FORBID_MINING_SHUTTLE_CONSOLE_OUTSIDE_STATION
Mobs with this trait can't send the mining shuttle console when used outside the station itself
TRAIT_FORCED_GRAVITY
We have some form of forced gravity acting on us
TRAIT_FORCED_STANDING
Forces user to stay standing
TRAIT_FREE_FLOAT_MOVEMENT
When people are floating from zero-grav or something, we can move around freely!
TRAIT_FROZEN
this object has been frozen
TRAIT_FUGU_GLANDED
Trait used by fugu glands to avoid double buffing
TRAIT_GAMERGOD
Gets double arcade prizes
TRAIT_GARLIC_BREATH
Used to activate french kissing
TRAIT_GONE_FISHING
Currently fishing
TRAIT_GOOD_HEARING
Makes whispers clearly heard from seven tiles away, the full hearing range
TRAIT_GUN_NATURAL
Makes it so the mob can use guns regardless of tool user status
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_HEALS_FROM_CARP_RIFTS
This mob heals from carp rifts.
TRAIT_HEALS_FROM_CULT_PYLONS
This mob heals from cult pylons.
TRAIT_HEARING_SENSITIVE
every hearing sensitive atom has this trait
TRAIT_HEAR_THROUGH_DARKNESS
Ignores darkness for hearing
TRAIT_HEAR_THROUGH_WALLS
Ignores line of sight for the purposes of send_speech()
TRAIT_HIDES_VOICE
Wearing this item in the mask slot will make your voice Unknown
TRAIT_HIDE_COSMETIC_ORGANS
Don't draw external organs/species features like wings, horns, frills and stuff
TRAIT_HONKSPAMMING
Used by the honkspam element to avoid spamming the sound. Amusing considering its name.
TRAIT_HOPELESSLY_ADDICTED
Addictions don't tick down, basically they're permanently addicted
TRAIT_HOT_SPRING_CURSED
Trait applied to /datum/mind to stop someone from using the cursed hot springs to polymorph more than once.
TRAIT_ID_APPRAISER
Can examine IDs to see if they are roundstart.
TRAIT_IGNORING_GRAVITY
We are ignoring gravity
TRAIT_ILLITERATE
Blacklist for mobs that can't read or write
TRAIT_IMMOBILIZED
Prevents voluntary movement.
TRAIT_IMPORTANT_SPEAKER
This mob's speech is heard through walls by dead players/observers even if it has no client. Idk a better name
TRAIT_INSIDE_BODY
Given to items that are bodyparts attached to a mob, organs attached to a mob or inside a bodypart
TRAIT_INSTANT_PICKPOCKET
Pickpocketing this item takes no time.
TRAIT_INVISIBLE_MAN
This mobs bodyparts are invisible but still clickable.
TRAIT_IN_CALL
Whether or not the user is in a MODlink call, prevents making more calls
TRAIT_IRRADIATED
Marks that this object is irradiated
TRAIT_IWASBATONED
Anti Dual-baton cooldown bypass exploit.
TRAIT_JOB_FIRST_ID_CARD
Denotes that this id card was given via the job outfit, aka the first ID this player got.
TRAIT_KEEP_TOGETHER
Used for managing KEEP_TOGETHER in [/atom/var/appearance_flags]
TRAIT_KISS_OF_DEATH
Blowing kisses actually does damage to the victim
TRAIT_KNOCKEDOUT
Forces the user to stay unconscious.
TRAIT_LAVA_IMMUNE
Weather immunities, also protect mobs inside them.
TRAIT_LITERATE
Whitelist for mobs that can read or write
TRAIT_LIVING_HEART
Designates a heart as a living heart for a heretic.
TRAIT_MAGICALLY_PHASED
This mob is phased out of reality from magic, either a jaunt or rod form
TRAIT_MAGNETIC_ID_CARD
ID cards with this trait will attempt to forcibly occupy the front-facing ID card slot in wallets.
TRAIT_MARKET_CRASHING
SSeconomy trait, if the market is crashing and people can't withdraw credits from ID cards.
TRAIT_MARTIAL_ARTS_IMMUNE
nobody can use martial arts on this mob
TRAIT_MAT_TRANSMUTED
Marks the item as having been transmuted. Functionally blacklists the item from being recycled or sold for materials.
TRAIT_MAY_CONTAIN_BLENDED_DUST
Minor trait used for beakers, or beaker-ishes. /obj/item/reagent_containers, to show that they've been used in a reagent grinder.
TRAIT_MEDIBOTCOMINGTHROUGH
Is a medbot healing you
TRAIT_MESON_VISION
Gives us turf vision through walls and slight night vision
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_NICE_SHOT
hnnnnnnnggggg..... you're pretty good....
TRAIT_NOBLEED
This carbon doesn't bleed
TRAIT_NOBREATH
Mob does not breathe.
TRAIT_NOEARS
Mob does not need ears to hear
TRAIT_NOFLASH
Makes you immune to flashes
TRAIT_NOSELFIGNITION
Prevents plasmamen from self-igniting
TRAIT_NOT_ENGRAVABLE
If something has been engraved/cannot be engraved
TRAIT_NO_ADDICTION
Does not get addicted
TRAIT_NO_BARCODES
Disallows this item from being pricetagged with a barcode
TRAIT_NO_FLOATING_ANIM
Disables the floating animation. See above.
TRAIT_NO_IMMOBILIZE
Buckling yourself to objects with this trait won't immobilize you
TRAIT_NO_PAINSHOCK
Cannot experience Shock (pain version, not electrical)
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_SOUL
This mob has no soul
TRAIT_NO_SPRINT
User cannot sprint
TRAIT_NO_STORAGE_INSERT
cannot be inserted in a storage.
TRAIT_NO_STRIP
Prevents stripping this equipment
TRAIT_NO_TELEPORT
do_teleport
will not allow this atom to teleport
TRAIT_NO_VOLUNTARY_SPEECH
User cannot use the Say() verb. This is used to force speech while "muting" the client.
TRAIT_ORBITING_FORBIDDEN
Whether or not orbiting is blocked or not
TRAIT_PARALYSIS
Used for limb-based paralysis, where replacing the limb will fix it.
TRAIT_PARALYSIS_L_ARM
These are used for brain-based paralysis, where replacing the limb won't fix it
TRAIT_PDA_CAN_EXPLODE
This one denotes a PDA has received a rigged message and will explode when the user tries to reply to a rigged PDA message
TRAIT_PDA_MESSAGE_MENU_RIGGED
PDA Traits. This one makes PDAs explode if the user opens the messages menu
TRAIT_PERFECT_ATTACKER
Doesn't miss attacks
TRAIT_PERMANENTLY_ONFIRE
overrides the update_fire proc to always add fire (for lava)
TRAIT_PLANT_SAFE
We can handle 'dangerous' plants in botany safely
TRAIT_PLANT_WILDMUTATE
Plants that were mutated as a result of passive instability, not a mutation threshold.
TRAIT_PLASMABURNT
Used on limbs in the process of turning a human into a plasmaman while in plasma lava
TRAIT_POWER_CHORD
this mob is under the effects of the power chord
TRAIT_PRESERVE_UI_WITHOUT_CLIENT
This mob should never close UI even if it doesn't have a client
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_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_RADIO_LISTENER_ATMOS
Atmos (FREQ_ATMOS_CONTROL) listeners
TRAIT_RADIO_LISTENER_NONATMOS
Non-atmos radio listeners
TRAIT_REAGENT_SCANNER
Lets us scan reagents
TRAIT_REPLACES_VOICE
Wearing this item in the mask slot will make your voice your current ID, or unknown
TRAIT_RESEARCH_SCANNER
Lets us scan machine parts and tech unlocks
TRAIT_RESISTHEATHANDS
For when you want to be able to touch hot things, but still want fire to be an issue.
TRAIT_RUSTY
generic atom traits Trait from /datum/element/rust. Its rusty and should be applying a special overlay to denote this.
TRAIT_SHIFTY_EYES
Gives you the Shifty Eyes quirk, rarely making people who examine you think you examined them back even when you didn't
TRAIT_SHOCKED_BY_SENTINEL
The above but for the flock sentinel
TRAIT_SILENT_FOOTSTEPS
makes your footsteps completely silent
TRAIT_SIXTHSENSE
Can hear observers
TRAIT_SOFT_CRITICAL_CONDITION
In softcrit.
TRAIT_SPARRING
The user is sparring
TRAIT_SPECIAL_TRAUMA_BOOST
Increases chance of getting special traumas, makes them harder to cure
TRAIT_SPIDER_CONSUMED
Whether a spider's consumed this mob
TRAIT_SPRAY_PAINTABLE
This mob can be painted with the spraycan
TRAIT_SPRINTING
User is sprinting, full speed ahead
TRAIT_STABLEHEART
You cannot ENTER cardiac arrest.
TRAIT_STATUS_EFFECT
A trait given by a specific status effect (not sure why we need both but whatever!)
TRAIT_TABLE_RISEN
trait denoting something is being risen up by a table
TRAIT_TACKLING_FRAIL_ATTACKER
Makes a species be frail and more likely to roll bad results if they hit a wall
TRAIT_TACKLING_TAILED_DEFENDER
Makes a species be better/worse at defending against tackling depending on their tail's status
TRAIT_TACKLING_WINGED_ATTACKER
Makes a species be better/worse at tackling depending on their wing's status
TRAIT_TENACIOUS
trait denoting someone will crawl faster in soft crit
TRAIT_THERMAL_VISION
Gives us mob vision through walls and slight night vision
TRAIT_TIME_STOP_IMMUNE
Immune to being afflicted by time stop (spell)
TRAIT_TRUE_NIGHT_VISION
Gives us Night vision
TRAIT_TUMOR_SUPPRESSED
prevents the damage done by a brain tumor
TRAIT_T_RAY_VISIBLE
Visible on t-ray scanners if the atom/var/level == 1
TRAIT_UI_BLOCKED
Inability to access UI hud elements. Turned into a trait from MOBILITY_UI to be able to track sources.
TRAIT_UNBREAKABLE
trait denoting someone will sometimes recover out of crit
TRAIT_UNCATCHABLE
Can't be catched when thrown
TRAIT_UNNATURAL_RED_GLOWY_EYES
Their eyes glow an unnatural red colour. Currently used to set special examine text on humans. Does not guarantee the mob's eyes are coloured red, nor that there is any visible glow on their character sprite.
TRAIT_VAL_CORRIN_MEMBER
Gets a mood boost from being in the hideout.
TRAIT_WEAK_SOUL
Revenants draining you only get a very small benefit.
TRAIT_WEB_WEAVER
Can weave webs into cloth
TRAIT_WIELDED
Properly wielded two handed item
TRAIT_XENO_HOST
Tracks whether we're gonna be a baby alien's mummy.
TRAIT_XENO_IMMUNE
prevents xeno huggies implanting skeletons
TRAIT_XRAY_VISION
Gives us turf, mob and object vision through walls
UPDATE_TRANSFORM_TRAIT
Trait from mob/living/update_transform()
VEHICLE_TRAIT
inherited from riding vehicles
WARPWHISTLE_TRAIT
Trait granted by /obj/item/warpwhistle