// This file contains all of the "static" define strings that tie to a trait. // WARNING: The sections here actually matter in this file as it's tested by CI. Please do not toy with the sections." // BEGIN TRAIT DEFINES /* Remember to update _globalvars/traits.dm if you're adding/removing/renaming traits. */ /// Trait given to a mob that is currently thinking (giving off the "thinking" icon), used in an IC context #define TRAIT_THINKING_IN_CHARACTER "currently_thinking_IC" /// Climbable trait, given and taken by the climbable element when added or removed. Exists to be easily checked via HAS_TRAIT(). #define TRAIT_CLIMBABLE "trait_climbable" /// Prevents the affected object from opening a loot window via alt click. See atom/click_alt() #define TRAIT_ALT_CLICK_BLOCKER "no_alt_click" /// Unlucky trait. Given by the 'unlucky' trait in character select. Checked by various things to cause unlucky interactions. #define TRAIT_UNLUCKY "trait_unlucky" #define TRAIT_INCAPACITATED "incapacitated" #define TRAIT_NOFIRE "nonflammable" #define TRAIT_NOFIRE_SPREAD "no_fire_spreading" /// Mobs that have this trait cannot be extinguished #define TRAIT_NO_EXTINGUISH "no_extinguish" /// Tells us that the mob urrently has the fire_handler/wet_stacks status effect #define TRAIT_IS_WET "is_wet" /// Mobs with this trait stay wet for longer and resist fire decaying wetness #define TRAIT_WET_FOR_LONGER "wet_for_longer" /// Mobs with this trait will be immune to slipping while also being slippery themselves when lying on the floor #define TRAIT_SLIPPERY_WHEN_WET "slippery_when_wet" /// Stops the mob from slipping on water, or banana peels, or pretty much anything that doesn't have [GALOSHES_DONT_HELP] set #define TRAIT_NO_SLIP_WATER "noslip_water" /// Owner will ignore any fire protection when calculating fire damage #define TRAIT_IGNORE_FIRE_PROTECTION "ignore_fire_protection" /// Owner will slam down heavily into the ground upon falling from a height! #define TRAIT_HEAVY_LANDING "trait_heavy_landing" /// Owner is immune to ingested toxins. (Any reagent/toxin subtype) #define INGESTED_TOXIN_IMMUNE "ingested_toxin_immune" /// If using melee, attacks will use the 'get_sparring_variant' if possible #define TRAIT_NONLETHAL_BLOWS "trait_nonlethal_blows" /// Are we immune to specifically tesla? #define TRAIT_TESLA_SHOCKIMMUNE "tesla_shock_immunity"