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* Part 1 * WIP * The rest of these * More stuff * Whoops, did that wrong * typo * gweeen * This all works * SHOWER * Rads * awa * rad * Update life.dm * edits * Makes lvl 3 rads give you a warning. You should already know by this point, but this makes it EXTRA clear you're getting fucked * Update vorestation.dme * aaa * propagate * gwah * more fixes * AAA * Update radiation.dm * Update radiation.dm * mobs rads * rads * fix this * Update _reagents.dm * these * Get rid of these * rad * Update config.txt * fixed * Update radiation_effects.dm
94 lines
5.0 KiB
Plaintext
94 lines
5.0 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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/// Do we show up as a changeling / the wrong body-mind pair to sleevmates
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#define UNIQUE_MINDSTRUCTURE "unique_mindstructure"
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/// Owner is immune to hallucinations
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#define TRAIT_MADNESS_IMMUNE "supermatter_madness_immune"
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/// Owner will move faster when hands are empty.
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#define UNUSUAL_RUNNING "unusual_running"
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/// Owner is corrupted via redspace. Used downstream. SHOULD NOT BE USED LIGHTLY. HORROR THEMES.
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#define TRAIT_REDSPACE_CORRUPTED "redspace_corrupted"
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// allows draining of power cells for nutrition
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#define TRAIT_ELECTROVORE "electrovore"
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// allows draining or recharging of power cells via nutrition
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#define TRAIT_ELECTROVORE_OBLIGATE "electrovore_obligate"
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// adds wet stacks when licking someone
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#define TRAIT_SLOBBER "slobber"
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// Owner will be considered a tiny mob for some interactions, such as airlocks not opening unless they have a client, or being vacuumed up by the vacpack
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#define TRAIT_AMBIENT_PEST_MOB "ambient_pest_mob"
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/// Marks that this object is irradiated
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#define TRAIT_IRRADIATED "iraddiated"
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/// Whether or not this item will allow the radiation SS to go through standard
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/// radiation processing as if this wasn't already irradiated.
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/// Basically, without this, COMSIG_IN_RANGE_OF_IRRADIATION won't fire once the object is irradiated.
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#define TRAIT_BYPASS_EARLY_IRRADIATED_CHECK "radiation_bypass_early_irradiated_check"
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/// Immune to being irradiated
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#define TRAIT_RADIMMUNE "rad_immunity"
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/// This clothing protects the user from radiation.
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/// This should not be used on clothing_traits, but should be applied to the clothing itself.
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#define TRAIT_RADIATION_PROTECTED_CLOTHING "radiation_protected_clothing"
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/// Trait applied by MODsuits.
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#define MOD_TRAIT "mod"
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/// The mob has the stasis effect.
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/// Does nothing on its own, applied via status effect.
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#define TRAIT_STASIS "in_stasis"
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/// Harmful radiation effects, the toxin damage and the burns, will not occur while this trait is active
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#define TRAIT_HALT_RADIATION_EFFECTS "halt_radiation_effects"
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/**
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*
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* This trait is used in some interactions very high in the interaction chain to allow
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* certain atoms to be skipped by said interactions if the user is in combat mode.
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*
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* Its primarily use case is for stuff like storage and tables, to allow things like emags to be bagged
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* (because in some contexts you might want to be emagging a bag, and in others you might want to be storing it.)
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*
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* This is only checked by certain items explicitly so you can't just add the trait and expect it to work.
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* (This may be changed later but I chose to do it this way to avoid messing up interactions which require combat mode)
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* While /tg/ calls it combat mode, we just specifiy it as having your a_intent set to I_HURT
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*/
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#define TRAIT_COMBAT_MODE_SKIP_INTERACTION "combat_mode_skip_interaction"
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