code/__DEFINES/traits.dm

TRAM_PASSENGER_TRAIT | Trait applied to tram passengers |
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CURRENTLY_TYPING_TRAIT | This trait comes from when a mob is currently typing. |
TRAIT_TOO_TALL | Makes you way too tall. Like just too much, dude, it's kind of creepy. Humanoid only. |
TRAIT_CATLIKE_GRACE | This mob always lands on their feet when they fall, for better or for worse. |
TRAIT_KEEP_TOGETHER | Used for managing KEEP_TOGETHER in [/atom/var/appearance_flags] |
STATUS_EFFECT_TRAIT | A trait given by any status effect |
TRAIT_STATUS_EFFECT | A trait given by a specific status effect (not sure why we need both but whatever!) |
REAGENT_TRAIT | Trait from a reagent of the given name |
VEHICLE_TRAIT | inherited from riding vehicles |
TRAIT_SUBMERGED | AM is currently submerged |
TRAIT_NOSUBMERGE | AM will not be submerged. Trait must ALWAYS be added via the add_nosubmerge_trait proc for correct behavior |
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_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_SILENT_FOOTSTEPS | Makes no footsteps at all |
TRAIT_CANNOT_BE_UNBUCKLED | Prevents a mob from being unbuckled, currently only used to prevent people from falling over on the tram |
TRAIT_LIGHT_STEP | quieter footsteps |
TRAIT_HEAVY_STEP | noisier footsteps |
TRAIT_MAPSPAWNED | indicates this mob was spawned by a corpse spawner |
TRAIT_MINDMELDED | Mindmelded with another mob |
TRAIT_AXE_EXPERT | You swing axe good |
TRAIT_SWORD_EXPERT | You swing sword good |
TRAIT_LIGHT_PAIN_RESIST | Pain reduction light |
TRAIT_MEDIUM_PAIN_RESIST | Pain reduction medium |
TRAIT_TANK_DESANT | is currently riding an armored vehicle |
TRAIT_SUPERIOR_BUILDER | Builds things better |
TRAIT_FOV_APPLIED | Mob has fov applied to it |
TRAIT_EXPANDED_FOV | Expands our FOV by 30 degrees if restricted |
TRAIT_PASS_LOW_STRUCTURE | Traits for managing AM pass_flags |
TRAIT_HANDS_BLOCKED | Prevents usage of manipulation appendages (picking, holding or using items, manipulating storage). |
TRAIT_CRIT_IS_DEATH | instantly causes enough oxy damage to kill the user when they hit critical health |
TRAIT_QUICK_GETUP | massively decreases human MANUAL get up time |
TRAIT_XENOMORPH_INVISIBLE_BLOOD | The target xenomorph's wound overlays won't be visible |
TRAIT_THINKING_IN_CHARACTER | Trait given to a mob that is currently thinking (giving off the "thinking" icon), used in an IC context |
TRAIT_NON_FLAMMABLE | Prevent mob from being ignited due to IgniteMob() |
TRAIT_CANT_RIDE | Prevents mob from riding mobs when buckled onto something |
TRAIT_IGNORE_SUFFOCATION | Prevents humans from gaining oxyloss in their handle_breath() |
TRAIT_IS_CLIMBING | climbing a structure |
TRAIT_IS_RELOADING | reloading a gun |
TURF_Z_TRANSPARENT_TRAIT | Turf trait for when a turf is transparent |
TRAIT_UI_BLOCKED | Inability to access UI hud elements. |
TRAIT_PRESERVE_UI_WITHOUT_CLIENT | This mob should never close UI even if it doesn't have a client |
TRAIT_STOPS_TANK_COLLISION | stops tanks from being able to ram this mob |
Define Details
CURRENTLY_TYPING_TRAIT
This trait comes from when a mob is currently typing.
REAGENT_TRAIT
Trait from a reagent of the given name
STATUS_EFFECT_TRAIT
A trait given by any status effect
TRAIT_AXE_EXPERT
You swing axe good
TRAIT_CANNOT_BE_UNBUCKLED
Prevents a mob from being unbuckled, currently only used to prevent people from falling over on the tram
TRAIT_CANT_RIDE
Prevents mob from riding mobs when buckled onto something
TRAIT_CATLIKE_GRACE
This mob always lands on their feet when they fall, for better or for worse.
TRAIT_CRIT_IS_DEATH
instantly causes enough oxy damage to kill the user when they hit critical health
TRAIT_EXPANDED_FOV
Expands our FOV by 30 degrees if restricted
TRAIT_FOV_APPLIED
Mob has fov applied to it
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_HANDS_BLOCKED
Prevents usage of manipulation appendages (picking, holding or using items, manipulating storage).
TRAIT_HEAVY_STEP
noisier footsteps
TRAIT_IGNORE_SUFFOCATION
Prevents humans from gaining oxyloss in their handle_breath()
TRAIT_IS_CLIMBING
climbing a structure
TRAIT_IS_RELOADING
reloading a gun
TRAIT_KEEP_TOGETHER
Used for managing KEEP_TOGETHER in [/atom/var/appearance_flags]
TRAIT_LIGHT_PAIN_RESIST
Pain reduction light
TRAIT_LIGHT_STEP
quieter footsteps
TRAIT_MAPSPAWNED
indicates this mob was spawned by a corpse spawner
TRAIT_MEDIUM_PAIN_RESIST
Pain reduction medium
TRAIT_MINDMELDED
Mindmelded with another mob
TRAIT_NON_FLAMMABLE
Prevent mob from being ignited due to IgniteMob()
TRAIT_NOSUBMERGE
AM will not be submerged. Trait must ALWAYS be added via the add_nosubmerge_trait proc for correct behavior
TRAIT_PASS_LOW_STRUCTURE
Traits for managing AM pass_flags
TRAIT_PRESERVE_UI_WITHOUT_CLIENT
This mob should never close UI even if it doesn't have a client
TRAIT_QUICK_GETUP
massively decreases human MANUAL get up time
TRAIT_SILENT_FOOTSTEPS
Makes no footsteps at all
TRAIT_STATUS_EFFECT
A trait given by a specific status effect (not sure why we need both but whatever!)
TRAIT_STOPS_TANK_COLLISION
stops tanks from being able to ram this mob
TRAIT_SUBMERGED
AM is currently submerged
TRAIT_SUPERIOR_BUILDER
Builds things better
TRAIT_SWORD_EXPERT
You swing sword good
TRAIT_TANK_DESANT
is currently riding an armored vehicle
TRAIT_THINKING_IN_CHARACTER
Trait given to a mob that is currently thinking (giving off the "thinking" icon), used in an IC context
TRAIT_TOO_TALL
Makes you way too tall. Like just too much, dude, it's kind of creepy. Humanoid only.
TRAIT_UI_BLOCKED
Inability to access UI hud elements.
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_XENOMORPH_INVISIBLE_BLOOD
The target xenomorph's wound overlays won't be visible
TRAM_PASSENGER_TRAIT
Trait applied to tram passengers
TURF_Z_TRANSPARENT_TRAIT
Turf trait for when a turf is transparent
VEHICLE_TRAIT
inherited from riding vehicles