code/__DEFINES/traits/declarations.dm
TRAIT_KNOCKEDOUT | Forces the user to stay unconscious. |
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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_UNDENSE | Apply this to make a mob not dense, and remove it when you want it to no longer make them undense, other sources of undesity will still apply. Always define a unique source when adding a new instance of this! |
TRAIT_GODMODE | Makes the mob immune to damage and several other ailments. |
TRAIT_EXPANDED_FOV | Expands our FOV by 30 degrees if restricted |
TRAIT_PERFECT_ATTACKER | Doesn't miss attacks |
TRAIT_GREENTEXT_CURSED | Recolored by item/greentext |
TRAIT_CRITICAL_CONDITION | In some kind of critical condition. Is able to succumb. |
TRAIT_LITERATE | Whitelist for mobs that can read or write |
TRAIT_ILLITERATE | Blacklist for mobs that can't read or write |
TRAIT_MUTE | Mute. Can't talk. |
TRAIT_SOFTSPOKEN | Softspoken. Always whisper. |
TRAIT_CURSED | Gibs on death and slips like ice. |
TRAIT_EMOTEMUTE | Emotemute. Can't... emote. |
TRAIT_DEFIB_BLACKLISTED | Blacklisted from being revived via defibrillator |
TRAIT_CAN_HOLD_ITEMS | Trait that means you are capable of holding items in some form |
TRAIT_FENCE_CLIMBER | Trait which lets you clamber over a barrier |
TRAIT_CHUNKYFINGERS | means that you can't use weapons with normal trigger guards. |
TRAIT_FIST_MINING | Allows you to mine with your bare hands |
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_STASIS | The mob has the stasis effect. Does nothing on its own, applied via status effect. |
TRAIT_FAKEDEATH | Makes the owner appear as dead to most forms of medical 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_XENO_HOST | Tracks whether we're gonna be a baby alien's mummy. |
TRAIT_PARROT_PERCHED | This parrot is currently perched |
TRAIT_STUNIMMUNE | This mob is immune to stun causing status effects and stamcrit. Prefer to use /mob/living/proc/check_stun_immunity over checking for this trait exactly. |
TRAIT_IWASBATONED | Anti Dual-baton cooldown bypass exploit. |
TRAIT_NO_SIDE_KICK | can't be kicked to the side |
TRAIT_SHOCKIMMUNE | Are we immune to shocks? |
TRAIT_TESLA_SHOCKIMMUNE | Are we immune to specifically tesla / SM shocks? |
TRAIT_BEING_SHOCKED | Is this atom being actively shocked? Used to prevent repeated shocks. |
TRAIT_CORPSELOCKED | Prevents you from leaving your corpse |
TRAIT_HYPOTHERMIC | Trait for when you can no longer gain body heat |
TRAIT_VALID_DNA_INFUSION | This non-living object is valid to be used in dna infusers |
TRAIT_USED_DNA_VAULT | For when you've gotten a power from a dna vault |
TRAIT_RESISTHEATHANDS | For when you want to be able to touch hot things, but still want fire to be an issue. |
TRAIT_BOMBIMMUNE | This human is immune to the effects of being exploded. (ex_act) |
TRAIT_NUKEIMMUNE | This mob won't get gibbed by nukes going off |
TRAIT_VIRUSIMMUNE | Can't be given viruses |
TRAIT_UNHUSKABLE | Won't become a husk under any circumstances |
TRAIT_VIRUS_RESISTANCE | Reduces the chance viruses will spread to this mob, and if the mob has a virus, slows its advancement |
TRAIT_HEAD_ATMOS_SEALED | Prevents plasmamen from self-igniting if only their helmet is missing |
TRAIT_TOSS_GUN_HARD | Can toss a guns like a badass, causing additional damage/effect to their enemies |
TRAIT_AGENDER | Species with this trait are genderless |
TRAIT_BLOOD_CLANS | Species with this trait have a blood clan mechanic |
TRAIT_USES_SKINTONES | Species with this trait use skin tones for coloration |
TRAIT_MUTANT_COLORS | Species with this trait use mutant colors for coloration |
TRAIT_FIXED_MUTANT_COLORS | Species with this trait have mutant colors that cannot be chosen by the player, nor altered ingame by external means |
TRAIT_NO_BLOOD_OVERLAY | Humans with this trait won't get bloody hands, nor bloody feet |
TRAIT_NO_UNDERWEAR | Humans with this trait cannot have underwear |
TRAIT_NO_DEBRAIN_OVERLAY | This carbon doesn't show an overlay when they have no brain |
TRAIT_NO_AUGMENTS | Humans with this trait cannot get augmentation surgery |
TRAIT_NOHUNGER | This carbon doesn't get hungry |
TRAIT_NOBLOOD | This carbon doesn't bleed |
TRAIT_LIVERLESS_METABOLISM | This just means that the carbon will always have functional liverless metabolism |
TRAIT_OVERDOSEIMMUNE | This carbon can't be overdosed by chems |
TRAIT_NO_ZOMBIFY | Humans with this trait cannot be turned into zombies |
TRAIT_NO_DNA_COPY | Carbons with this trait can't have their DNA copied by diseases nor changelings |
TRAIT_NO_DNA_SCRAMBLE | Carbons with this trait can't have their DNA scrambled by genetics or a disease retrovirus. |
TRAIT_DRINKS_BLOOD | Carbons with this trait can eat blood to regenerate their own blood volume, instead of injecting it |
TRAIT_TOXIMMUNE | Mob is immune to toxin damage |
TRAIT_NOBREATH | Mob is immune to oxygen damage, does not need to breathe |
TRAIT_DISGUISED | Mob is currently disguised as something else (like a morph being another mob or an object). Holds a reference to the thing that applied the trait. |
TRAIT_PLASMA_LOVER_METABOLISM | Use when you want a mob to be able to metabolize plasma temporarily (e.g. plasma fixation disease symptom) |
TRAIT_TETRODOTOXIN_HEALING | The mob is not harmed by tetrodotoxin. Instead, it heals them like omnizine |
TRAIT_EASYBLEED | Species with this trait have 50% extra chance of bleeding from piercing and slashing wounds |
TRAIT_NOCRITOVERLAY | Doesn't get overlays from being in critical. |
TRAIT_FASTMED | reduces the use time of syringes, pills, patches and medigels but only when using on someone |
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_MAGICALLY_GIFTED | The user can do things like use magic staffs without penalty |
TRAIT_INNATELY_FANTASTICAL_ITEM | This object innately spawns with fantasy variables already applied (the magical component is given to it on initialize), and thus we never want to give it the component again. |
TRAIT_BRAWLING_KNOCKDOWN_BLOCKED | Prevents shovies and some strong blows such as unarmed punches and (unreliably) tackles the owner down |
TRAIT_OFF_BALANCE_TACKLER | Applies tackling defense bonus to any mob that has it |
TRAIT_HEAD_INJURY_BLOCKED | Prevents some severe head injuries being sustained from heavy collisions or blunt force injuries. |
TRAIT_NO_STAGGER | Prevents staggering. |
TRAIT_NO_THROW_HITPUSH | Getting hit by thrown movables won't push you away |
TRAIT_FISH_EATER | This mob likes to eat fish. Raw, uncut fish. |
TRAIT_REVEAL_FISH | Added to mob or mind, changes the icons of the fish shown in the minigame UI depending on the possible reward. |
TRAIT_EXAMINE_FISHING_SPOT | This trait gets you a list of fishes that can be caught when examining a fishing spot. |
TRAIT_SCARY_FISHERMAN | lobstrosities and carps will prioritize/flee from those that have this trait (given by the skill-locked hat) |
TRAIT_CATCH_AND_RELEASE | Atoms with this trait can be right-clicked with a fish to release them, presumably back in the fishing spot they were caught from. |
TRAIT_EXAMINE_FISH | This trait lets you get the size and weight of the fish by examining them |
TRAIT_EXAMINE_DEEPER_FISH | This trait lets you roughly know if the fish is dead, starving, drowning or sick by examining them |
TRAIT_FISHING_SPOT | Trait given to turfs or objects that can be fished from |
TRAIT_UNLINKABLE_FISHING_SPOT | This trait prevents the fishing spot from being linked to the fish-porter when a multitool is being used. |
TRAIT_PROFOUND_FISHER | Trait given to mobs that can fish without a rod |
TRAIT_MESSAGE_IN_A_BOTTLE_LOCATION | If an atom has this trait, then you can toss a bottle with a message in it. |
TRAIT_UNIQUE_AQUARIUM_CONTENT | Stops other objects of the same type from being inserted inside the same aquarium it's in. |
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_IS_WET | Tells us that the mob urrently has the fire_handler/wet_stacks status effect |
TRAIT_WET_FOR_LONGER | Mobs with this trait stay wet for longer and resist fire decaying wetness |
TRAIT_SLIPPERY_WHEN_WET | Mobs with this trait will be immune to slipping while also being slippery themselves when lying on the floor |
TRAIT_EXAMINE_FITNESS | This trait lets you evaluate someone's fitness level against your own |
TRAIT_WOUND_LICKER | These mobs have particularly hygienic tongues |
TRAIT_SILICON_EMOTES_ALLOWED | Mobs with this trait are allowed to use silicon emotes |
TRAIT_BORN_MONKEY | This trait designate that the mob was originally a monkey |
TRAIT_REMOTE_TASTING | Added to a mob, allows that mob to experience flavour-based moodlets when examining food |
TRAIT_NO_SLIP_WATER | Stops the mob from slipping on water, or banana peels, or pretty much anything that doesn't have GALOSHES_DONT_HELP 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 occurring |
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_WOUND_SCANNED | Applied into wounds when they're scanned with the wound analyzer, halves time to treat them manually. |
TRAIT_IGNORE_FIRE_PROTECTION | Owner will ignore any fire protection when calculating fire damage |
TRAIT_MINDSHIELD | Makes someone show up as mindshielded on sechuds. Does NOT actually make them unconvertable - See TRAIT_UNCONVERTABLE for that |
TRAIT_UNCONVERTABLE | Makes it impossible for someone to be converted by cult/revs/etc. |
TRAIT_SUCCUMB_OVERRIDE | Lets the user succumb even if they got NODEATH |
TRAIT_SIXTHSENSE | Can hear observers |
TRAIT_HEAR_THROUGH_DARKNESS | Ignores darkness for hearing |
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_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_GOOD_HEARING | Makes whispers clearly heard from seven tiles away, the full hearing range |
TRAIT_XRAY_HEARING | Allows you to hear speech through walls |
TRAIT_BLOCK_SHUTTLE_MOVEMENT | This mob can not enter or move on a shuttle |
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_WEB_SURFER | Can navigate the web without getting stuck |
TRAIT_SPINNING_WEB_TURF | A web is being spun on this turf presently |
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_NEARSIGHTED_CORRECTED | Prevents the overlay from nearsighted |
TRAIT_DIAGNOSTIC_HUD | for something granting you a diagnostic hud |
TRAIT_MEDIBOTCOMINGTHROUGH | Is a medbot healing you |
TRAIT_PASSWINDOW | Lets you fly through windows |
TRAIT_NOFLASH | Makes you immune to flashes |
TRAIT_XENO_IMMUNE | prevents xeno huggies implanting skeletons |
TRAIT_NO_JUMPSUIT | Allows the species to equip items that normally require a jumpsuit without having one equipped. Used by golems. |
TRAIT_DETECT_STORM | always detect storms on icebox |
TRAIT_SIGHT_BYPASS | eignore blindness or blurriness or nearsightedness |
TRAIT_PERCEPTUAL_TRAUMA_BYPASS | ignore traumas that make you 'hallucinate' something |
TRAIT_HALLUCINATION_IMMUNE | mob is immune to hallucinations |
TRAIT_SPECIAL_TRAUMA_BOOST | Increases chance of getting special traumas, makes them harder to cure |
TRAIT_HYPERSPACED | Sanity trait to keep track of when we're in hyperspace and add the appropriate element if we weren't |
TRAIT_FREE_HYPERSPACE_MOVEMENT | Gives the movable free hyperspace movement without being pulled during shuttle transit |
TRAIT_FREE_HYPERSPACE_SOFTCORDON_MOVEMENT | Lets the movable move freely in the soft-cordon area of transit space, which would otherwise teleport them away just before they got to see the true cordon |
TRAIT_DEL_ON_SPACE_DUMP | Deletes the object upon being dumped into space, usually from exiting hyperspace. Useful if you're spawning in a lot of stuff for hyperspace events that don't need to flood the entire game |
TRAIT_CLIFF_WALKER | We can walk up or around cliffs, or at least we don't fall off of it |
TRAIT_TACTICALLY_CAMOUFLAGED | This means the user is currently holding/wearing a "tactical camouflage" item (like a potted plant). |
TRAIT_GAMERGOD | Gets double arcade prizes |
TRAIT_TOO_TALL | Makes you way too tall. Like just too much, dude, it's kind of creepy. Humanoid only. |
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_RDS_SUPPRESSED | Prevents hallucinations from the hallucination brain trauma (RDS) |
TRAIT_NO_EXTINGUISH | Mobs that have this trait cannot be extinguished |
TRAIT_SIGN_LANG | Indicates if the mob is currently speaking with sign language |
TRAIT_PAPER_MASTER | Trait given to mobs to indicate that they can catch papers thrown at them midair without trying, and make syndicate airplanes when folding paper up. |
TRAIT_CAN_SIGN_ON_COMMS | This mob is able to use sign language over the radio. |
TRAIT_MARTIAL_ARTS_IMMUNE | nobody can use martial arts on this mob |
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 and nitrous oxide, 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_STIMULATED | From stimulant reagents, this affects whether the all-nighter lack of sleep penalty should be countered |
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_SYNDIE_KISS | Syndie kisses can apply burn damage |
TRAIT_GARLIC_BREATH | Used to activate french kissing |
TRAIT_HOPELESSLY_ADDICTED | Addictions don't tick down, basically they're permanently addicted |
TRAIT_CULT_HALO | This mob has a cult halo. |
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_BYPASS_MEASURES | This mob overrides certain 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_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_EXTERNAL_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_FOV_APPLIED | Mob has fov applied to it |
TRAIT_USER_SCOPED | Mob is using the scope component |
TRAIT_ANALGESIA | Mob is unable to feel pain |
TRAIT_RIGHT_EYE_SCAR | Mob has a scar on their left/right eye |
TRAIT_REVENANT_REVEALED | Trait added when a revenant is visible. |
TRAIT_REVENANT_INHIBITED | Trait added when a revenant has been inhibited (typically by the bane of a holy weapon) |
TRAIT_NOFAT | Trait which prevents you from becoming overweight |
TRAIT_ROCK_EATER | Trait which allows you to eat rocks |
TRAIT_ROCK_METAMORPHIC | Trait which allows you to gain bonuses from consuming rocks |
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_FUGU_GLANDED | Trait used by fugu glands to avoid double buffing |
TRAIT_WAS_RENAMED | Trait that tracks if something has been renamed. Typically holds a REF() to the object itself (AKA src) for wide addition/removal. |
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 | Trait applied to mob/living to mark that spiders should not gain further enriched eggs from eating their corpse. |
TRAIT_SNEAK | Whether we're sneaking, from the creature sneak ability. |
TRAIT_BLIND_TOOL | Item still allows you to examine items while blind and actively held. |
TRAIT_UNKNOWN | The person with this trait always appears as 'unknown'. |
TRAIT_PREVENT_IMPLANT_AUTO_EXPLOSION | If the mob has this trait and die, their bomb implant doesn't detonate automatically. It must be consciously activated. |
TRAIT_HATED_BY_DOGS | If applied to a mob, nearby dogs will have a small chance to nonharmfully harass said mob |
TRAIT_NOFEAR_HOLDUPS | Mobs with this trait will not be immobilized when held up |
TRAIT_ADAMANTINE_EXTRACT_ARMOR | Mob has gotten an armor buff from adamantine extract |
TRAIT_NO_GUN_AKIMBO | Mobs with this trait won't be able to dual wield guns. |
TRAIT_UNHITTABLE_BY_PROJECTILES | Mobs with this trait cannot be hit by projectiles, meaning the projectiles will just go through. |
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_IN_CALL | Whether or not the user is in a MODlink call, prevents making more calls |
TRAIT_ON_ELEVATED_SURFACE | Is the mob standing on an elevated surface? This prevents them from dropping down if not elevated first. |
TRAIT_IGNORE_ELEVATION | Does the mob ignore elevation? (e.g. xeno larvas on hiding) |
TRAIT_NO_TWOHANDING | Prevents you from twohanding weapons. |
TRAIT_STRENGTH | Improves boxing damage against boxers and athletics experience gain |
TRAIT_STIMMED | Increases the duration of having exercised |
TRAIT_BOXING_READY | Indicates that the target is able to be boxed at a boxer's full power. |
TRAIT_FAST_TYING | Halves the time of tying a tie. |
TRAIT_HIGH_VALUE_RANSOM | Sells for more money on the pirate bounty pad. |
TRAIT_FAST_CUFFING | Makes the user handcuff others faster |
TRAIT_MAFIAINITIATE | Given by /obj/item/virgin_mary, mobs that used this can no longer use it again ever |
TRAIT_MIND_READER | Our mob has the mind reading genetic mutation. |
TRAIT_DISPLAY_JOB_IN_BINARY | Makes the player appear as their respective job in Binary Talk rather than being a 'Default Cyborg'. |
TRAIT_STUN_ON_NEXT_SHOVE | Trait that determines vulnerability to being stunned from a shove |
TRAIT_DRUNKEN_BRAWLER | Trait that determines whether our mob gains more strength from drinking during a fist fight |
TRAIT_SPACEBREATHING | Lungs always breathe normally when in vacuum/space. |
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_MIMING | The mob has an active mime vow of silence, and thus is unable to speak and has other mime things going on |
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_CHEF_KISS | Allows chef's to chefs kiss their food, to make them with love |
TRAIT_BALLOON_SUTRA | Allows clowns to bend balloons into animals |
TRAIT_DETECTIVES_TASTE | Allows detectives to identify chemicals by taste |
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_PLASMA_TRANSFORM | Cannot be turned into a funny skeleton by the plasma river |
TRAIT_LAVA_IMMUNE | Weather immunities, also protect mobs inside them. |
TRAIT_TENTACLE_IMMUNE | Cannot be grabbed by goliath tentacles |
TRAIT_OVERWATCHED | Currently under the effect of overwatch |
TRAIT_OVERWATCH_IMMUNE | Cannot be targeted by watcher overwatch |
TRAIT_PARALYSIS | Used for limb-based paralysis, where replacing the limb will fix it. |
TRAIT_DISABLED_BY_WOUND | Used for limbs. |
TRAIT_BLOCKING_EXPLOSIVES | This movable atom has the explosive block element |
TRAIT_SPEED_POTIONED | This object has been slathered with a speed potion |
TRAIT_BLOCKING_PROJECTILES | This mob is currently blocking a projectile. |
TRAIT_LAVA_STOPPED | Lava will be safe to cross while it has this trait. |
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_IMMERSE_STOPPED | The effects of the immerse element will be halted while this trait is present. |
TRAIT_HYPERSPACE_STOPPED | The effects of hyperspace drift are blocked when the tile has this trait |
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_BEAUTY_APPLIED | failsafe for whether an item with the beauty element is influencing the beauty of the area of not. |
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_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_WADDLING | Required by the waddling element since there are multiple sources of it. |
TRAIT_FLOPPING | Mobs with trait will still waddle even when lying on the floor and make a different footstep sound when doing so. |
TRAIT_ON_HIT_EFFECT | Required by the on_hit_effect element, which is in turn added by other elements. |
TRAIT_KEEP_TOGETHER | Used for managing KEEP_TOGETHER in [/atom/var/appearance_flags] |
TRAIT_BANNED_FROM_CARGO_SHUTTLE | If the item will block the cargo shuttle from flying to centcom |
TRAIT_NO_MISSING_ITEM_ERROR | If the crate's contents are immune to the missing item manifest error |
TRAIT_NO_MANIFEST_CONTENTS_ERROR | If the crate is immune to the wrong content in manifest error |
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_FOOD_FRIED | If this item's been fried |
TRAIT_FOOD_BBQ_GRILLED | If this item's been bbq grilled |
TRAIT_FOOD_SILVER | This is a silver slime created item |
TRAIT_FOOD_CHEF_MADE | If this item's been made by a chef instead of being map-spawned or admin-spawned or such |
TRAIT_QUALITY_FOOD_INGREDIENT | This atom has a quality_food_ingredient element attached |
TRAIT_NEEDS_TWO_HANDS | The items needs two hands to be carried |
TRAIT_UNCATCHABLE | Can't be catched when thrown |
TRAIT_ROD_REMOVE_FISHING_DUD | You won't catch duds while fishing with this rod. |
TRAIT_ROD_IGNORE_ENVIRONMENT | This rod ignores environmental conditions for fishing (like low light for nocturnal fish) |
TRAIT_ROD_ATTRACT_SHINY_LOVERS | This rod attracts fish with the shiny lover fish trait |
TRAIT_ROD_LAVA_USABLE | This rod can be used to fish on lava |
TRAIT_AQUARIUM_CONTENT | Stuff that can go inside fish cases and aquariums |
TRAIT_FISHING_BAIT | If the item can be used as a bit. |
TRAIT_POISONOUS_BAIT | This bait will kill any fish that doesn't have it on its favorite_bait list |
TRAIT_BASIC_QUALITY_BAIT | The quality of the bait. It influences odds of catching fish |
TRAIT_OMNI_BAIT | Baits with this trait will ignore bait preferences and related fish traits. |
TRAIT_BAIT_UNCONSUMABLE | The bait won't be consumed when used |
TRAIT_BAIT_ALLOW_FISHING_DUD | This bait won't apply TRAIT_ROD_REMOVE_FISHING_DUD to the rod it's attached on, instead, it'll allow the fishing dud to be there unless there's at least one fish that likes the bait |
TRAIT_IS_AQUARIUM | This location has the aquarium component. Not much different than a GetComponent() disguised as an 'is_x' macro, but I don't have to hide anything here. I just don't want a confusing 'is_aquarium(A)' macro which people think it's interchangable with an 'istype(A, /obj/structure/aquarium)' when it's the component what truly matters. |
TRAIT_BIOELECTRIC_GENERATOR | A location (probably aquarium) that amplifies the zaps of electricity-generating fish. |
TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH | A location (likely aquarium) that doesn't allow fish to growth and reproduce |
TRAIT_AQUARIUM_PANEL_OPEN | This is an aquarium with an open panel |
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_TRANSFORM_ACTIVE | A transforming item that is actively extended / transformed |
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_HAS_BEEN_KIDNAPPED | Prevents the same person from being chosen multiple times for kidnapping objective |
TRAIT_CUSTOM_TAP_SOUND | An item still plays its hitsound even if it has 0 force, instead of the tap |
TRAIT_DANGEROUS_OBJECT | Makes the feedback message when someone else is putting this item on you more noticeable |
TRAIT_HAUNTED | determines whether or not objects are haunted and teleport/attack randomly |
TRAIT_CONTRABAND_BLOCKER | An item that, if it has contents, will ignore its contents when scanning for contraband. |
TRAIT_UNCOMPOSTABLE | For edible items that cannot be composted inside hydro trays |
TRAIT_CATLIKE_GRACE | This mob always lands on their feet when they fall, for better or for worse. |
TRAIT_STICKERED | if the atom has a sticker attached to it |
TRAIT_LIGHTING_DEBUGGED | This object has light debugging tools attached to it |
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_GAMER | Trait for the gamer quirk. |
TRAIT_DRYABLE | Trait for dryable items |
TRAIT_DRIED | Trait for dried items |
TRAIT_CUSTOMIZABLE_REAGENT_HOLDER | Trait for customizable reagent holder |
TRAIT_ODD_CUSTOMIZABLE_FOOD_INGREDIENT | Trait for allowing an item that isn't food into the customizable reagent holder |
TRAIT_BEING_BLADE_SHIELDED | Used to prevent multiple floating blades from triggering over the same target |
TRAIT_UNOBSERVANT | This mob doesn't count as looking at you if you can only act while unobserved |
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_CONTAINMENT_FIELD | Trait applied to turf blocked by a containment field |
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_PDA_MESSAGE_MENU_RIGGED | PDA/ModPC 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_MODPC_HALVED_DOWNLOAD_SPEED | The download speeds of programs from the dowloader is halved. |
TRAIT_MODPC_INTERACTING_WITH_FRAME | Dictates whether a user (source) is interacting with the frame of a stationary modular computer or the pc inside it. Needed for circuits I guess. |
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_AI_PAUSED | trait that prevents AI controllers from planning detached from ai_status to prevent weird state stuff. |
TRAIT_TOWER_OF_BABEL | this is used to bypass tongue language restrictions but not tongue disabilities |
TRAIT_RECENTLY_COINED | This target has recently been shot by a marksman coin and is very briefly immune to being hit by one again to prevent recursion |
TRAIT_ECHOLOCATION_RECEIVER | Receives echolocation images. |
TRAIT_ECHOLOCATION_EXTRA_RANGE | Echolocation has a higher range. |
TRAIT_SUICIDED | Trait given to a living mob and any observer mobs that stem from them if they suicide. For clarity, this trait should always be associated/tied to a reference to the mob that suicided- not anything else. |
TRAIT_PERMANENTLY_MORTAL | Trait given to a living mob to prevent wizards from making it immortal |
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_FAKE_SOULLESS | Mobs with this trait will show up as soulless if their brain is missing even if their ghost can reenter the corpse |
TRAIT_TEMPORARY_BODY | Similar trait given to temporary bodies inhabited by players |
TRAIT_WALLMOUNTED | Trait given to objects with the wallmounted component |
TRAIT_OREBOX_FUNCTIONAL | Trait given to mechs that can have orebox functionality on movement |
TRAIT_MECHA_CREATED_NORMALLY | A trait for mechs that were created through the normal construction process, and not spawned by map or other effects. |
TRAIT_NOT_BARFABLE | Stops a movable from being removed from the mob it's in by the content_barfer component. |
TRAIT_FISH_STASIS | fish traits |
TRAIT_FISH_FED_LUBE | Trait needed for the lubefish evolution |
TRAIT_FISH_FROM_CASE | It comes from a fish case. Relevant for bounties so far. |
TRAIT_FISH_ELECTROGENESIS | Fish will also occasionally fire weak tesla zaps |
TRAIT_FISH_RECESSIVE | Offsprings from this fish will never be of its same type (unless it's self-reproducing). |
TRAIT_FISH_STINGER | This fish comes equipped with a stinger (increased damage and potentially venomous if also toxic) |
TRAIT_FISH_INK_ON_COOLDOWN | This fish is currently on cooldown and cannot splash ink unto people's faces |
TRAIT_FISH_SHOULD_TWOHANDED | This fish requires two hands to carry even if smaller than FISH_SIZE_TWO_HANDS_REQUIRED, as long as it's bulky-sized. |
TRAIT_FISH_SURVIVE_COOKING | This fish won't be killed when cooked. |
TRAIT_FISH_MADE_OF_BONE | This fish is healed by milk and hurt by bone hurting juice |
TRAIT_FISH_ON_TESLIUM | This fish has been fed teslium without the electrogenesis having trait. Gives the electrogenesis, but at halved output, and it hurts the fish over time. |
TRAIT_FISH_QUICK_GROWTH | This fish has been fed growth serum or something and will grow 5 times faster, up to 50% weight and size gain when fed. |
TRAIT_FISH_MUTAGENIC | This fish has been fed mutagen or something. Evolutions will have more than twice the probability |
TRAIT_ANGELIC | Trait given to angelic constructs to let them purge cult runes |
TRAIT_DREAMING | Trait given to a dreaming carbon when they are currently doing dreaming stuff |
TRAIT_COMMISSIONED | Whether bots will salute this mob. |
TRAIT_RUSTY | generic atom traits Trait from /datum/element/rust. Its rusty and should be applying a special overlay to denote this. |
TRAIT_DO_NOT_SPLASH | Stops someone from splashing their reagent_container on an object with this trait |
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_CHASM_DESTROYED | Objects with this trait are deleted if they fall into chasms, rather than entering abstract storage |
TRAIT_UNDERFLOOR | Trait from being under the floor in some manner |
TRAIT_NO_MIRROR_REFLECTION | If the movable shouldn't be reflected by mirrors. |
TRAIT_IMMERSED | If this movable is currently treading in a turf with the immerse element. |
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_UNIQUE_IMMERSE | With this, the immerse overlay will give the atom its own submersion visual overlay instead of one that's also shared with other movables, thus making editing its appearance possible. |
TRAIT_TELEKINESIS_CONTROLLED | This item is currently under the control of telekinesis |
TRAIT_CHANGELING_HIVEMIND_MUTE | changelings with this trait can no longer talk over the hivemind |
TRAIT_HULK | This guy is a hulk! (Bulky and green, lacks tact) |
TRAIT_BLOB_ALLY | Isn't attacked harmfully by blob structures |
TRAIT_CHUUNIBYOU | Has the chuuni component |
TRAIT_SPLATTERCASTER | Has splattercasting |
STATION_TRAIT_ASSISTANT_GIMMICKS | Traits given by station traits |
TRAIT_DEATHMATCH_EXPLOSIVE_IMPLANTS | Deathmatch traits |
TRAIT_SPINNING | This atom is currently spinning. |
TRAIT_IMMUNE_TO_CRANIAL_FISSURE | This limb can't be torn open anymore |
TRAIT_HAS_CRANIAL_FISSURE | Trait given if the mob has a cranial fissure. |
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. |
TRAIT_TASTEFULLY_THICK_ID_CARD | ID cards with this trait have special appraisal text. |
TRAIT_ALWAYS_NO_ACCESS | things with this trait are treated as having no access in /atom/movable/proc/check_access(obj/item) |
TRAIT_SILICON_ACCESS | The entity has Silicon 'access', so is either a silicon, has an access wand, or is an admin ghost AI.
This is put on the mob, it is used on the client for Admins but they are the exception as they use isAdminGhostAI . |
TRAIT_AI_ACCESS | The entity has AI 'access', so is either an AI, has an access wand, or is an admin ghost AI. Used to block off regular Silicons from things.
This is put on the mob, it is used on the client for Admins but they are the exception as they use isAdminGhostAI . |
TRAIT_SEE_WORN_COLOURS | Used by wearable_client_colour to determine whether the mob wants to have the colours of the screen affected by worn items (some still do regardless). |
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_WAS_EVOLVED | Simple trait that just holds if we came into growth from a specific mob type. Should hold a REF(src) to the type of mob that caused the growth, not anything else. |
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_TACKLING_WINGED_ATTACKER | Makes a character be better/worse at tackling depending on their wing's status |
TRAIT_TACKLING_FRAIL_ATTACKER | Makes a character be frail and more likely to roll bad results if they hit a wall |
TRAIT_TACKLING_TAILED_DEFENDER | Makes a character be better/worse at defending against tackling depending on their tail's status |
TRAIT_RUNECHAT_HIDDEN | Is runechat for this atom/movable currently disabled, regardless of prefs or anything? |
TRAIT_HAS_LABEL | the object has a label applied |
TRAIT_THINKING_IN_CHARACTER | Trait given to a mob that is currently thinking (giving off the "thinking" icon), used in an IC context |
TRAIT_SPEAKS_CLEARLY | without a human having this trait, they speak as if they have no tongue. |
TRAIT_GERM_SENSITIVE | Trait given by /datum/component/germ_sensitive |
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_RELAYING_ATTACKER | Trait given by /datum/element/relay_attacker |
TRAIT_IGNORED_BY_LIVING_FLESH | Trait given to limb by /mob/living/basic/living_limb_flesh |
TRAIT_USED_ORGAN | Trait given to organs that have been inside a living being previously |
TRAIT_WING_BUFFET | Trait given while using /datum/action/cooldown/mob_cooldown/wing_buffet |
TRAIT_WING_BUFFET_TIRED | Trait given while tired after using /datum/action/cooldown/mob_cooldown/wing_buffet |
TRAIT_RIFT_FAILURE | Trait given to a dragon who fails to defend their rifts |
TRAIT_MOB_HIDE_HAPPINESS | this trait hides most visible fluff and interactions of happiness, likely temporarily. |
TRAIT_MOB_BREEDER | trait determines if this mob can breed given by /datum/component/breeding |
TRAIT_MOB_HATCHED | trait given to mobs that are hatched |
TRAIT_NO_MINDSWAP | Trait given to mobs that we do not want to mindswap |
TRAIT_BAKEABLE | trait given to food that can be baked by /datum/component/bakeable |
TRAIT_DART_HAS_INSERT | Trait given to foam darts that have an insert in them |
TRAIT_ELDRITCH_PAINTING_EXAMINE | Trait determines if this mob has examined an eldritch painting |
TRAIT_FLESH_DESIRE | Trait used by the /datum/brain_trauma/severe/flesh_desire trauma to change their preferences of what they eat |
TRAIT_CLEANBOT_WHISPERER | Trait granted by janitor skillchip, allows communication with cleanbots |
TRAIT_ROCK_STONER | Trait granted by the miner skillchip, allows communication with minebots |
TRAIT_REGEN_SHIELD | Trait given by the regenerative shield component |
TRAIT_INVISIMIN | Trait given when a mob is currently in invisimin mode |
TRAIT_MOB_TIPPED | Trait given when a mob has been tipped |
TRAIT_ALWAYS_WANTED | Trait which self-identifies as an enemy of the law |
TRAIT_MOB_EATER | Trait given to mobs that have the basic eating element |
TRAIT_DISCO_DANCER | Trait which means whatever has this is dancing by a dance machine |
TRAIT_INSTANTLY_PROCESSES_BOULDERS | Trait which allows mobs to instantly break down boulders. |
TRAIT_BOULDER_BREAKER | Trait applied to objects and mobs that can attack a boulder and break it down. (See /obj/item/boulder/manual_process()) |
TRAIT_MANSUS_TOUCHED | Trait given to anything linked to, not necessarily allied to, the mansus |
TRAIT_SPELLS_LOTTERY | Appiled when wizard buy (/datum/spellbook_entry/perks/spalls_lottery) perk. Give 50/25% chance not spend a spellbook charge on 1/2 cost spell. Appiled it wizard can't refund any spells. |
TRAIT_PERCEIVED_AS_CLOWN | Trait given to mobs wearing the clown mask |
TRAIT_BYPASS_RANGED_ARMOR | Does this item bypass ranged armor checks? |
TRAIT_CONTRABAND | Trait which means that this item is considered illegal contraband, and valid for the contraband bounty or when scanned by an nspect scanner. |
TRAIT_EXPERT_FISHER | Traits given by settler, each with their own specific effects for cases where someone would have that trait, but not the other settler effects |
TRAIT_ITEM_OBJECTIVE_BLOCKED | This item cannot be selected for or used by a theft objective (Spies, Traitors, etc.) |
TRAIT_EASY_ATTACH | This trait lets you attach limbs to any player without surgery. |
TRAIT_BIRTHDAY_BOY | Trait given to the birthday boy |
TRAIT_NO_TERRAFORM | Trait given to a turf that should not be allowed to be terraformed, such as turfs holding ore vents. |
TRAIT_NOGRAV_ALWAYS_DRIFT | Trait that prevents mobs from stopping by grabbing objects |
TRAIT_SPEECH_BOOSTER | Mobs with these trait do not get italicized/quiet speech when speaking in low pressure |
TRAIT_NO_THROWING | Given to a mob that can throw to make them not able to throw |
TRAIT_MINING_PARRYING | Trait which allows mobs to parry mining mob projectiles |
TRAIT_MOB_MERGE_STACKS | Mob that can merge stacks in its contents |
TRAIT_SILENT_REACTIONS | Trait which silences all chemical reactions in its container |
TRAIT_MOB_CAN_DIG | Trait given to mobs that can dig |
TRAIT_COMBAT_MODE_SKIP_INTERACTION | This trait is used in some interactions very high in the interaction chain to allow certain atoms to be skipped by said interactions if the user is in combat mode. |
TRAIT_ILLUSORY_EFFECT | A "fake" effect that should not be subject to normal effect removal methods (like the effect remover component) |
TRAIT_GHOSTROLE_ON_REVIVE | Gives a little examine to their body that they can be revived with a soul |
Define Details
STATION_TRAIT_ASSISTANT_GIMMICKS
Traits given by station traits
TRAIT_ACTIVE_STORAGE
every object that is currently the active storage of some client mob has this trait
TRAIT_ADAMANTINE_EXTRACT_ARMOR
Mob has gotten an armor buff from adamantine extract
TRAIT_ADVANCEDTOOLUSER
Whether a mob is dexterous enough to use machines and certain items or not.
TRAIT_AGENDER
Species with this trait are genderless
TRAIT_AI_ACCESS
The entity has AI 'access', so is either an AI, has an access wand, or is an admin ghost AI. Used to block off regular Silicons from things.
This is put on the mob, it is used on the client for Admins but they are the exception as they use isAdminGhostAI
.
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_PAUSED
trait that prevents AI controllers from planning detached from ai_status to prevent weird state stuff.
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_ALWAYS_NO_ACCESS
things with this trait are treated as having no access in /atom/movable/proc/check_access(obj/item)
TRAIT_ALWAYS_WANTED
Trait which self-identifies as an enemy of the law
TRAIT_ANALGESIA
Mob is unable to feel pain
TRAIT_ANGELIC
Trait given to angelic constructs to let them purge cult runes
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
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_APC_SHOCKING
If you hit an APC with exposed internals with this item it will try to shock you
TRAIT_AQUARIUM_CONTENT
Stuff that can go inside fish cases and aquariums
TRAIT_AQUARIUM_PANEL_OPEN
This is an aquarium with an open panel
TRAIT_BAIT_ALLOW_FISHING_DUD
This bait won't apply TRAIT_ROD_REMOVE_FISHING_DUD to the rod it's attached on, instead, it'll allow the fishing dud to be there unless there's at least one fish that likes the bait
TRAIT_BAIT_UNCONSUMABLE
The bait won't be consumed when used
TRAIT_BAKEABLE
trait given to food that can be baked by /datum/component/bakeable
TRAIT_BALLOON_SUTRA
Allows clowns to bend balloons into animals
TRAIT_BANNED_FROM_CARGO_SHUTTLE
If the item will block the cargo shuttle from flying to centcom
TRAIT_BASIC_QUALITY_BAIT
The quality of the bait. It influences odds of catching fish
TRAIT_BEAUTY_APPLIED
failsafe for whether an item with the beauty element is influencing the beauty of the area of not.
TRAIT_BEING_BLADE_SHIELDED
Used to prevent multiple floating blades from triggering over the same target
TRAIT_BEING_SHOCKED
Is this atom being actively shocked? Used to prevent repeated shocks.
TRAIT_BIOELECTRIC_GENERATOR
A location (probably aquarium) that amplifies the zaps of electricity-generating fish.
TRAIT_BIRTHDAY_BOY
Trait given to the birthday boy
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_BLOCKING_EXPLOSIVES
This movable atom has the explosive block element
TRAIT_BLOCKING_PROJECTILES
This mob is currently blocking a projectile.
TRAIT_BLOCK_SHUTTLE_MOVEMENT
This mob can not enter or move on a shuttle
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 and nitrous oxide, makes open bleeding wounds rapidly spill more blood
TRAIT_BLOOD_CLANS
Species with this trait have a blood clan mechanic
TRAIT_BOMBIMMUNE
This human is immune to the effects of being exploded. (ex_act)
TRAIT_BORN_MONKEY
This trait designate that the mob was originally a monkey
TRAIT_BOULDER_BREAKER
Trait applied to objects and mobs that can attack a boulder and break it down. (See /obj/item/boulder/manual_process())
TRAIT_BOXING_READY
Indicates that the target is able to be boxed at a boxer's full power.
TRAIT_BRAINWASHING
this skillchip trait lets you wash brains in washing machines to heal them
TRAIT_BRAWLING_KNOCKDOWN_BLOCKED
Prevents shovies and some strong blows such as unarmed punches and (unreliably) tackles the owner down
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 certain SSlag_switch measures with this special trait
TRAIT_BYPASS_RANGED_ARMOR
Does this item bypass ranged armor checks?
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_CANT_RIDE
Prevents mob from riding mobs when buckled onto something
TRAIT_CAN_HOLD_ITEMS
Trait that means you are capable of holding items in some form
TRAIT_CAN_SIGN_ON_COMMS
This mob is able to use sign language over the radio.
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_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_CATCH_AND_RELEASE
Atoms with this trait can be right-clicked with a fish to release them, presumably back in the fishing spot they were caught from.
TRAIT_CATLIKE_GRACE
This mob always lands on their feet when they fall, for better or for worse.
TRAIT_CHANGELING_HIVEMIND_MUTE
changelings with this trait can no longer talk over the hivemind
TRAIT_CHASM_DESTROYED
Objects with this trait are deleted if they fall into chasms, rather than entering abstract storage
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_CHEF_KISS
Allows chef's to chefs kiss their food, to make them with love
TRAIT_CHUNKYFINGERS
means that you can't use weapons with normal trigger guards.
TRAIT_CHUUNIBYOU
Has the chuuni component
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_CLEANBOT_WHISPERER
Trait granted by janitor skillchip, allows communication with cleanbots
TRAIT_CLIFF_WALKER
We can walk up or around cliffs, or at least we don't fall off of it
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_COMBAT_MODE_SKIP_INTERACTION
This trait is used in some interactions very high in the interaction chain to allow certain atoms to be skipped by said interactions if the user is in combat mode.
Its primarily use case is for stuff like storage and tables, to allow things like emags to be bagged (because in some contexts you might want to be emagging a bag, and in others you might want to be storing it.)
This is only checked by certain items explicitly so you can't just add the trait and expect it to work. (This may be changed later but I chose to do it this way to avoid messing up interactions which require combat mode)
TRAIT_COMMISSIONED
Whether bots will salute this mob.
TRAIT_COMPONENT_MMI
Trait applied when the MMI component is added to an /obj/item/integrated_circuit
TRAIT_CONTAINMENT_FIELD
Trait applied to turf blocked by a containment field
TRAIT_CONTRABAND
Trait which means that this item is considered illegal contraband, and valid for the contraband bounty or when scanned by an nspect scanner.
TRAIT_CONTRABAND_BLOCKER
An item that, if it has contents, will ignore its contents when scanning for contraband.
TRAIT_CORPSELOCKED
Prevents you from leaving your corpse
TRAIT_CRITICAL_CONDITION
In some kind of critical condition. Is able to succumb.
TRAIT_CULT_HALO
This mob has a cult halo.
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_CURSED
Gibs on death and slips like ice.
TRAIT_CUSTOMIZABLE_REAGENT_HOLDER
Trait for customizable reagent holder
TRAIT_CUSTOM_TAP_SOUND
An item still plays its hitsound even if it has 0 force, instead of the tap
TRAIT_DANGEROUS_OBJECT
Makes the feedback message when someone else is putting this item on you more noticeable
TRAIT_DART_HAS_INSERT
Trait given to foam darts that have an insert in them
TRAIT_DEATHCOMA
Causes death-like unconsciousness
TRAIT_DEATHMATCH_EXPLOSIVE_IMPLANTS
Deathmatch traits
TRAIT_DEFIB_BLACKLISTED
Blacklisted from being revived via defibrillator
TRAIT_DEL_ON_SPACE_DUMP
Deletes the object upon being dumped into space, usually from exiting hyperspace. Useful if you're spawning in a lot of stuff for hyperspace events that don't need to flood the entire game
TRAIT_DETECTIVES_TASTE
Allows detectives to identify chemicals by taste
TRAIT_DETECT_STORM
always detect storms on icebox
TRAIT_DIAGNOSTIC_HUD
for something granting you a diagnostic hud
TRAIT_DISABLED_BY_WOUND
Used for limbs.
TRAIT_DISCO_DANCER
Trait which means whatever has this is dancing by a dance machine
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_DISGUISED
Mob is currently disguised as something else (like a morph being another mob or an object). Holds a reference to the thing that applied the trait.
TRAIT_DISPLAY_JOB_IN_BINARY
Makes the player appear as their respective job in Binary Talk rather than being a 'Default Cyborg'.
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_DO_NOT_SPLASH
Stops someone from splashing their reagent_container on an object with this trait
TRAIT_DREAMING
Trait given to a dreaming carbon when they are currently doing dreaming stuff
TRAIT_DRIED
Trait for dried items
TRAIT_DRINKS_BLOOD
Carbons with this trait can eat blood to regenerate their own blood volume, instead of injecting it
TRAIT_DRUNKEN_BRAWLER
Trait that determines whether our mob gains more strength from drinking during a fist fight
TRAIT_DRYABLE
Trait for dryable items
TRAIT_EASYBLEED
Species with this trait have 50% extra chance of bleeding from piercing and slashing wounds
TRAIT_EASY_ATTACH
This trait lets you attach limbs to any player without surgery.
TRAIT_ECHOLOCATION_EXTRA_RANGE
Echolocation has a higher range.
TRAIT_ECHOLOCATION_RECEIVER
Receives echolocation images.
TRAIT_ELDRITCH_PAINTING_EXAMINE
Trait determines if this mob has examined an eldritch painting
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_ELITE_CHALLENGER
The user is currently challenging an elite mining mob. Prevents him from challenging another until he's either lost or won.
TRAIT_EMOTEMUTE
Emotemute. Can't... emote.
TRAIT_EXAMINE_DEEPER_FISH
This trait lets you roughly know if the fish is dead, starving, drowning or sick by examining them
TRAIT_EXAMINE_FISH
This trait lets you get the size and weight of the fish by examining them
TRAIT_EXAMINE_FISHING_SPOT
This trait gets you a list of fishes that can be caught when examining a fishing spot.
TRAIT_EXAMINE_FITNESS
This trait lets you evaluate someone's fitness level against your own
TRAIT_EXPANDED_FOV
Expands our FOV by 30 degrees if restricted
TRAIT_EXPERT_FISHER
Traits given by settler, each with their own specific effects for cases where someone would have that trait, but not the other settler effects
TRAIT_FAKEDEATH
Makes the owner appear as dead to most forms of medical examination
TRAIT_FAKE_SOULLESS
Mobs with this trait will show up as soulless if their brain is missing even if their ghost can reenter the corpse
TRAIT_FASTMED
reduces the use time of syringes, pills, patches and medigels but only when using on someone
TRAIT_FAST_CUFFING
Makes the user handcuff others faster
TRAIT_FAST_TYING
Halves the time of tying a tie.
TRAIT_FENCE_CLIMBER
Trait which lets you clamber over a barrier
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_FISHING_BAIT
If the item can be used as a bit.
TRAIT_FISHING_SPOT
Trait given to turfs or objects that can be fished from
TRAIT_FISH_EATER
This mob likes to eat fish. Raw, uncut fish.
TRAIT_FISH_ELECTROGENESIS
Fish will also occasionally fire weak tesla zaps
TRAIT_FISH_FED_LUBE
Trait needed for the lubefish evolution
TRAIT_FISH_FROM_CASE
It comes from a fish case. Relevant for bounties so far.
TRAIT_FISH_INK_ON_COOLDOWN
This fish is currently on cooldown and cannot splash ink unto people's faces
TRAIT_FISH_MADE_OF_BONE
This fish is healed by milk and hurt by bone hurting juice
TRAIT_FISH_MUTAGENIC
This fish has been fed mutagen or something. Evolutions will have more than twice the probability
TRAIT_FISH_ON_TESLIUM
This fish has been fed teslium without the electrogenesis having trait. Gives the electrogenesis, but at halved output, and it hurts the fish over time.
TRAIT_FISH_QUICK_GROWTH
This fish has been fed growth serum or something and will grow 5 times faster, up to 50% weight and size gain when fed.
TRAIT_FISH_RECESSIVE
Offsprings from this fish will never be of its same type (unless it's self-reproducing).
TRAIT_FISH_SHOULD_TWOHANDED
This fish requires two hands to carry even if smaller than FISH_SIZE_TWO_HANDS_REQUIRED, as long as it's bulky-sized.
TRAIT_FISH_STASIS
fish traits
TRAIT_FISH_STINGER
This fish comes equipped with a stinger (increased damage and potentially venomous if also toxic)
TRAIT_FISH_SURVIVE_COOKING
This fish won't be killed when cooked.
TRAIT_FIST_MINING
Allows you to mine with your bare hands
TRAIT_FIXED_MUTANT_COLORS
Species with this trait have mutant colors that cannot be chosen by the player, nor altered ingame by external means
TRAIT_FLESH_DESIRE
Trait used by the /datum/brain_trauma/severe/flesh_desire trauma to change their preferences of what they eat
TRAIT_FLOORED
Prevents voluntary standing or staying up on its own.
TRAIT_FLOPPING
Mobs with trait will still waddle even when lying on the floor and make a different footstep sound when doing so.
TRAIT_FOOD_BBQ_GRILLED
If this item's been bbq grilled
TRAIT_FOOD_CHEF_MADE
If this item's been made by a chef instead of being map-spawned or admin-spawned or such
TRAIT_FOOD_FRIED
If this item's been fried
TRAIT_FOOD_SILVER
This is a silver slime created item
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_FOV_APPLIED
Mob has fov applied to it
TRAIT_FREE_FLOAT_MOVEMENT
When people are floating from zero-grav or something, we can move around freely!
TRAIT_FREE_HYPERSPACE_MOVEMENT
Gives the movable free hyperspace movement without being pulled during shuttle transit
TRAIT_FREE_HYPERSPACE_SOFTCORDON_MOVEMENT
Lets the movable move freely in the soft-cordon area of transit space, which would otherwise teleport them away just before they got to see the true cordon
TRAIT_FROZEN
this object has been frozen
TRAIT_FUGU_GLANDED
Trait used by fugu glands to avoid double buffing
TRAIT_GAMER
Trait for the gamer quirk.
TRAIT_GAMERGOD
Gets double arcade prizes
TRAIT_GARLIC_BREATH
Used to activate french kissing
TRAIT_GERM_SENSITIVE
Trait given by /datum/component/germ_sensitive
TRAIT_GHOSTROLE_ON_REVIVE
Gives a little examine to their body that they can be revived with a soul
TRAIT_GODMODE
Makes the mob immune to damage and several other ailments.
TRAIT_GOOD_HEARING
Makes whispers clearly heard from seven tiles away, the full hearing range
TRAIT_GREENTEXT_CURSED
Recolored by item/greentext
TRAIT_GUN_NATURAL
Makes it so the mob can use guns regardless of tool user status
TRAIT_HALLUCINATION_IMMUNE
mob is immune to hallucinations
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_BEEN_KIDNAPPED
Prevents the same person from being chosen multiple times for kidnapping objective
TRAIT_HAS_CRANIAL_FISSURE
Trait given if the mob has a cranial fissure.
TRAIT_HAS_LABEL
the object has a label applied
TRAIT_HATED_BY_DOGS
If applied to a mob, nearby dogs will have a small chance to nonharmfully harass said mob
TRAIT_HAUNTED
determines whether or not objects are haunted and teleport/attack randomly
TRAIT_HEAD_ATMOS_SEALED
Prevents plasmamen from self-igniting if only their helmet is missing
TRAIT_HEAD_INJURY_BLOCKED
Prevents some severe head injuries being sustained from heavy collisions or blunt force injuries.
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_HIDE_EXTERNAL_ORGANS
Don't draw external organs/species features like wings, horns, frills and stuff
TRAIT_HIGH_VALUE_RANSOM
Sells for more money on the pirate bounty pad.
TRAIT_HOLY
The mob is holy and resistance to cult magic
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_HULK
This guy is a hulk! (Bulky and green, lacks tact)
TRAIT_HYPERSPACED
Sanity trait to keep track of when we're in hyperspace and add the appropriate element if we weren't
TRAIT_HYPERSPACE_STOPPED
The effects of hyperspace drift are blocked when the tile has this trait
TRAIT_HYPOTHERMIC
Trait for when you can no longer gain body heat
TRAIT_ID_APPRAISER
Can examine IDs to see if they are roundstart.
TRAIT_IGNORED_BY_LIVING_FLESH
Trait given to limb by /mob/living/basic/living_limb_flesh
TRAIT_IGNORE_ELEVATION
Does the mob ignore elevation? (e.g. xeno larvas on hiding)
TRAIT_IGNORE_FIRE_PROTECTION
Owner will ignore any fire protection when calculating fire damage
TRAIT_IGNORING_GRAVITY
We are ignoring gravity
TRAIT_ILLITERATE
Blacklist for mobs that can't read or write
TRAIT_ILLUSORY_EFFECT
A "fake" effect that should not be subject to normal effect removal methods (like the effect remover component)
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_IMMUNE_TO_CRANIAL_FISSURE
This limb can't be torn open anymore
TRAIT_INNATELY_FANTASTICAL_ITEM
This object innately spawns with fantasy variables already applied (the magical component is given to it on initialize), and thus we never want to give it the component again.
TRAIT_INSTANTLY_PROCESSES_BOULDERS
Trait which allows mobs to instantly break down boulders.
TRAIT_INVISIBLE_MAN
This mobs bodyparts are invisible but still clickable.
TRAIT_INVISIMIN
Trait given when a mob is currently in invisimin mode
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_IS_AQUARIUM
This location has the aquarium component. Not much different than a GetComponent() disguised as an 'is_x' macro, but I don't have to hide anything here. I just don't want a confusing 'is_aquarium(A)' macro which people think it's interchangable with an 'istype(A, /obj/structure/aquarium)' when it's the component what truly matters.
TRAIT_IS_WET
Tells us that the mob urrently has the fire_handler/wet_stacks status effect
TRAIT_ITEM_OBJECTIVE_BLOCKED
This item cannot be selected for or used by a theft objective (Spies, Traitors, etc.)
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_LAVA_STOPPED
Lava will be safe to cross while it has this trait.
TRAIT_LIGHTING_DEBUGGED
This object has light debugging tools attached to it
TRAIT_LITERATE
Whitelist for mobs that can read or write
TRAIT_LIVERLESS_METABOLISM
This just means that the carbon will always have functional liverless metabolism
TRAIT_LIVING_HEART
Designates a heart as a living heart for a heretic.
TRAIT_MAFIAINITIATE
Given by /obj/item/virgin_mary, mobs that used this can no longer use it again ever
TRAIT_MAGICALLY_GIFTED
The user can do things like use magic staffs without penalty
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_MANSUS_TOUCHED
Trait given to anything linked to, not necessarily allied to, the mansus
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_MECHA_CREATED_NORMALLY
A trait for mechs that were created through the normal construction process, and not spawned by map or other effects.
TRAIT_MEDIBOTCOMINGTHROUGH
Is a medbot healing you
TRAIT_MESON_VISION
Gives us turf vision through walls and slight night vision
TRAIT_MESSAGE_IN_A_BOTTLE_LOCATION
If an atom has this trait, then you can toss a bottle with a message in it.
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
Makes someone show up as mindshielded on sechuds. Does NOT actually make them unconvertable - See TRAIT_UNCONVERTABLE for that
TRAIT_MIND_READER
Our mob has the mind reading genetic mutation.
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_MINING_PARRYING
Trait which allows mobs to parry mining mob projectiles
TRAIT_MOB_BREEDER
trait determines if this mob can breed given by /datum/component/breeding
TRAIT_MOB_CAN_DIG
Trait given to mobs that can dig
TRAIT_MOB_EATER
Trait given to mobs that have the basic eating element
TRAIT_MOB_HATCHED
trait given to mobs that are hatched
TRAIT_MOB_HIDE_HAPPINESS
this trait hides most visible fluff and interactions of happiness, likely temporarily.
TRAIT_MOB_MERGE_STACKS
Mob that can merge stacks in its contents
TRAIT_MOB_TIPPED
Trait given when a mob has been tipped
TRAIT_MODPC_HALVED_DOWNLOAD_SPEED
The download speeds of programs from the dowloader is halved.
TRAIT_MODPC_INTERACTING_WITH_FRAME
Dictates whether a user (source) is interacting with the frame of a stationary modular computer or the pc inside it. Needed for circuits I guess.
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_MUTANT_COLORS
Species with this trait use mutant colors for coloration
TRAIT_MUTE
Mute. Can't talk.
TRAIT_NEARSIGHTED_CORRECTED
Prevents the overlay from nearsighted
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_NOBLOOD
This carbon doesn't bleed
TRAIT_NOBREATH
Mob is immune to oxygen damage, does not need to breathe
TRAIT_NOCRITOVERLAY
Doesn't get overlays from being in critical.
TRAIT_NOFAT
Trait which prevents you from becoming overweight
TRAIT_NOFEAR_HOLDUPS
Mobs with this trait will not be immobilized when held up
TRAIT_NOFLASH
Makes you immune to flashes
TRAIT_NOGRAV_ALWAYS_DRIFT
Trait that prevents mobs from stopping by grabbing objects
TRAIT_NOHUNGER
This carbon doesn't get hungry
TRAIT_NOT_BARFABLE
Stops a movable from being removed from the mob it's in by the content_barfer component.
TRAIT_NOT_ENGRAVABLE
If something has been engraved/cannot be engraved
TRAIT_NO_AUGMENTS
Humans with this trait cannot get augmentation surgery
TRAIT_NO_BARCODES
Disallows this item from being pricetagged with a barcode
TRAIT_NO_BLOOD_OVERLAY
Humans with this trait won't get bloody hands, nor bloody feet
TRAIT_NO_DEBRAIN_OVERLAY
This carbon doesn't show an overlay when they have no brain
TRAIT_NO_DNA_COPY
Carbons with this trait can't have their DNA copied by diseases nor changelings
TRAIT_NO_DNA_SCRAMBLE
Carbons with this trait can't have their DNA scrambled by genetics or a disease retrovirus.
TRAIT_NO_EXTINGUISH
Mobs that have this trait cannot be extinguished
TRAIT_NO_FLOATING_ANIM
Disables the floating animation. See above.
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_GUN_AKIMBO
Mobs with this trait won't be able to dual wield guns.
TRAIT_NO_IMMOBILIZE
Buckling yourself to objects with this trait won't immobilize you
TRAIT_NO_JUMPSUIT
Allows the species to equip items that normally require a jumpsuit without having one equipped. Used by golems.
TRAIT_NO_MANIFEST_CONTENTS_ERROR
If the crate is immune to the wrong content in manifest error
TRAIT_NO_MINDSWAP
Trait given to mobs that we do not want to mindswap
TRAIT_NO_MIRROR_REFLECTION
If the movable shouldn't be reflected by mirrors.
TRAIT_NO_MISSING_ITEM_ERROR
If the crate's contents are immune to the missing item manifest error
TRAIT_NO_PLASMA_TRANSFORM
Cannot be turned into a funny skeleton by the plasma river
TRAIT_NO_SIDE_KICK
can't be kicked to the side
TRAIT_NO_SLIP_ALL
Stops all slipping and sliding from occurring
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 GALOSHES_DONT_HELP set
TRAIT_NO_SOUL
This mob has no soul
TRAIT_NO_STAGGER
Prevents staggering.
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_TERRAFORM
Trait given to a turf that should not be allowed to be terraformed, such as turfs holding ore vents.
TRAIT_NO_THROWING
Given to a mob that can throw to make them not able to throw
TRAIT_NO_THROW_HITPUSH
Getting hit by thrown movables won't push you away
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_TWOHANDING
Prevents you from twohanding weapons.
TRAIT_NO_UNDERWEAR
Humans with this trait cannot have underwear
TRAIT_NO_ZOMBIFY
Humans with this trait cannot be turned into zombies
TRAIT_NUKEIMMUNE
This mob won't get gibbed by nukes going off
TRAIT_ODD_CUSTOMIZABLE_FOOD_INGREDIENT
Trait for allowing an item that isn't food into the customizable reagent holder
TRAIT_OFF_BALANCE_TACKLER
Applies tackling defense bonus to any mob that has it
TRAIT_OMNI_BAIT
Baits with this trait will ignore bait preferences and related fish traits.
TRAIT_ON_ELEVATED_SURFACE
Is the mob standing on an elevated surface? This prevents them from dropping down if not elevated first.
TRAIT_ON_HIT_EFFECT
Required by the on_hit_effect element, which is in turn added by other elements.
TRAIT_ORBITING_FORBIDDEN
Whether or not orbiting is blocked or not
TRAIT_OREBOX_FUNCTIONAL
Trait given to mechs that can have orebox functionality on movement
TRAIT_OVERDOSEIMMUNE
This carbon can't be overdosed by chems
TRAIT_OVERWATCHED
Currently under the effect of overwatch
TRAIT_OVERWATCH_IMMUNE
Cannot be targeted by watcher overwatch
TRAIT_PAPER_MASTER
Trait given to mobs to indicate that they can catch papers thrown at them midair without trying, and make syndicate airplanes when folding paper up.
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_PARROT_PERCHED
This parrot is currently perched
TRAIT_PASSWINDOW
Lets you fly through windows
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/ModPC Traits. This one makes PDAs explode if the user opens the messages menu
TRAIT_PERCEIVED_AS_CLOWN
Trait given to mobs wearing the clown mask
TRAIT_PERCEPTUAL_TRAUMA_BYPASS
ignore traumas that make you 'hallucinate' something
TRAIT_PERFECT_ATTACKER
Doesn't miss attacks
TRAIT_PERMANENTLY_MORTAL
Trait given to a living mob to prevent wizards from making it immortal
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_PLASMA_LOVER_METABOLISM
Use when you want a mob to be able to metabolize plasma temporarily (e.g. plasma fixation disease symptom)
TRAIT_POISONOUS_BAIT
This bait will kill any fish that doesn't have it on its favorite_bait list
TRAIT_PRESERVE_UI_WITHOUT_CLIENT
This mob should never close UI even if it doesn't have a client
TRAIT_PREVENT_IMPLANT_AUTO_EXPLOSION
If the mob has this trait and die, their bomb implant doesn't detonate automatically. It must be consciously activated.
TRAIT_PROFOUND_FISHER
Trait given to mobs that can fish without a rod
TRAIT_PULL_BLOCKED
Inability to pull things. Turned into a trait from MOBILITY_PULL to be able to track sources.
TRAIT_QUALITY_FOOD_INGREDIENT
This atom has a quality_food_ingredient element attached
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_RADIMMUNE
Immune to being irradiated
TRAIT_RDS_SUPPRESSED
Prevents hallucinations from the hallucination brain trauma (RDS)
TRAIT_REAGENT_SCANNER
Lets us scan reagents
TRAIT_RECENTLY_BLOCKED_MAGIC
This mob recently blocked magic with some form of antimagic
TRAIT_RECENTLY_COINED
This target has recently been shot by a marksman coin and is very briefly immune to being hit by one again to prevent recursion
TRAIT_REGEN_SHIELD
Trait given by the regenerative shield component
TRAIT_RELAYING_ATTACKER
Trait given by /datum/element/relay_attacker
TRAIT_REMOTE_TASTING
Added to a mob, allows that mob to experience flavour-based moodlets when examining food
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_RESTRAINED
Abstract condition that prevents movement if being pulled and might be resisted against. Handcuffs and straight jackets, basically.
TRAIT_REVEAL_FISH
Added to mob or mind, changes the icons of the fish shown in the minigame UI depending on the possible reward.
TRAIT_REVENANT_INHIBITED
Trait added when a revenant has been inhibited (typically by the bane of a holy weapon)
TRAIT_REVENANT_REVEALED
Trait added when a revenant is visible.
TRAIT_RIFT_FAILURE
Trait given to a dragon who fails to defend their rifts
TRAIT_RIGHT_EYE_SCAR
Mob has a scar on their left/right eye
TRAIT_ROCK_EATER
Trait which allows you to eat rocks
TRAIT_ROCK_METAMORPHIC
Trait which allows you to gain bonuses from consuming rocks
TRAIT_ROCK_STONER
Trait granted by the miner skillchip, allows communication with minebots
TRAIT_ROD_ATTRACT_SHINY_LOVERS
This rod attracts fish with the shiny lover fish trait
TRAIT_ROD_IGNORE_ENVIRONMENT
This rod ignores environmental conditions for fishing (like low light for nocturnal fish)
TRAIT_ROD_LAVA_USABLE
This rod can be used to fish on lava
TRAIT_ROD_REMOVE_FISHING_DUD
You won't catch duds while fishing with this rod.
TRAIT_RUNECHAT_HIDDEN
Is runechat for this atom/movable currently disabled, regardless of prefs or anything?
TRAIT_RUSTY
generic atom traits Trait from /datum/element/rust. Its rusty and should be applying a special overlay to denote this.
TRAIT_SCARY_FISHERMAN
lobstrosities and carps will prioritize/flee from those that have this trait (given by the skill-locked hat)
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_SEE_WORN_COLOURS
Used by wearable_client_colour to determine whether the mob wants to have the colours of the screen affected by worn items (some still do regardless).
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_SHOCKIMMUNE
Are we immune to shocks?
TRAIT_SIGHT_BYPASS
eignore blindness or blurriness or nearsightedness
TRAIT_SIGN_LANG
Indicates if the mob is currently speaking with sign language
TRAIT_SILENT_FOOTSTEPS
makes your footsteps completely silent
TRAIT_SILENT_REACTIONS
Trait which silences all chemical reactions in its container
TRAIT_SILICON_ACCESS
The entity has Silicon 'access', so is either a silicon, has an access wand, or is an admin ghost AI.
This is put on the mob, it is used on the client for Admins but they are the exception as they use isAdminGhostAI
.
TRAIT_SILICON_EMOTES_ALLOWED
Mobs with this trait are allowed to use silicon emotes
TRAIT_SIXTHSENSE
Can hear observers
TRAIT_SLIPPERY_WHEN_WET
Mobs with this trait will be immune to slipping while also being slippery themselves when lying on the floor
TRAIT_SNEAK
Whether we're sneaking, from the creature sneak ability.
TRAIT_SOFTSPOKEN
Softspoken. Always whisper.
TRAIT_SPACEBREATHING
Lungs always breathe normally when in vacuum/space.
TRAIT_SPARRING
The user is sparring
TRAIT_SPEAKS_CLEARLY
without a human having this trait, they speak as if they have no tongue.
TRAIT_SPECIAL_TRAUMA_BOOST
Increases chance of getting special traumas, makes them harder to cure
TRAIT_SPEECH_BOOSTER
Mobs with these trait do not get italicized/quiet speech when speaking in low pressure
TRAIT_SPEED_POTIONED
This object has been slathered with a speed potion
TRAIT_SPELLS_LOTTERY
Appiled when wizard buy (/datum/spellbook_entry/perks/spalls_lottery) perk. Give 50/25% chance not spend a spellbook charge on 1/2 cost spell. Appiled it wizard can't refund any spells.
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_SPIDER_CONSUMED
Trait applied to mob/living to mark that spiders should not gain further enriched eggs from eating their corpse.
TRAIT_SPINNING
This atom is currently spinning.
TRAIT_SPINNING_WEB_TURF
A web is being spun on this turf presently
TRAIT_SPLATTERCASTER
Has splattercasting
TRAIT_SPRAY_PAINTABLE
This mob can be painted with the spraycan
TRAIT_STASIS
The mob has the stasis effect. Does nothing on its own, applied via status effect.
TRAIT_STICKERED
if the atom has a sticker attached to it
TRAIT_STIMMED
Increases the duration of having exercised
TRAIT_STIMULATED
From stimulant reagents, this affects whether the all-nighter lack of sleep penalty should be countered
TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTH
A location (likely aquarium) that doesn't allow fish to growth and reproduce
TRAIT_STRENGTH
Improves boxing damage against boxers and athletics experience gain
TRAIT_STUNIMMUNE
This mob is immune to stun causing status effects and stamcrit. Prefer to use /mob/living/proc/check_stun_immunity over checking for this trait exactly.
TRAIT_STUN_ON_NEXT_SHOVE
Trait that determines vulnerability to being stunned from a shove
TRAIT_SUCCUMB_OVERRIDE
Lets the user succumb even if they got NODEATH
TRAIT_SUICIDED
Trait given to a living mob and any observer mobs that stem from them if they suicide. For clarity, this trait should always be associated/tied to a reference to the mob that suicided- not anything else.
TRAIT_SYNDIE_KISS
Syndie kisses can apply burn damage
TRAIT_TACKLING_FRAIL_ATTACKER
Makes a character be frail and more likely to roll bad results if they hit a wall
TRAIT_TACKLING_TAILED_DEFENDER
Makes a character be better/worse at defending against tackling depending on their tail's status
TRAIT_TACKLING_WINGED_ATTACKER
Makes a character be better/worse at tackling depending on their wing's status
TRAIT_TACTICALLY_CAMOUFLAGED
This means the user is currently holding/wearing a "tactical camouflage" item (like a potted plant).
TRAIT_TASTEFULLY_THICK_ID_CARD
ID cards with this trait have special appraisal text.
TRAIT_TELEKINESIS_CONTROLLED
This item is currently under the control of telekinesis
TRAIT_TEMPORARY_BODY
Similar trait given to temporary bodies inhabited by players
TRAIT_TENACIOUS
trait denoting someone will crawl faster in soft crit
TRAIT_TENTACLE_IMMUNE
Cannot be grabbed by goliath tentacles
TRAIT_TESLA_SHOCKIMMUNE
Are we immune to specifically tesla / SM shocks?
TRAIT_TETRODOTOXIN_HEALING
The mob is not harmed by tetrodotoxin. Instead, it heals them like omnizine
TRAIT_THERMAL_VISION
Gives us mob vision through walls and slight night vision
TRAIT_THINKING_IN_CHARACTER
Trait given to a mob that is currently thinking (giving off the "thinking" icon), used in an IC context
TRAIT_TIME_STOP_IMMUNE
Immune to being afflicted by time stop (spell)
TRAIT_TOO_TALL
Makes you way too tall. Like just too much, dude, it's kind of creepy. Humanoid only.
TRAIT_TOSS_GUN_HARD
Can toss a guns like a badass, causing additional damage/effect to their enemies
TRAIT_TOWER_OF_BABEL
this is used to bypass tongue language restrictions but not tongue disabilities
TRAIT_TOXIMMUNE
Mob is immune to toxin damage
TRAIT_TRANSFORM_ACTIVE
A transforming item that is actively extended / transformed
TRAIT_TRUE_NIGHT_VISION
Gives us Night vision
TRAIT_TUMOR_SUPPRESSED
prevents the damage done by a brain tumor
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_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_UNCOMPOSTABLE
For edible items that cannot be composted inside hydro trays
TRAIT_UNCONVERTABLE
Makes it impossible for someone to be converted by cult/revs/etc.
TRAIT_UNDENSE
Apply this to make a mob not dense, and remove it when you want it to no longer make them undense, other sources of undesity will still apply. Always define a unique source when adding a new instance of this!
TRAIT_UNDERFLOOR
Trait from being under the floor in some manner
TRAIT_UNHITTABLE_BY_PROJECTILES
Mobs with this trait cannot be hit by projectiles, meaning the projectiles will just go through.
TRAIT_UNHUSKABLE
Won't become a husk under any circumstances
TRAIT_UNIQUE_AQUARIUM_CONTENT
Stops other objects of the same type from being inserted inside the same aquarium it's in.
TRAIT_UNIQUE_IMMERSE
With this, the immerse overlay will give the atom its own submersion visual overlay instead of one that's also shared with other movables, thus making editing its appearance possible.
TRAIT_UNKNOWN
The person with this trait always appears as 'unknown'.
TRAIT_UNLINKABLE_FISHING_SPOT
This trait prevents the fishing spot from being linked to the fish-porter when a multitool is being used.
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_UNOBSERVANT
This mob doesn't count as looking at you if you can only act while unobserved
TRAIT_USED_DNA_VAULT
For when you've gotten a power from a dna vault
TRAIT_USED_ORGAN
Trait given to organs that have been inside a living being previously
TRAIT_USER_SCOPED
Mob is using the scope component
TRAIT_USES_SKINTONES
Species with this trait use skin tones for coloration
TRAIT_VALID_DNA_INFUSION
This non-living object is valid to be used in dna infusers
TRAIT_VIRUSIMMUNE
Can't be given viruses
TRAIT_VIRUS_RESISTANCE
Reduces the chance viruses will spread to this mob, and if the mob has a virus, slows its advancement
TRAIT_WADDLING
Required by the waddling element since there are multiple sources of it.
TRAIT_WALLMOUNTED
Trait given to objects with the wallmounted component
TRAIT_WAS_EVOLVED
Simple trait that just holds if we came into growth from a specific mob type. Should hold a REF(src) to the type of mob that caused the growth, not anything else.
TRAIT_WAS_RENAMED
Trait that tracks if something has been renamed. Typically holds a REF() to the object itself (AKA src) for wide addition/removal.
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_SOUL
Revenants draining you only get a very small benefit.
TRAIT_WEB_SURFER
Can navigate the web without getting stuck
TRAIT_WEB_WEAVER
Can weave webs into cloth
TRAIT_WET_FOR_LONGER
Mobs with this trait stay wet for longer and resist fire decaying wetness
TRAIT_WIELDED
Properly wielded two handed item
TRAIT_WING_BUFFET
Trait given while using /datum/action/cooldown/mob_cooldown/wing_buffet
TRAIT_WING_BUFFET_TIRED
Trait given while tired after using /datum/action/cooldown/mob_cooldown/wing_buffet
TRAIT_WOUND_LICKER
These mobs have particularly hygienic tongues
TRAIT_WOUND_SCANNED
Applied into wounds when they're scanned with the wound analyzer, halves time to treat them manually.
TRAIT_XENO_HOST
Tracks whether we're gonna be a baby alien's mummy.
TRAIT_XENO_IMMUNE
prevents xeno huggies implanting skeletons
TRAIT_XRAY_HEARING
Allows you to hear speech through walls
TRAIT_XRAY_VISION
Gives us turf, mob and object vision through walls