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