/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/traits/declarations.dm

TRAIT_KNOCKEDOUTForces the user to stay unconscious.
TRAIT_IMMOBILIZEDPrevents voluntary movement.
TRAIT_FLOOREDPrevents voluntary standing or staying up on its own.
TRAIT_FORCED_STANDINGForces user to stay standing
TRAIT_HANDS_BLOCKEDPrevents usage of manipulation appendages (picking, holding or using items, manipulating storage).
TRAIT_UI_BLOCKEDInability to access UI hud elements. Turned into a trait from MOBILITY_UI to be able to track sources.
TRAIT_PULL_BLOCKEDInability to pull things. Turned into a trait from MOBILITY_PULL to be able to track sources.
TRAIT_RESTRAINEDAbstract condition that prevents movement if being pulled and might be resisted against. Handcuffs and straight jackets, basically.
TRAIT_UNDENSEApply 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_GODMODEMakes the mob immune to damage and several other ailments.
TRAIT_EXPANDED_FOVExpands our FOV by 30 degrees if restricted
TRAIT_PERFECT_ATTACKERDoesn't miss attacks
TRAIT_GREENTEXT_CURSEDRecolored by item/greentext
TRAIT_CRITICAL_CONDITIONIn some kind of critical condition. Is able to succumb.
TRAIT_LITERATEWhitelist for mobs that can read or write
TRAIT_ILLITERATEBlacklist for mobs that can't read or write
TRAIT_MUTEMute. Can't talk.
TRAIT_SOFTSPOKENSoftspoken. Always whisper.
TRAIT_CURSEDGibs on death and slips like ice.
TRAIT_EMOTEMUTEEmotemute. Can't... emote.
TRAIT_GLUTTONAlways hungry. They can eat as much as they want without eating slowdown.
TRAIT_DEFIB_BLACKLISTEDBlacklisted from being revived via defibrillator
TRAIT_CAN_HOLD_ITEMSTrait that means you are capable of holding items in some form
TRAIT_FENCE_CLIMBERTrait which lets you clamber over a barrier
TRAIT_CHUNKYFINGERSmeans that you can't use weapons with normal trigger guards.
TRAIT_FIST_MININGAllows you to mine with your bare hands
TRAIT_ADVANCEDTOOLUSERWhether a mob is dexterous enough to use machines and certain items or not.
TRAIT_GUN_NATURALMakes it so the mob can use guns regardless of tool user status
TRAIT_DEATHCOMACauses death-like unconsciousness
TRAIT_STASISThe mob has the stasis effect. Does nothing on its own, applied via status effect.
TRAIT_FAKEDEATHMakes 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_HOSTTracks whether we're gonna be a baby alien's mummy.
TRAIT_PARROT_PERCHEDThis parrot is currently perched
TRAIT_STUNIMMUNEThis 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_IWASBATONEDAnti Dual-baton cooldown bypass exploit.
TRAIT_NO_SIDE_KICKcan't be kicked to the side
TRAIT_SHOCKIMMUNEAre we immune to shocks?
TRAIT_TESLA_SHOCKIMMUNEAre we immune to specifically tesla / SM shocks?
TRAIT_BEING_SHOCKEDIs this atom being actively shocked? Used to prevent repeated shocks.
TRAIT_CORPSELOCKEDPrevents you from leaving your corpse
TRAIT_HYPOTHERMICTrait for when you can no longer gain body heat
TRAIT_VALID_DNA_INFUSIONThis non-living object is valid to be used in dna infusers
TRAIT_USED_DNA_VAULTFor when you've gotten a power from a dna vault
TRAIT_RESISTHEATHANDSFor when you want to be able to touch hot things, but still want fire to be an issue.
TRAIT_BOMBIMMUNEThis human is immune to the effects of being exploded. (ex_act)
TRAIT_NUKEIMMUNEThis mob won't get gibbed by nukes going off
TRAIT_VIRUSIMMUNECan't be given viruses
TRAIT_UNHUSKABLEWon't become a husk under any circumstances
TRAIT_VIRUS_RESISTANCEReduces the chance viruses will spread to this mob, and if the mob has a virus, slows its advancement
TRAIT_HEAD_ATMOS_SEALEDPrevents plasmamen from self-igniting if only their helmet is missing
TRAIT_TOSS_GUN_HARDCan toss a guns like a badass, causing additional damage/effect to their enemies
TRAIT_AGENDERSpecies with this trait are genderless
TRAIT_BLOOD_CLANSSpecies with this trait have a blood clan mechanic
TRAIT_USES_SKINTONESSpecies with this trait use skin tones for coloration
TRAIT_MUTANT_COLORSSpecies with this trait use mutant colors for coloration
TRAIT_FIXED_MUTANT_COLORSSpecies with this trait have mutant colors that cannot be chosen by the player, nor altered ingame by external means
TRAIT_NO_BLOOD_OVERLAYHumans with this trait won't get bloody hands, nor bloody feet
TRAIT_NO_UNDERWEARHumans with this trait cannot have underwear
TRAIT_NO_DEBRAIN_OVERLAYThis carbon doesn't show an overlay when they have no brain
TRAIT_NO_AUGMENTSHumans with this trait cannot get augmentation surgery
TRAIT_NOHUNGERThis carbon doesn't get hungry
TRAIT_NOBLOODThis carbon doesn't bleed
TRAIT_LIVERLESS_METABOLISMThis just means that the carbon will always have functional liverless metabolism
TRAIT_OVERDOSEIMMUNEThis carbon can't be overdosed by chems
TRAIT_NO_ZOMBIFYHumans with this trait cannot be turned into zombies
TRAIT_NO_DNA_COPYCarbons with this trait can't have their DNA copied by diseases nor changelings
TRAIT_NO_DNA_SCRAMBLECarbons with this trait can't have their DNA scrambled by genetics or a disease retrovirus.
TRAIT_DRINKS_BLOODCarbons with this trait can eat blood to regenerate their own blood volume, instead of injecting it
TRAIT_TOXIMMUNEMob is immune to toxin damage
TRAIT_NOBREATHMob is immune to oxygen damage, does not need to breathe
TRAIT_DISGUISEDMob 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_METABOLISMUse when you want a mob to be able to metabolize plasma temporarily (e.g. plasma fixation disease symptom)
TRAIT_TETRODOTOXIN_HEALINGThe mob is not harmed by tetrodotoxin. Instead, it heals them like omnizine
TRAIT_EASYBLEEDSpecies with this trait have 50% extra chance of bleeding from piercing and slashing wounds
TRAIT_NOCRITOVERLAYDoesn't get overlays from being in critical.
TRAIT_FASTMEDreduces the use time of syringes, pills, patches and medigels but only when using on someone
TRAIT_HOLYThe mob is holy and resistance to cult magic
TRAIT_ANTIMAGICThis mob is antimagic, and immune to spells / cannot cast spells
TRAIT_ANTIMAGIC_NO_SELFBLOCKThis allows a person who has antimagic to cast spells without getting blocked
TRAIT_RECENTLY_BLOCKED_MAGICThis mob recently blocked magic with some form of antimagic
TRAIT_MAGICALLY_GIFTEDThe user can do things like use magic staffs without penalty
TRAIT_INNATELY_FANTASTICAL_ITEMThis 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_BLOCKEDPrevents shovies and some strong blows such as unarmed punches and (unreliably) tackles the owner down
TRAIT_OFF_BALANCE_TACKLERApplies tackling defense bonus to any mob that has it
TRAIT_HEAD_INJURY_BLOCKEDPrevents some severe head injuries being sustained from heavy collisions or blunt force injuries.
TRAIT_NO_STAGGERPrevents staggering.
TRAIT_NO_THROW_HITPUSHGetting hit by thrown movables won't push you away
TRAIT_FISH_EATERThis mob likes to eat fish. Raw, uncut fish.
TRAIT_REVEAL_FISHAdded to mob or mind, changes the icons of the fish shown in the minigame UI depending on the possible reward.
TRAIT_EXAMINE_FISHING_SPOTThis trait gets you a list of fishes that can be caught when examining a fishing spot.
TRAIT_SCARY_FISHERMANlobstrosities and carps will prioritize/flee from those that have this trait (given by the skill-locked hat)
TRAIT_CATCH_AND_RELEASEAtoms 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_FISHThis trait lets you get the size and weight of the fish by examining them
TRAIT_EXAMINE_DEEPER_FISHThis trait lets you roughly know if the fish is dead, starving, drowning or sick by examining them
TRAIT_FISHING_SPOTTrait given to turfs or objects that can be fished from
TRAIT_UNLINKABLE_FISHING_SPOTThis trait prevents the fishing spot from being linked to the fish-porter when a multitool is being used.
TRAIT_PROFOUND_FISHERTrait given to mobs that can fish without a rod
TRAIT_MESSAGE_IN_A_BOTTLE_LOCATIONIf an atom has this trait, then you can toss a bottle with a message in it.
TRAIT_UNIQUE_AQUARIUM_CONTENTStops other objects of the same type from being inserted inside the same aquarium it's in.
TRAIT_WATER_HATERMobs that hate showers, being sprayed with water etc.
TRAIT_WATER_ADAPTATIONImproved boons from showers and some features centered around water, should also suppress TRAIT_WATER_HATER
TRAIT_IS_WETTells us that the mob urrently has the fire_handler/wet_stacks status effect
TRAIT_WET_FOR_LONGERMobs with this trait stay wet for longer and resist fire decaying wetness
TRAIT_SLIPPERY_WHEN_WETMobs with this trait will be immune to slipping while also being slippery themselves when lying on the floor
TRAIT_EXAMINE_FITNESSThis trait lets you evaluate someone's fitness level against your own
TRAIT_WOUND_LICKERThese mobs have particularly hygienic tongues
TRAIT_SILICON_EMOTES_ALLOWEDMobs with this trait are allowed to use silicon emotes
TRAIT_BORN_MONKEYThis trait designate that the mob was originally a monkey
TRAIT_REMOTE_TASTINGAdded to a mob, allows that mob to experience flavour-based moodlets when examining food
TRAIT_NO_SLIP_WATERStops the mob from slipping on water, or banana peels, or pretty much anything that doesn't have GALOSHES_DONT_HELP set
TRAIT_NO_SLIP_ICEStops the mob from slipping on permafrost ice (not any other ice) (but anything with SLIDE_ICE set)
TRAIT_NO_SLIP_SLIDEStop the mob from sliding around from being slipped, but not the slip part. DOES NOT include ice slips.
TRAIT_NO_SLIP_ALLStops all slipping and sliding from occurring
TRAIT_NO_GLIDEUnlinks gliding from movement speed, meaning that there will be a delay between movements rather than a single move movement between tiles
TRAIT_WOUND_SCANNEDApplied into wounds when they're scanned with the wound analyzer, halves time to treat them manually.
TRAIT_IGNORE_FIRE_PROTECTIONOwner will ignore any fire protection when calculating fire damage
TRAIT_MINDSHIELDMakes someone show up as mindshielded on sechuds. Does NOT actually make them unconvertable - See TRAIT_UNCONVERTABLE for that
TRAIT_UNCONVERTABLEMakes it impossible for someone to be converted by cult/revs/etc.
TRAIT_SUCCUMB_OVERRIDELets the user succumb even if they got NODEATH
TRAIT_SIXTHSENSECan hear observers
TRAIT_HEAR_THROUGH_DARKNESSIgnores darkness for hearing
TRAIT_PARALYSIS_L_ARMThese are used for brain-based paralysis, where replacing the limb won't fix it
TRAIT_ID_APPRAISERCan examine IDs to see if they are roundstart.
TRAIT_XRAY_VISIONGives us turf, mob and object vision through walls
TRAIT_THERMAL_VISIONGives us mob vision through walls and slight night vision
TRAIT_MESON_VISIONGives us turf vision through walls and slight night vision
TRAIT_TRUE_NIGHT_VISIONGives us Night vision
TRAIT_NEGATES_GRAVITYNegates our gravity, letting us move normally on floors in 0-g
TRAIT_IGNORING_GRAVITYWe are ignoring gravity
TRAIT_FORCED_GRAVITYWe have some form of forced gravity acting on us
TRAIT_GOOD_HEARINGMakes whispers clearly heard from seven tiles away, the full hearing range
TRAIT_XRAY_HEARINGAllows you to hear speech through walls
TRAIT_BLOCK_SHUTTLE_MOVEMENTThis mob can not enter or move on a shuttle
TRAIT_REAGENT_SCANNERLets us scan reagents
TRAIT_RESEARCH_SCANNERLets us scan machine parts and tech unlocks
TRAIT_WEB_WEAVERCan weave webs into cloth
TRAIT_WEB_SURFERCan navigate the web without getting stuck
TRAIT_SPINNING_WEB_TURFA web is being spun on this turf presently
TRAIT_QUICK_CARRYWe place people into a fireman carry quicker than standard
TRAIT_QUICKER_CARRYWe place people into a fireman carry especially quickly compared to quick_carry
TRAIT_PLANT_SAFEWe can handle 'dangerous' plants in botany safely
TRAIT_NEARSIGHTED_CORRECTEDPrevents the overlay from nearsighted
TRAIT_DIAGNOSTIC_HUDfor something granting you a diagnostic hud
TRAIT_MEDIBOTCOMINGTHROUGHIs a medbot healing you
TRAIT_PASSWINDOWLets you fly through windows
TRAIT_NOFLASHMakes you immune to flashes
TRAIT_XENO_IMMUNEprevents xeno huggies implanting skeletons
TRAIT_NO_JUMPSUITAllows the species to equip items that normally require a jumpsuit without having one equipped. Used by golems.
TRAIT_DETECT_STORMalways detect storms on icebox
TRAIT_SIGHT_BYPASSeignore blindness or blurriness or nearsightedness
TRAIT_PERCEPTUAL_TRAUMA_BYPASSignore traumas that make you 'hallucinate' something
TRAIT_HALLUCINATION_IMMUNEmob is immune to hallucinations
TRAIT_SPECIAL_TRAUMA_BOOSTIncreases chance of getting special traumas, makes them harder to cure
TRAIT_HYPERSPACEDSanity trait to keep track of when we're in hyperspace and add the appropriate element if we weren't
TRAIT_FREE_HYPERSPACE_MOVEMENTGives the movable free hyperspace movement without being pulled during shuttle transit
TRAIT_FREE_HYPERSPACE_SOFTCORDON_MOVEMENTLets 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_DUMPDeletes 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_WALKERWe can walk up or around cliffs, or at least we don't fall off of it
TRAIT_TACTICALLY_CAMOUFLAGEDThis means the user is currently holding/wearing a "tactical camouflage" item (like a potted plant).
TRAIT_GAMERGODGets double arcade prizes
TRAIT_TOO_TALLMakes you way too tall. Like just too much, dude, it's kind of creepy. Humanoid only.
TRAIT_SILENT_FOOTSTEPSmakes your footsteps completely silent
TRAIT_NICE_SHOThnnnnnnnggggg..... you're pretty good....
TRAIT_TUMOR_SUPPRESSEDprevents the damage done by a brain tumor
TRAIT_RDS_SUPPRESSEDPrevents hallucinations from the hallucination brain trauma (RDS)
TRAIT_NO_EXTINGUISHMobs that have this trait cannot be extinguished
TRAIT_SIGN_LANGIndicates if the mob is currently speaking with sign language
TRAIT_PAPER_MASTERTrait 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_COMMSThis mob is able to use sign language over the radio.
TRAIT_MARTIAL_ARTS_IMMUNEnobody can use martial arts on this mob
TRAIT_TIME_STOP_IMMUNEImmune to being afflicted by time stop (spell)
TRAIT_WEAK_SOULRevenants draining you only get a very small benefit.
TRAIT_NO_SOULThis mob has no soul
TRAIT_CANT_RIDEPrevents mob from riding mobs when buckled onto something
TRAIT_CANNOT_BE_UNBUCKLEDPrevents a mob from being unbuckled, currently only used to prevent people from falling over on the tram
TRAIT_BLOODY_MESSfrom heparin and nitrous oxide, makes open bleeding wounds rapidly spill more blood
TRAIT_COAGULATINGfrom coagulant reagents, this doesn't affect the bleeding itself but does affect the bleed warning messages
TRAIT_ANTICONVULSANTFrom anti-convulsant medication against seizures.
TRAIT_STIMULATEDFrom stimulant reagents, this affects whether the all-nighter lack of sleep penalty should be countered
TRAIT_ANTENNAEThe holder of this trait has antennae or whatever that hurt a ton when noogied
TRAIT_KISS_OF_DEATHBlowing kisses actually does damage to the victim
TRAIT_SYNDIE_KISSSyndie kisses can apply burn damage
TRAIT_GARLIC_BREATHUsed to activate french kissing
TRAIT_HOPELESSLY_ADDICTEDAddictions don't tick down, basically they're permanently addicted
TRAIT_CULT_HALOThis mob has a cult halo.
TRAIT_UNNATURAL_RED_GLOWY_EYESTheir 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_EYESTheir 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_CLIENTThis mob should never close UI even if it doesn't have a client
TRAIT_BYPASS_MEASURESThis mob overrides certain SSlag_switch measures with this special trait
TRAIT_ALLOWED_HONORBOUND_ATTACKSomeone 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_SPARRINGThe user is sparring
TRAIT_ELITE_CHALLENGERThe user is currently challenging an elite mining mob. Prevents him from challenging another until he's either lost or won.
TRAIT_DONT_WRITE_MEMORYFor living mobs. It signals that the mob shouldn't have their data written in an external json for persistence.
TRAIT_SPRAY_PAINTABLEThis mob can be painted with the spraycan
TRAIT_AI_BAGATTACKThis atom can ignore the "is on a turf" check for simple AI datum attacks, allowing them to attack from bags or lockers as long as any other conditions are met
TRAIT_INVISIBLE_MANThis mobs bodyparts are invisible but still clickable.
TRAIT_HIDE_EXTERNAL_ORGANSDon't draw external organs/species features like wings, horns, frills and stuff
TRAIT_FREE_FLOAT_MOVEMENTWhen people are floating from zero-grav or something, we can move around freely!
TRAIT_FOV_APPLIEDMob has fov applied to it
TRAIT_USER_SCOPEDMob is using the scope component
TRAIT_ANALGESIAMob is unable to feel pain
TRAIT_NO_DAMAGE_OVERLAYMob does not get a damage overlay from brute/burn
TRAIT_RIGHT_EYE_SCARMob has a scar on their left/right eye
TRAIT_REVENANT_REVEALEDTrait added when a revenant is visible.
TRAIT_REVENANT_INHIBITEDTrait added when a revenant has been inhibited (typically by the bane of a holy weapon)
TRAIT_NOFATTrait which prevents you from becoming overweight
TRAIT_ROCK_EATERTrait which allows you to eat rocks
TRAIT_ROCK_METAMORPHICTrait which allows you to gain bonuses from consuming rocks
TRAIT_NO_TELEPORTdo_teleport will not allow this atom to teleport
TRAIT_SECLUDED_LOCATIONThis atom is a secluded location, which is counted as out of bounds. Anything that enters this atom's contents should react if it wants to stay in bounds.
TRAIT_FUGU_GLANDEDTrait used by fugu glands to avoid double buffing
TRAIT_WAS_RENAMEDTrait that tracks if something has been renamed. Typically holds a REF() to the object itself (AKA src) for wide addition/removal.
TRAIT_DOUBLE_TAPWhen someone with this trait fires a ranged weapon, their fire delays and click cooldowns are halved
TRAIT_HOT_SPRING_CURSEDTrait applied to /datum/mind to stop someone from using the cursed hot springs to polymorph more than once.
TRAIT_NOT_ENGRAVABLEIf something has been engraved/cannot be engraved
TRAIT_ORBITING_FORBIDDENWhether or not orbiting is blocked or not
TRAIT_SPIDER_CONSUMEDTrait applied to mob/living to mark that spiders should not gain further enriched eggs from eating their corpse.
TRAIT_SNEAKWhether we're sneaking, from the creature sneak ability.
TRAIT_BLIND_TOOLItem still allows you to examine items while blind and actively held.
TRAIT_UNKNOWNThe person with this trait always appears as 'unknown'.
TRAIT_PREVENT_IMPLANT_AUTO_EXPLOSIONIf the mob has this trait and die, their bomb implant doesn't detonate automatically. It must be consciously activated.
TRAIT_HATED_BY_DOGSIf applied to a mob, nearby dogs will have a small chance to nonharmfully harass said mob
TRAIT_NOFEAR_HOLDUPSMobs with this trait will not be immobilized when held up
TRAIT_ADAMANTINE_EXTRACT_ARMORMob has gotten an armor buff from adamantine extract
TRAIT_NO_GUN_AKIMBOMobs with this trait won't be able to dual wield guns.
TRAIT_UNHITTABLE_BY_PROJECTILESMobs with this trait cannot be hit by projectiles, meaning the projectiles will just go through.
TRAIT_MORBIDMobs 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_CALLWhether or not the user is in a MODlink call, prevents making more calls
TRAIT_ON_ELEVATED_SURFACEIs the mob standing on an elevated surface? This prevents them from dropping down if not elevated first.
TRAIT_IGNORE_ELEVATIONDoes the mob ignore elevation? (e.g. xeno larvas on hiding)
TRAIT_NO_TWOHANDINGPrevents you from twohanding weapons.
TRAIT_STRENGTHImproves boxing damage against boxers and athletics experience gain
TRAIT_STIMMEDIncreases the duration of having exercised
TRAIT_BOXING_READYIndicates that the target is able to be boxed at a boxer's full power.
TRAIT_FAST_TYINGHalves the time of tying a tie.
TRAIT_HIGH_VALUE_RANSOMSells for more money on the pirate bounty pad.
TRAIT_FAST_CUFFINGMakes the user handcuff others faster
TRAIT_MAFIAINITIATEGiven by /obj/item/virgin_mary, mobs that used this can no longer use it again ever
TRAIT_MIND_READEROur mob has the mind reading genetic mutation.
TRAIT_DISPLAY_JOB_IN_BINARYMakes the player appear as their respective job in Binary Talk rather than being a 'Default Cyborg'.
TRAIT_STUN_ON_NEXT_SHOVETrait that determines vulnerability to being stunned from a shove
TRAIT_DRUNKEN_BRAWLERTrait that determines whether our mob gains more strength from drinking during a fist fight
TRAIT_SPACEBREATHINGLungs always breathe normally when in vacuum/space.
TRAIT_CAN_STRIPThis mob can strip other mobs.
TRAIT_CAN_USE_NUKECan use the nuclear device's UI, regardless of a lack of hands
TRAIT_MIMINGThe mob has an active mime vow of silence, and thus is unable to speak and has other mime things going on
TRAIT_MAGICALLY_PHASEDThis mob is phased out of reality from magic, either a jaunt or rod form
TRAIT_BRAINWASHINGthis skillchip trait lets you wash brains in washing machines to heal them
TRAIT_CHEF_KISSAllows chef's to chefs kiss their food, to make them with love
TRAIT_BALLOON_SUTRAAllows clowns to bend balloons into animals
TRAIT_DETECTIVES_TASTEAllows detectives to identify chemicals by taste
TRAIT_MOVE_GROUNDMovement type traits for movables. See elements/movetype_handler.dm
TRAIT_NO_FLOATING_ANIMDisables the floating animation. See above.
TRAIT_NO_PLASMA_TRANSFORMCannot be turned into a funny skeleton by the plasma river
TRAIT_LAVA_IMMUNEWeather immunities, also protect mobs inside them.
TRAIT_TENTACLE_IMMUNECannot be grabbed by goliath tentacles
TRAIT_OVERWATCHEDCurrently under the effect of overwatch
TRAIT_OVERWATCH_IMMUNECannot be targeted by watcher overwatch
TRAIT_PARALYSISUsed for limb-based paralysis, where replacing the limb will fix it.
TRAIT_DISABLED_BY_WOUNDUsed for limbs.
TRAIT_BLOCKING_EXPLOSIVESThis movable atom has the explosive block element
TRAIT_SPEED_POTIONEDThis object has been slathered with a speed potion
TRAIT_BLOCKING_PROJECTILESThis mob is currently blocking a projectile.
TRAIT_LAVA_STOPPEDLava will be safe to cross while it has this trait.
TRAIT_CHASM_STOPPEDChasms will be safe to cross while they've this trait.
TRAIT_CHASM_STOPPERChasms will be safe to cross if there is something with this trait on it
TRAIT_IMMERSE_STOPPEDThe effects of the immerse element will be halted while this trait is present.
TRAIT_HYPERSPACE_STOPPEDThe effects of hyperspace drift are blocked when the tile has this trait
TRAIT_TURF_IGNORE_SLOWDOWNTurf slowdown will be ignored when this trait is added to a turf.
TRAIT_TURF_IGNORE_SLIPPERYMobs won't slip on a wet turf while it has this trait
TRAIT_BEAUTY_APPLIEDfailsafe for whether an item with the beauty element is influencing the beauty of the area of not.
TRAIT_FORBID_MINING_SHUTTLE_CONSOLE_OUTSIDE_STATIONMobs with this trait can't send the mining shuttle console when used outside the station itself
TRAIT_HEARING_SENSITIVEevery hearing sensitive atom has this trait
TRAIT_ACTIVE_STORAGEevery object that is currently the active storage of some client mob has this trait
TRAIT_CLIMBABLEClimbable trait, given and taken by the climbable element when added or removed. Exists to be easily checked via HAS_TRAIT().
TRAIT_HONKSPAMMINGUsed by the honkspam element to avoid spamming the sound. Amusing considering its name.
TRAIT_WADDLINGRequired by the waddling element since there are multiple sources of it.
TRAIT_FLOPPINGMobs with trait will still waddle even when lying on the floor and make a different footstep sound when doing so.
TRAIT_ON_HIT_EFFECTRequired by the on_hit_effect element, which is in turn added by other elements.
TRAIT_KEEP_TOGETHERUsed for managing KEEP_TOGETHER in [/atom/var/appearance_flags]
TRAIT_BANNED_FROM_CARGO_SHUTTLEIf the item will block the cargo shuttle from flying to centcom
TRAIT_NO_MISSING_ITEM_ERRORIf the crate's contents are immune to the missing item manifest error
TRAIT_NO_MANIFEST_CONTENTS_ERRORIf the crate is immune to the wrong content in manifest error
TRAIT_MARKET_CRASHINGSSeconomy trait, if the market is crashing and people can't withdraw credits from ID cards.
TRAIT_NO_STORAGE_INSERTcannot be inserted in a storage.
TRAIT_T_RAY_VISIBLEVisible on t-ray scanners if the atom/var/level == 1
TRAIT_FOOD_FRIEDIf this item's been fried
TRAIT_FOOD_BBQ_GRILLEDIf this item's been bbq grilled
TRAIT_FOOD_SILVERThis is a silver slime created item
TRAIT_FOOD_CHEF_MADEIf this item's been made by a chef instead of being map-spawned or admin-spawned or such
TRAIT_QUALITY_FOOD_INGREDIENTThis atom has a quality_food_ingredient element attached
TRAIT_NEEDS_TWO_HANDSThe items needs two hands to be carried
TRAIT_UNCATCHABLECan't be catched when thrown
TRAIT_ROD_REMOVE_FISHING_DUDYou won't catch duds while fishing with this rod.
TRAIT_ROD_IGNORE_ENVIRONMENTThis rod ignores environmental conditions for fishing (like low light for nocturnal fish)
TRAIT_ROD_ATTRACT_SHINY_LOVERSThis rod attracts fish with the shiny lover fish trait
TRAIT_ROD_LAVA_USABLEThis rod can be used to fish on lava
TRAIT_AQUARIUM_CONTENTStuff that can go inside fish cases and aquariums
TRAIT_FISHING_BAITIf the item can be used as a bit.
TRAIT_POISONOUS_BAITThis bait will kill any fish that doesn't have it on its favorite_bait list
TRAIT_BASIC_QUALITY_BAITThe quality of the bait. It influences odds of catching fish
TRAIT_OMNI_BAITBaits with this trait will ignore bait preferences and related fish traits.
TRAIT_BAIT_UNCONSUMABLEThe bait won't be consumed when used
TRAIT_BAIT_ALLOW_FISHING_DUDThis 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_AQUARIUMThis 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_GENERATORA location (probably aquarium) that amplifies the zaps of electricity-generating fish.
TRAIT_STOP_FISH_REPRODUCTION_AND_GROWTHA location (likely aquarium) that doesn't allow fish to growth and reproduce
TRAIT_AQUARIUM_PANEL_OPENThis is an aquarium with an open panel
TRAIT_PLANT_WILDMUTATEPlants that were mutated as a result of passive instability, not a mutation threshold.
TRAIT_APC_SHOCKINGIf you hit an APC with exposed internals with this item it will try to shock you
TRAIT_WIELDEDProperly wielded two handed item
TRAIT_TRANSFORM_ACTIVEA transforming item that is actively extended / transformed
TRAIT_NO_IMMOBILIZEBuckling yourself to objects with this trait won't immobilize you
TRAIT_NO_STRIPPrevents stripping this equipment
TRAIT_NO_BARCODESDisallows this item from being pricetagged with a barcode
TRAIT_ALLOW_HERETIC_CASTINGAllows heretics to cast their spells.
TRAIT_LIVING_HEARTDesignates a heart as a living heart for a heretic.
TRAIT_HAS_BEEN_KIDNAPPEDPrevents the same person from being chosen multiple times for kidnapping objective
TRAIT_CUSTOM_TAP_SOUNDAn item still plays its hitsound even if it has 0 force, instead of the tap
TRAIT_DANGEROUS_OBJECTMakes the feedback message when someone else is putting this item on you more noticeable
TRAIT_HAUNTEDdetermines whether or not objects are haunted and teleport/attack randomly
TRAIT_CONTRABAND_BLOCKERAn item that, if it has contents, will ignore its contents when scanning for contraband.
TRAIT_UNCOMPOSTABLEFor edible items that cannot be composted inside hydro trays
TRAIT_CATLIKE_GRACEThis mob always lands on their feet when they fall, for better or for worse.
TRAIT_STICKEREDif the atom has a sticker attached to it
TRAIT_LIGHTING_DEBUGGEDThis object has light debugging tools attached to it
TRAIT_SHIFTY_EYESGives you the Shifty Eyes quirk, rarely making people who examine you think you examined them back even when you didn't
TRAIT_GAMERTrait for the gamer quirk.
TRAIT_DRYABLETrait for dryable items
TRAIT_DRIEDTrait for dried items
TRAIT_CUSTOMIZABLE_REAGENT_HOLDERTrait for customizable reagent holder
TRAIT_ODD_CUSTOMIZABLE_FOOD_INGREDIENTTrait for allowing an item that isn't food into the customizable reagent holder
TRAIT_BEING_BLADE_SHIELDEDUsed to prevent multiple floating blades from triggering over the same target
TRAIT_UNOBSERVANTThis mob doesn't count as looking at you if you can only act while unobserved
TRAIT_CANNOT_CRYSTALIZETrait 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_STOPTrait applied to turfs when an atmos holosign is placed on them. It will stop firedoors from closing.
TRAIT_CONTAINMENT_FIELDTrait applied to turf blocked by a containment field
TRAIT_COMPONENT_MMITrait applied when the MMI component is added to an /obj/item/integrated_circuit
TRAIT_CIRCUIT_UNDUPABLETrait applied when an integrated circuit/module becomes undupable
TRAIT_CIRCUIT_UI_OPENTrait applied when an integrated circuit opens a UI on a player (see list pick component)
TRAIT_PDA_MESSAGE_MENU_RIGGEDPDA/ModPC Traits. This one makes PDAs explode if the user opens the messages menu
TRAIT_PDA_CAN_EXPLODEThis 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_SPEEDThe download speeds of programs from the dowloader is halved.
TRAIT_MODPC_INTERACTING_WITH_FRAMEDictates 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_MEDIUMIf present on a /mob/living/carbon, will make them appear to have a medium level disease on health HUDs.
TRAIT_TENACIOUStrait denoting someone will crawl faster in soft crit
TRAIT_UNBREAKABLEtrait denoting someone will sometimes recover out of crit
TRAIT_AI_PAUSEDtrait that prevents AI controllers from planning detached from ai_status to prevent weird state stuff.
TRAIT_TOWER_OF_BABELthis is used to bypass tongue language restrictions but not tongue disabilities
TRAIT_RECENTLY_COINEDThis 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_RECEIVERReceives echolocation images.
TRAIT_ECHOLOCATION_EXTRA_RANGEEcholocation has a higher range.
TRAIT_SUICIDEDTrait 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_MORTALTrait given to a living mob to prevent wizards from making it immortal
TRAIT_MIND_TEMPORARILY_GONETrait 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_SOULLESSMobs with this trait will show up as soulless if their brain is missing even if their ghost can reenter the corpse
TRAIT_TEMPORARY_BODYSimilar trait given to temporary bodies inhabited by players
TRAIT_WALLMOUNTEDTrait given to objects with the wallmounted component
TRAIT_OREBOX_FUNCTIONALTrait given to mechs that can have orebox functionality on movement
TRAIT_MECHA_CREATED_NORMALLYA trait for mechs that were created through the normal construction process, and not spawned by map or other effects.
TRAIT_NOT_BARFABLEStops a movable from being removed from the mob it's in by the content_barfer component.
TRAIT_FISH_STASISfish traits
TRAIT_FISH_FED_LUBETrait needed for the lubefish evolution
TRAIT_FISH_FROM_CASEIt comes from a fish case. Relevant for bounties so far.
TRAIT_FISH_ELECTROGENESISFish will also occasionally fire weak tesla zaps
TRAIT_FISH_RECESSIVEOffsprings from this fish will never be of its same type (unless it's self-reproducing).
TRAIT_FISH_STINGERThis fish comes equipped with a stinger (increased damage and potentially venomous if also toxic)
TRAIT_FISH_INK_ON_COOLDOWNThis fish is currently on cooldown and cannot splash ink unto people's faces
TRAIT_FISH_SHOULD_TWOHANDEDThis 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_COOKINGThis fish won't be killed when cooked.
TRAIT_FISH_MADE_OF_BONEThis fish is healed by milk and hurt by bone hurting juice
TRAIT_FISH_ON_TESLIUMThis 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_GROWTHThis 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_MUTAGENICThis fish has been fed mutagen or something. Evolutions will have more than twice the probability
TRAIT_ANGELICTrait given to angelic constructs to let them purge cult runes
TRAIT_DREAMINGTrait given to a dreaming carbon when they are currently doing dreaming stuff
TRAIT_COMMISSIONEDWhether bots will salute this mob.
TRAIT_RUSTYgeneric atom traits Trait from /datum/element/rust. Its rusty and should be applying a special overlay to denote this.
TRAIT_DO_NOT_SPLASHStops someone from splashing their reagent_container on an object with this trait
TRAIT_CURRENTLY_CLEANINGMarks an atom when the cleaning of it is first started, so that the cleaning overlay doesn't get removed prematurely
TRAIT_CHASM_DESTROYEDObjects with this trait are deleted if they fall into chasms, rather than entering abstract storage
TRAIT_UNDERFLOORTrait from being under the floor in some manner
TRAIT_NO_MIRROR_REFLECTIONIf the movable shouldn't be reflected by mirrors.
TRAIT_IMMERSEDIf this movable is currently treading in a turf with the immerse element.
TRAIT_ELEVATED_TURFFrom /datum/element/elevation_core for purpose of checking if the turf has the trait from an instance of the element
TRAIT_UNIQUE_IMMERSEWith 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_CONTROLLEDThis item is currently under the control of telekinesis
TRAIT_CHANGELING_HIVEMIND_MUTEchangelings with this trait can no longer talk over the hivemind
TRAIT_HULKThis guy is a hulk! (Bulky and green, lacks tact)
TRAIT_BLOB_ALLYIsn't attacked harmfully by blob structures
TRAIT_CHUUNIBYOUHas the chuuni component
TRAIT_SPLATTERCASTERHas splattercasting
STATION_TRAIT_ASSISTANT_GIMMICKSTraits given by station traits
TRAIT_DEATHMATCH_EXPLOSIVE_IMPLANTSDeathmatch traits
TRAIT_SPINNINGThis atom is currently spinning.
TRAIT_IMMUNE_TO_CRANIAL_FISSUREThis limb can't be torn open anymore
TRAIT_HAS_CRANIAL_FISSURETrait given if the mob has a cranial fissure.
TRAIT_JOB_FIRST_ID_CARDDenotes that this id card was given via the job outfit, aka the first ID this player got.
TRAIT_MAGNETIC_ID_CARDID cards with this trait will attempt to forcibly occupy the front-facing ID card slot in wallets.
TRAIT_TASTEFULLY_THICK_ID_CARDID cards with this trait have special appraisal text.
TRAIT_SILICON_ACCESSThe 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_ACCESSThe 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_COLOURSUsed 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_IRRADIATEDMarks that this object is irradiated
TRAIT_RADIMMUNEImmune to being irradiated
TRAIT_HALT_RADIATION_EFFECTSHarmful radiation effects, the toxin damage and the burns, will not occur while this trait is active
TRAIT_RADIATION_PROTECTED_CLOTHINGThis 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_CHECKWhether 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_EVOLVEDSimple 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_RIFTSThis mob heals from carp rifts.
TRAIT_HEALS_FROM_CULT_PYLONSThis mob heals from cult pylons.
TRAIT_MULTIZ_SUIT_SENSORSIgnore Crew monitor Z levels
TRAIT_FINGERPRINT_PASSTHROUGHIgnores body_parts_covered during the add_fingerprint() proc. Works both on the person and the item in the glove slot.
TRAIT_FROZENthis object has been frozen
TRAIT_TACKLING_WINGED_ATTACKERMakes a character be better/worse at tackling depending on their wing's status
TRAIT_TACKLING_FRAIL_ATTACKERMakes a character be frail and more likely to roll bad results if they hit a wall
TRAIT_TACKLING_TAILED_DEFENDERMakes a character be better/worse at defending against tackling depending on their tail's status
TRAIT_RUNECHAT_HIDDENIs runechat for this atom/movable currently disabled, regardless of prefs or anything?
TRAIT_HAS_LABELthe object has a label applied
TRAIT_THINKING_IN_CHARACTERTrait given to a mob that is currently thinking (giving off the "thinking" icon), used in an IC context
TRAIT_SPEAKS_CLEARLYwithout a human having this trait, they speak as if they have no tongue.
TRAIT_GERM_SENSITIVETrait given by /datum/component/germ_sensitive
TRAIT_CASTABLE_LOCThis 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_LOCNeeds 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_ATTACKERTrait given by /datum/element/relay_attacker
TRAIT_IGNORED_BY_LIVING_FLESHTrait given to limb by /mob/living/basic/living_limb_flesh
TRAIT_USED_ORGANTrait given to organs that have been inside a living being previously
TRAIT_WING_BUFFETTrait given while using /datum/action/cooldown/mob_cooldown/wing_buffet
TRAIT_WING_BUFFET_TIREDTrait given while tired after using /datum/action/cooldown/mob_cooldown/wing_buffet
TRAIT_RIFT_FAILURETrait given to a dragon who fails to defend their rifts
TRAIT_MOB_HIDE_HAPPINESSthis trait hides most visible fluff and interactions of happiness, likely temporarily.
TRAIT_MOB_BREEDERtrait determines if this mob can breed given by /datum/component/breeding
TRAIT_MOB_HATCHEDtrait given to mobs that are hatched
TRAIT_NO_MINDSWAPTrait given to mobs that we do not want to mindswap
TRAIT_BAKEABLEtrait given to food that can be baked by /datum/component/bakeable
TRAIT_DART_HAS_INSERTTrait given to foam darts that have an insert in them
TRAIT_ELDRITCH_PAINTING_EXAMINETrait determines if this mob has examined an eldritch painting
TRAIT_FLESH_DESIRETrait used by the /datum/brain_trauma/severe/flesh_desire trauma to change their preferences of what they eat
TRAIT_CLEANBOT_WHISPERERTrait granted by janitor skillchip, allows communication with cleanbots
TRAIT_ROCK_STONERTrait granted by the miner skillchip, allows communication with minebots
TRAIT_REGEN_SHIELDTrait given by the regenerative shield component
TRAIT_INVISIMINTrait given when a mob is currently in invisimin mode
TRAIT_MOB_TIPPEDTrait given when a mob has been tipped
TRAIT_ALWAYS_WANTEDTrait which self-identifies as an enemy of the law
TRAIT_MOB_EATERTrait given to mobs that have the basic eating element
TRAIT_DISCO_DANCERTrait which means whatever has this is dancing by a dance machine
TRAIT_INSTANTLY_PROCESSES_BOULDERSTrait which allows mobs to instantly break down boulders.
TRAIT_BOULDER_BREAKERTrait applied to objects and mobs that can attack a boulder and break it down. (See /obj/item/boulder/manual_process())
TRAIT_MANSUS_TOUCHEDTrait given to anything linked to, not necessarily allied to, the mansus
TRAIT_SPELLS_LOTTERYAppiled 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_CLOWNTrait given to mobs wearing the clown mask
TRAIT_BYPASS_RANGED_ARMORDoes this item bypass ranged armor checks?
TRAIT_CONTRABANDTrait which means that this item is considered illegal contraband, and valid for the contraband bounty or when scanned by an nspect scanner.
TRAIT_EXPERT_FISHERTraits 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_BLOCKEDThis item cannot be selected for or used by a theft objective (Spies, Traitors, etc.)
TRAIT_EASY_ATTACHThis trait lets you attach limbs to any player without surgery.
TRAIT_BIRTHDAY_BOYTrait given to the birthday boy
TRAIT_NO_TERRAFORMTrait given to a turf that should not be allowed to be terraformed, such as turfs holding ore vents.
TRAIT_NOGRAV_ALWAYS_DRIFTTrait that prevents mobs from stopping by grabbing objects
TRAIT_SPEECH_BOOSTERMobs with these trait do not get italicized/quiet speech when speaking in low pressure
TRAIT_NO_THROWINGGiven to a mob that can throw to make them not able to throw
TRAIT_MINING_PARRYINGTrait which allows mobs to parry mining mob projectiles
TRAIT_MOB_MERGE_STACKSMob that can merge stacks in its contents
TRAIT_SILENT_REACTIONSTrait which silences all chemical reactions in its container
TRAIT_MOB_CAN_DIGTrait given to mobs that can dig
TRAIT_TETHER_ATTACHEDThis atom has a tether attached to it
TRAIT_COMBAT_MODE_SKIP_INTERACTIONThis 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_EFFECTA "fake" effect that should not be subject to normal effect removal methods (like the effect remover component)
TRAIT_GHOSTROLE_ON_REVIVEGives a little examine to their body that they can be revived with a soul
TRAIT_GOT_DAMPENEDTrait given to atoms currently affected by projectile dampeners
TRAIT_MOPABLEApply to movables to say "hey, this movable is technically flat on the floor, so it'd be mopped up by a mop"

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_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_GLUTTON

Always hungry. They can eat as much as they want without eating slowdown.

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_GOT_DAMPENED

Trait given to atoms currently affected by projectile dampeners

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_MOPABLE

Apply to movables to say "hey, this movable is technically flat on the floor, so it'd be mopped up by a mop"

TRAIT_MORBID

Mobs with this trait do care about a few grisly things, such as digging up graves. They also really do not like bringing people back to life or tending wounds, but love autopsies and amputations.

TRAIT_MOVE_GROUND

Movement type traits for movables. See elements/movetype_handler.dm

TRAIT_MULTIZ_SUIT_SENSORS

Ignore Crew monitor Z levels

TRAIT_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_DAMAGE_OVERLAY

Mob does not get a damage overlay from brute/burn

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_TETHER_ATTACHED

This atom has a tether attached to it

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