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## About The Pull Request Heretic has received a complete overhaul. This PR touches nearly every aspect of the antagonist. For readability's sake, not every change is going to be listed in this pull request. For the full list of changes please refer to the design doc: https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g. Code by Me, @Xander3359 and @Arturlang TGUI by @Arturlang Sprites by OrcaCora and GregorDM Writing bits by @necromanceranne ### Core changes - Cross-pathing has been removed. Main knowledge spells are now exclusive to their path (for the most part). - For every main knowledge unlocked (save for the robes and the blade upgrade), Heretics can choose one option from a draft of 3 random side knowledges (this is a free point). - Heretics can now purchase side knowledges from a new tab, the "Knowledge Shop". Side-knowledges have been divided by tier (Stealth, Defense, Summons, Combat and Main). Tiers are unlocked as you progress toward your main path. - Heretics now gain the grasp and mark upgrade immediately, but their main knowledge choices cost twice as much (except for the first spell, the robes and the blade upgrade). - Path specific robes have been introduced! They come with their own set of quirks. - Each Path has received a passive ability. This passive is upgraded when you first create your robes, and again when you complete the Ritual of Knowledge. - Paths have been rebalanced as a result of the removal of cross-path progression. Cosmic and Moon paths have received soft reworks. - Upon unlocking the path 2nd level or reaching a total of 8 points worth of knowledge, Heretics will lose the ability to blade break (and the limit on blades all together). - Ascension now automatically calls the shuttle with no possibility of a recall. - Late join Heretic has been removed. ### New UI <img width="750" height="635" alt="moon path ui" src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990" /> ### Knowledge shop <img width="787" height="669" alt="Knowledge shop" src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7" /> ### Quality of life //General balance changes - Heretics will now gain X-ray vision for a few seconds when nearby an eldritch essence (this effect has a cooldown). - Ritual of knowledge now requires 1 uncommon item instead of 2. You may now use a stunprod instead of a baton to complete the ritual. Beartraps have been removed from the list of possible reagents. - The maximum number of possible sacrifices required to ascend has been reduced from 6 to 5 while the minimum has been upped to 4. - Codex Cicatrix no longer requires a special pen to be made. ### Passive abilities - Heretics now start with a passive ability. You can find what it does on the path info tab after a path has been selected, and what they gain when upgraded. - Crafting your first set of Eldritch robes will bump your passive to level 2. - Unlocking the 2nd level will subsequently unlock your "Ritual Of Knowledge" - Completing the ritual of knowledge or ascending will net you the final level. ### Path Specific Robes - Armorer's Ritual is no longer a side knowledge. Each path will have their own unique version of the ritual. This is placed after the 2nd spell in the tree. - Robes can no longer be destroyed by fire and acid, grant t4 flash protection (Moth Heretics stay winning) and protection against basic syringes, to bring them on par with other antagonist's armor sets. - The recipe to craft the robes is now a set of armor/vest, a mask (any mask will do now, not just gas masks), plus the unique reagent required for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so on) - Wearing the robes as a non-heretic may yield some unfortunate side-effects. ### Moon Path Rework Moon path rework. Moon Heretics gain immunity to brain traumas and slowly regenerate brain health. Equipping the moon amulette channels its effects through the moon blade; making it unblockable and cause sanity damage instead of brute. Ring leader's Rise now summons an army of harmless clones that explode when attacked; the explosion briefly stuns non-heretics and cause sanity and brain damage to them. Moon blade can also now be used when pacified and Moon spells are no longer blocked by regular anti magic, only mind magic protection. **Cosmic Path Rework** Cosmic path has received the biggest batch of changes alongside Moon. The path has been dead last in ascension and pickrate (less than 5%) for almost 2 years. It did gain some popularity over the last few months, reaching the highest ascension rate in the game (12%) while mantaining a relatively low pickrate. Cosmic sits in a weird spot, where pretty much every knowledge surrounding the path is either mediocre or, in the case of the ascension, dysfunctional. Yet it has maintained a smidge of relevancy due to how quickly Cosmic heretics can capture and sacrifice targets thanks to Star Touch. As a result, the best course of action would be to rebalance the entirety of the kit; granting the heretic more tools to manipulate space and dictate the flow of a fight, while lessening their ability to end a confrontation by instantly sleeping their opponents. lastly The Star Gazer is now ghost controlled ; And they shoot lazers! <img width="636" height="451" alt="gazer gag 3" src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b" /> ## Why It's Good For The Game ### Ok...but why do we want this? Again, if you want my full reasoning, please check my doc https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g. To keep it short and concise; Heretic is too complex and unintuitive for its own good. Too impenetrable for new players and too abusable for experienced players. This can be chalked up to a lot of poor design decisions. But ultimately, what I believe being the biggest contributor to the current status of Heretic is the ability to move into different paths, also known as "Cross-Pathing". ### Cross Pathing my beloathed. Cross-pathing, while cool in theory, overcomplicates the antagonist and overloads them with power. Players dealing with the heretic are incapable of working out what a given heretic can do. This also leads to late game heretics having 3 rows Worth of action buttons and virtually no weakness. Over the last year, I've often received the understandable but also kind of unfair accusations of making Heretic too powerful without a clear aim or purpose. My goal with the paths I've reworked over the last year (Rust,Void and Blade) wasn't necessarily to just make them stronger (although that was also part of the goal, as they were paths that were underperforming), but for them to have more interactions with the sandbox and to better live up to the fantasy presented to the player. If an harbringer of frost gets countered by a cup of coffee, we probably messed something up. Unfortunately, the current incarnation of Heretic doesn't really allow for surgical balance changes to specific paths. Every time a knowledge gets buffed, we make every path that can easily tap onto that knowledge stronger by default. It doesn't take a genius to understand why this system is ultimately unsustainable. ### Blade Breaking I feel that after a heretic has reached the near peak of their power, they no longer need the ability to instantly escape any encounter. Check my doc for my full reasoning. ## Less versatile, more specialized paths. By removing cross-pathing, we remove a huge maintainability burden from the antagonist. Paths can now be designed around clearer strengths and weaknesses. They become easier to balance and less of an headache to understand for everyone. It also means we can give paths some needed quality of life quirks without having to worry how such a change might have a knock-on effect for other paths. Ash heretics can finally let loose without dying by their own flames. Cosmic Heretic can go to space without having to carry a modsuit. Moon Heretic can use their abilities without fear of one random trauma ruining their day, and so on. ### What a horrible night to have a curse...., wait how do I curse people again? As of right now the heretic tree has quite a hefty amount of trinkets that pretty much never see use. Partly because the tree itself is a nightmare to navigate. And partly because why would anyone set up an elaborate plan or scheme when they can unleash 2 rows of spell in the span of bunch of seconds. Heretics mostly gravitate towards powers that push them towards greater, more potent combat strength. If it doesn't contribute to killing people quicker, it isn't worth doing for most. And given the opportunity cost associated for taking those powers, they will remain that way so long as there are better choices to be poached. The new draft system encourages Heretics to play more with the tools at their disposal. If you want to go for a specific combo from the side path options, you may now do so by tapping into the knowledge shop. Yes, the shop does include a few knowledges from the other paths. But these are limited to 1 per path, are very expensive and can only be unlocked very late into the shift. ## Drip Of the Mansus The iconic heretic robe is actually sequestered to a side path that is most easily access by only two paths at a time. Since heretic paths are being made to be much more specialized, the most obvious way in which this can be showcased is through an easily identifiable outfit. By using the robes, we can both telegraph WHAT heretic you are looking at, and just how much power they've accumulated and when it is reasonable to take the kid gloves off and treat them as a genuine threat. If a heretic is in their robes, that heretic is now a significantly more prominent danger to the station. It also serves as a useful means for gating some of the more powerful effects of a heretic's path behind the robes, AND enable options for disarming them of that power should they be captured without making it something endemic to their mob. A major problem with heretics is a lack of certainty as to how powerful they have become. A heretics robes is one of the milestones to help players dealing with heretics identify that. ### Will this be 100% fair and balanced? This is a massive overhaul to a pretty complex and bloated antagonist. I've done my best to show the changes to several maintainers and other members of the community for their feedback. But at some point we'll have to see how this behave in the environment to get a feel if something is over or undertuned. (that's my way of saying, yes this is likely gonna require a testmerge or two). What I will say is that I'm not trying to change the core identity of Heretic. Heretics should have the upperhand in single encounters early on, be able to joust a small group of players after they unlock their final spell, and end the round when they ascend. They're a progression antagonist. They should retain their payoff as well as pose a danger as they grow stronger. But if more players feel like they are more reliably able to play the antagonist in more varied and interesting ways, rather than the antagonist largely existing as a measuring stick for 'robustness' due to its elitist design philosophy, then the rework has been a success. There should be something for everyone in the antagonist, as is true for all of our antagonist roles.
330 lines
12 KiB
Plaintext
330 lines
12 KiB
Plaintext
// This file contains all of the trait sources, or all of the things that grant traits.
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// Several things such as `type` or `REF(src)` may be used in the ADD_TRAIT() macro as the "source", but this file contains all of the defines for immutable static strings.
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// common trait sources
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#define TRAIT_GENERIC "generic"
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#define UNCONSCIOUS_TRAIT "unconscious"
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#define EYE_DAMAGE "eye_damage"
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#define EAR_DAMAGE "ear_damage"
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#define GENETIC_MUTATION "genetic"
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#define OBESITY "obesity"
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#define MAGIC_TRAIT "magic"
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#define TRAUMA_TRAIT "trauma"
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#define FLIGHTPOTION_TRAIT "flightpotion"
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#define SLIME_POTION_TRAIT "slime_potion"
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/// Trait inherited by experimental surgeries
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#define EXPERIMENTAL_SURGERY_TRAIT "experimental_surgery"
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#define DISEASE_TRAIT "disease"
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#define SPECIES_TRAIT "species"
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#define ORGAN_TRAIT "organ"
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/// Trait given by augmented limbs
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#define AUGMENTATION_TRAIT "augments"
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/// Trait given by organ gained via abductor surgery
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#define ABDUCTOR_GLAND_TRAIT "abductor_gland"
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/// cannot be removed without admin intervention
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#define ROUNDSTART_TRAIT "roundstart"
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#define JOB_TRAIT "job"
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/// Any traits granted by quirks.
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#define QUIRK_TRAIT "quirk_trait"
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/// Trait source for personality traits
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#define PERSONALITY_TRAIT "personality_trait"
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/// (B)admins only.
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#define ADMIN_TRAIT "admin"
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/// Any traits given through a smite.
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#define SMITE_TRAIT "smite"
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#define CHANGELING_TRAIT "changeling"
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#define CULT_TRAIT "cult"
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#define LICH_TRAIT "lich"
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///Comes from a holy source.
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#define HOLY_TRAIT "holy"
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#define VENDING_MACHINE_TRAIT "vending_machine"
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///A trait given by a held item
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#define HELD_ITEM_TRAIT "held-item-trait"
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#define ABSTRACT_ITEM_TRAIT "abstract-item"
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/// Trait from light debugging
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#define LIGHT_DEBUG_TRAIT "light-debug"
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/// Trait given by an Action datum
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#define ACTION_TRAIT "action"
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///A trait given by someone blocking.
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#define BLOCKING_TRAIT "blocking"
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#define CLOTHING_TRAIT "clothing"
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#define HELMET_TRAIT "helmet"
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/// inherited from the mask
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#define MASK_TRAIT "mask"
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/// inherited from your sweet kicks
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#define SHOES_TRAIT "shoes"
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/// Trait inherited by implants
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#define IMPLANT_TRAIT "implant"
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#define GLASSES_TRAIT "glasses"
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/// inherited from riding vehicles
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#define VEHICLE_TRAIT "vehicle"
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#define INNATE_TRAIT "innate"
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#define CRIT_HEALTH_TRAIT "crit_health"
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#define OXYLOSS_TRAIT "oxyloss"
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/// Trait sorce for "was recently shocked by something"
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#define WAS_SHOCKED "was_shocked"
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#define TURF_TRAIT "turf"
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/// trait associated to being buckled
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#define BUCKLED_TRAIT "buckled"
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/// trait associated to being held in a chokehold
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#define CHOKEHOLD_TRAIT "chokehold"
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/// trait associated to resting
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#define RESTING_TRAIT "resting"
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/// trait associated to a stat value or range of
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#define STAT_TRAIT "stat"
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#define STATION_TRAIT "station-trait"
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/// obtained from mapping helper
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#define MAPPING_HELPER_TRAIT "mapping-helper"
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/// Trait associated to wearing a suit
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#define SUIT_TRAIT "suit"
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/// Trait associated to lying down (having a [lying_angle] of a different value than zero).
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#define LYING_DOWN_TRAIT "lying-down"
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/// A trait gained by leaning against a wall
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#define LEANING_TRAIT "leaning"
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/// Trait associated to lacking electrical power.
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#define POWER_LACK_TRAIT "power-lack"
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/// Trait associated to lacking motor movement
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#define MOTOR_LACK_TRAIT "motor-lack"
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/// Trait associated with mafia
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#define MAFIA_TRAIT "mafia"
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/// Trait associated with ctf
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#define CTF_TRAIT "ctf"
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/// Trait associated with deathmatch
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#define DEATHMATCH_TRAIT "deathmatch"
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/// Trait associated with highlander
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#define HIGHLANDER_TRAIT "highlander"
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/// Trait given from playing pretend with baguettes
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#define SWORDPLAY_TRAIT "swordplay"
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/// Trait given by being recruited as a nuclear operative
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#define NUKE_OP_MINION_TRAIT "nuke-op-minion"
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//---- Heretic Traits Sources
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/// Traits given by the heretic arena spell
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#define HERETIC_ARENA_TRAIT "heretic_arena"
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/// Trait given to you by shapeshifting
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#define SHAPESHIFT_TRAIT "shapeshift_trait"
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///From the cuffed_item status effect
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#define CUFFED_ITEM_TRAIT "cuffed_item_trait"
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// unique trait sources, still defines
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#define EMP_TRAIT "emp_trait"
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#define STATUE_MUTE "statue"
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#define CHANGELING_DRAIN "drain"
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#define STASIS_MUTE "stasis"
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#define GENETICS_SPELL "genetics_spell"
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#define EYES_COVERED "eyes_covered"
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#define NO_EYES "no_eyes"
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#define HYPNOCHAIR_TRAIT "hypnochair"
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#define FLASHLIGHT_EYES "flashlight_eyes"
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#define IMPURE_OCULINE "impure_oculine"
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#define HAUNTIUM_REAGENT_TRAIT "hauntium_reagent_trait"
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#define TRAIT_SANTA "santa"
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#define SCRYING_ORB "scrying-orb"
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#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
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#define JUNGLE_FEVER_TRAIT "jungle_fever"
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#define MEGAFAUNA_TRAIT "megafauna"
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#define CLOWN_NUKE_TRAIT "clown-nuke"
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#define STICKY_MOUSTACHE_TRAIT "sticky-moustache"
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#define CHRONO_GUN_TRAIT "chrono-gun"
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#define REVERSE_BEAR_TRAP_TRAIT "reverse-bear-trap"
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#define CURSED_MASK_TRAIT "cursed-mask"
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#define HIS_GRACE_TRAIT "his-grace"
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#define HAND_REPLACEMENT_TRAIT "magic-hand"
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#define HOT_POTATO_TRAIT "hot-potato"
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#define SABRE_SUICIDE_TRAIT "sabre-suicide"
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#define ABDUCTOR_VEST_TRAIT "abductor-vest"
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#define CAPTURE_THE_FLAG_TRAIT "capture-the-flag"
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#define BASKETBALL_MINIGAME_TRAIT "basketball-minigame"
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#define EYE_OF_GOD_TRAIT "eye-of-god"
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#define SHAMEBRERO_TRAIT "shamebrero"
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#define CHRONOSUIT_TRAIT "chronosuit"
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#define LOCKED_HELMET_TRAIT "locked-helmet"
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#define NINJA_SUIT_TRAIT "ninja-suit"
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#define SLEEPING_CARP_TRAIT "sleeping_carp"
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#define BOXING_TRAIT "boxing"
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#define TIMESTOP_TRAIT "timestop"
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#define LIFECANDLE_TRAIT "lifecandle"
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#define VENTCRAWLING_TRAIT "ventcrawling"
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#define SPECIES_FLIGHT_TRAIT "species-flight"
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#define FROSTMINER_ENRAGE_TRAIT "frostminer-enrage"
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#define NO_GRAVITY_TRAIT "no-gravity"
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#define NEGATIVE_GRAVITY_TRAIT "negative-gravity"
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/// A trait gained from a mob's leap action, like the leaper
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#define LEAPING_TRAIT "leaping"
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/// From grabbing someone
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#define GRABBING_TRAIT "grabbing"
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/// A trait gained from a mob's vanish action, like the herophant
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#define VANISHING_TRAIT "vanishing"
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/// A trait gained from a mob's swoop action, like the ash drake
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#define SWOOPING_TRAIT "swooping"
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/// A trait gained from a mob's mimic ability, like the mimic
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#define MIMIC_TRAIT "mimic"
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#define SHRUNKEN_TRAIT "shrunken"
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#define LEAPER_BUBBLE_TRAIT "leaper-bubble"
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#define DNA_VAULT_TRAIT "dna_vault"
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/// sticky nodrop sounds like a bad soundcloud rapper's name
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#define STICKY_NODROP "sticky-nodrop"
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#define SKILLCHIP_TRAIT "skillchip"
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#define SKILL_TRAIT "skill"
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#define PULLED_WHILE_SOFTCRIT_TRAIT "pulled-while-softcrit"
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#define LOCKED_BORG_TRAIT "locked-borg"
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/// trait associated to not having locomotion appendages nor the ability to fly or float
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#define LACKING_LOCOMOTION_APPENDAGES_TRAIT "lacking-locomotion-appengades"
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#define CRYO_TRAIT "cryo"
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/// trait associated to not having fine manipulation appendages such as hands
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#define LACKING_MANIPULATION_APPENDAGES_TRAIT "lacking-manipulation-appengades"
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#define HANDCUFFED_TRAIT "handcuffed"
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/// Trait granted by [/obj/item/warp_whistle]
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#define WARPWHISTLE_TRAIT "warpwhistle"
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///Turf trait for when a turf is transparent
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#define TURF_Z_TRANSPARENT_TRAIT "turf_z_transparent"
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/// Trait applied by [/datum/component/soulstoned]
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#define SOULSTONE_TRAIT "soulstone"
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/// Trait applied to slimes by low temperature
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#define SLIME_COLD "slime-cold"
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/// Trait applied to mobs by being tipped over
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#define TIPPED_OVER "tipped-over"
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/// Trait applied to PAIs by being folded
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#define PAI_FOLDED "pai-folded"
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/// Trait applied to brain mobs when they lack external aid for locomotion, such as being inside a mech.
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#define BRAIN_UNAIDED "brain-unaided"
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/// Trait applied to a mob when it gets a required "operational datum" (components/elements). Sends out the source as the type of the element.
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#define TRAIT_SUBTREE_REQUIRED_OPERATIONAL_DATUM "element-required"
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/// Trait applied by MODsuits.
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#define MOD_TRAIT "mod"
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/// Trait applied to tram passengers
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#define TRAM_PASSENGER_TRAIT "tram-passenger"
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/// Trait given by a fulton extraction pack
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#define FULTON_PACK_TRAIT "fulton-pack"
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/// Trait from mob/living/update_transform()
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#define UPDATE_TRANSFORM_TRAIT "update_transform"
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/// Trait from mob/living/update_offsets()
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#define UPDATE_OFFSET_TRAIT "update_offset"
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/// Trait granted by the berserker hood.
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#define BERSERK_TRAIT "berserk_trait"
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/// Trait granted by [/obj/item/rod_of_asclepius]
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#define HIPPOCRATIC_OATH_TRAIT "hippocratic_oath"
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/// Trait granted by [/datum/status_effect/blooddrunk]
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#define BLOODDRUNK_TRAIT "blooddrunk"
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/// Trait granted by lipstick
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#define LIPSTICK_TRAIT "lipstick_trait"
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/// Self-explainatory.
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#define BEAUTY_ELEMENT_TRAIT "beauty_element"
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#define MOOD_DATUM_TRAIT "mood_datum"
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#define DRONE_SHY_TRAIT "drone_shy"
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/// Trait given by adamantine extracts
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#define ADAMANTINE_EXTRACT_TRAIT "adamantine_extract"
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/// Given by the multiple_lives component to the previous body of the mob upon death.
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#define EXPIRED_LIFE_TRAIT "expired_life"
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/// Trait given to an atom/movable when they orbit something.
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#define ORBITING_TRAIT "orbiting"
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/// From the item_scaling element
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#define ITEM_SCALING_TRAIT "item_scaling"
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/// Trait given by choking
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#define CHOKING_TRAIT "choking_trait"
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/// Trait given by hallucinations
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#define HALLUCINATION_TRAIT "hallucination_trait"
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/// Trait given by simple/basic mob death
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#define BASIC_MOB_DEATH_TRAIT "basic_mob_death"
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/// Trait given by your current speed
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#define SPEED_TRAIT "speed_trait"
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/// Trait given to mobs that have been autopsied
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#define AUTOPSY_TRAIT "autopsy_trait"
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#define EYE_SCARRING_TRAIT "eye_scarring_trait"
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///From the market_crash event
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#define MARKET_CRASH_EVENT_TRAIT "crashed_market_event"
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/// Traits granted to items due to their chameleon properties.
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#define CHAMELEON_ITEM_TRAIT "chameleon_item_trait"
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// some trait sources dirived from bodyparts - BODYPART_TRAIT is generic.
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#define BODYPART_TRAIT "bodypart"
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#define HEAD_TRAIT "head"
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#define CHEST_TRAIT "chest"
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#define RIGHT_ARM_TRAIT "right_arm"
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#define LEFT_ARM_TRAIT "left_arm"
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#define RIGHT_LEG_TRAIT "right_leg"
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#define LEFT_LEG_TRAIT "left_leg"
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///coming from a fish trait datum.
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#define FISH_TRAIT_DATUM "fish_trait_datum"
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///coming from a fish evolution datum
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#define FISH_EVOLUTION "fish_evolution"
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/// Trait given by echolocation component.
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#define ECHOLOCATION_TRAIT "echolocation"
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///trait source that tongues should use
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#define SPEAKING_FROM_TONGUE "tongue"
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///trait source that sign language should use
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#define SPEAKING_FROM_HANDS "hands"
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/// Sources for TRAIT_IGNORING_GRAVITY
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#define IGNORING_GRAVITY_NEGATION "ignoring_gravity_negation"
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/// Hearing trait that is from the hearing component
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#define CIRCUIT_HEAR_TRAIT "circuit_hear"
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/// This trait comes from when a mob is currently typing.
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#define CURRENTLY_TYPING_TRAIT "currently_typing"
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/**
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* Trait granted by [/mob/living/carbon/Initialize] and
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* granted/removed by [/obj/item/organ/tongue]
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* Used for ensuring that carbons without tongues cannot taste anything
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* so it is added in Initialize, and then removed when a tongue is inserted
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* and readded when a tongue is removed.
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*/
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#define NO_TONGUE_TRAIT "no_tongue_trait"
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/// Trait granted by [/mob/living/silicon/robot]
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/// Traits applied to a silicon mob by their model.
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#define MODEL_TRAIT "model_trait"
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/// Trait granted by [mob/living/silicon/ai]
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/// Applied when the ai anchors itself
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#define AI_ANCHOR_TRAIT "ai_anchor"
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/// Trait from [/datum/antagonist/nukeop/clownop]
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#define CLOWNOP_TRAIT "clownop"
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#define ANALYZER_TRAIT "analyzer_trait"
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/// Trait from an organ being inside a bodypart
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#define ORGAN_INSIDE_BODY_TRAIT "organ_inside_body"
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/// Trait when a drink was renamed by a shaker
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#define SHAKER_LABEL_TRAIT "shaker_trait"
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/// Trait given by a jetpack
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#define JETPACK_TRAIT "jetpack_trait"
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/// Trait added by style component
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#define STYLE_TRAIT "style"
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/// Trait added by a xenobio console
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#define XENOBIO_CONSOLE_TRAIT "xenobio_console_trait"
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/// Trait from an engraving
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#define ENGRAVED_TRAIT "engraved"
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/// From the aquarium component
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#define AQUARIUM_TRAIT "aquarium"
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/// Trait acquired from being painted a certain color
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#define ATOM_COLOR_TRAIT "atom_color"
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/// Permanent trait from an overdose effect
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#define OVERDOSE_TRAIT "overdose"
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