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JSON_FLAGS.md
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JSON_FLAGS.md
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# JSON Flags
- [JSON Flags](#json-flags)
- [Notes](#notes)
- [Inheritance](#inheritance)
- [TODO](#todo)
- [Ammo](#ammo)
- [Armor](#armor)
- [Covers](#covers)
- [Specifically Covers](#specifically-covers)
- [Bionics](#bionics)
- [Bodyparts](#bodyparts)
- [Books](#books)
- [Character](#character)
- [Mutation Categories](#mutation-categories)
- [Comestibles](#comestibles)
- [Comestible type](#comestible-type)
- [Addiction type](#addiction-type)
- [`use_action`](#use_action)
- [Effects](#effects)
- [Furniture and Terrain](#furniture-and-terrain)
- [Fungal Conversions Only](#fungal-conversions-only)
- [Furniture Only](#furniture-only)
- [Generic](#generic)
- [Guns](#guns)
- [Firing modes](#firing-modes)
- [Gun Faults](#gun-faults)
- [Magazines](#magazines)
- [Magic](#magic)
- [Mapgen](#mapgen)
- [Map Specials](#map-specials)
- [Material Phases](#material-phases)
- [Melee](#melee)
- [Monsters](#monsters)
- [Anger, Fear and Placation Triggers](#anger-fear-and-placation-triggers)
- [Categories](#categories)
- [Death Functions](#death-functions)
- [Monster Groups](#monster-groups)
- [Seasons](#seasons)
- [Time of day](#time-of-day)
- [Sizes](#sizes)
- [Special attacks](#special-attacks)
- [Mutations](#mutations)
- [Overmap](#overmap)
- [Overmap connections](#overmap-connections)
- [Overmap specials](#overmap-specials)
- [Overmap terrains](#overmap-terrains)
- [Recipes](#recipes)
- [Crafting recipes](#crafting-recipes)
- [Camp building recipes](#camp-building-recipes)
- [Blueprint reorientation flags](#blueprint-reorientation-flags)
- [Scenarios](#scenarios)
- [Profession](#profession)
- [Starting Location](#starting-location)
- [Skills](#skills)
- [Tags](#tags)
- [Technical flags](#technical-flags)
- [Techniques](#techniques)
- [Tools](#tools)
- [`use_action`](#use_action)
- [Traps](#traps)
- [Vehicles](#vehicles)
- [Fuel types](#fuel-types)
- [Parts](#parts)
- [Vehicle faults](#vehicle-faults)
## Notes
- Some flags (items, effects, vehicle parts) have to be defined in `flags.json` or `vp_flags.json` (with type: `json_flag`) to work correctly.
- Many of the flags intended for one category or item type can be used in other categories or item types. Experiment to see where else flags can be used.
- Offensive and defensive flags can be used on any item type that can be wielded.
## Inheritance
When an item is crafted, it can inherit flags from the components that were used to craft it. This requires that the flag to be inherited has the `"craft_inherit": true` entry. If you don't want a particular item to inherit flags when crafted, specify the member delete_flags, which is an array of strings. Flags specified there will be removed from the resultant item upon crafting. This will override flag inheritance, but will not delete flags that are part of the item type itself.
## TODO
- `Ammo type` table is very old and doesn't include many new ammo types. Consider updating it or removing altogether, as ammo types ain't no json flags at all.
## Ammo
These are handled through [ammo types](../data/json/items/ammo_types.json). You can tag a weapon with these to have it chamber existing ammo, or make your own ammo there. The first column in this list is the tag's "id", the internal identifier DDA uses to track the tag, and the second is a brief description of the ammo tagged. Use the id to search for ammo listings, as ids are constant throughout DDA's code. Happy chambering! :-)
- ```120mm``` 120mm HEAT
- ```12mm``` 12mm
- ```20x66mm``` 20x66mm Shot (and relatives)
- ```223``` .223 Remington (and 5.56 NATO)
- ```22``` .22LR (and relatives)
- ```3006``` 30.06
- ```300``` .300 WinMag
- ```308``` .308 Winchester (and relatives)
- ```32``` .32 ACP
- ```36paper``` .36 cap & ball
- ```38``` .38 Special
- ```40``` 10mm
- ```40mm``` 40mm Grenade
- ```44``` .44 Magnum
- ```44paper``` .44 cap & ball
- ```454``` .454 Casull
- ```45``` .45 ACP (and relatives)
- ```46``` 46mm
- ```500``` .500 Magnum
- ```50``` .50 BMG
- ```57``` 57mm
- ```5x50``` 5x50 Dart
- ```66mm``` 66mm HEAT
- ```700nx``` .700 Nitro Express
- ```762R``` 7.62x54mm
- ```762``` 7.62x39mm
- ```762x25``` 7.62x25mm
- ```84x246mm``` 84x246mm HE
- ```8x40mm``` 8mm Caseless
- ```9mm``` 9x19mm Luger (and relatives)
- ```9x18``` 9x18mm
- ```BB``` BB
- ```RPG-7``` RPG-7
- ```UPS``` UPS charges
- ```ammo_flintlock``` Flintlock ammo
- ```ampoule``` Ampoule
- ```arrow``` Arrow
- ```battery``` Battery
- ```blunderbuss``` Blunderbuss
- ```bolt``` Bolt
- ```charcoal``` Charcoal
- ```components``` Components
- ```dart``` Dart
- ```diesel``` Diesel
- ```fish_bait``` Fish bait
- ```fishspear``` Speargun spear
- ```fusion``` Laser Pack
- ```gasoline``` Gasoline
- ```homebrew_rocket``` homebrew rocket
- ```lamp_oil``` Lamp oil
- ```laser_capacitor``` Charge
- ```m235``` M235 TPA (66mm Incendiary Rocket)
- ```metal_rail``` Rebar Rail
- ```money``` Cents
- ```muscle``` Muscle
- ```nail``` Nail
- ```pebble``` Pebble
- ```plasma``` Plasma
- ```plutonium``` Plutonium Cell
- ```rebreather_filter``` Rebreather filter
- ```shot``` Shotshell
- ```signal_flare``` Signal Flare
- ```tape``` Duct tape
- ```thread``` Thread
- ```thrown``` Thrown
- ```unfinished_char``` Semi-charred fuel
- ```water``` Water
- ```paper``` Paper
## Armor
Some armor flags, such as `WATCH` and `ALARMCLOCK` are compatible with other item types. Experiment to find which flags work elsewhere.
- ```ABLATIVE_CHAINMAIL_ARMS``` item can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
- ```ABLATIVE_CHAINMAIL_ELBOWS``` item can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
- ```ABLATIVE_CHAINMAIL_KNEES``` item can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
- ```ABLATIVE_CHAINMAIL_LEGS``` item can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
- ```ABLATIVE_CHAINMAIL_TORSO``` item can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
- ```ABLATIVE_HELMET``` item can be worn with Hub 01 headgear without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
- ```ABLATIVE_LARGE``` This item fits in large ablative pockets.
- ```ABLATIVE_MANTLE``` item can be worn with Hub 01 armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
- ```ABLATIVE_MEDIUM``` This item fits in medium ablative pockets.
- ```ABLATIVE_SKIRT``` item can be worn with Hub 01 armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
- ```ACTIVE_CLOAKING``` While active, drains UPS to provide invisibility.
- ```ALARMCLOCK``` Has an alarm-clock feature.
- ```ALLOWS_NATURAL_ATTACKS``` Doesn't prevent any natural attacks or similar benefits from mutations, fingertip razors, etc., like most items covering the relevant body part would.
- ```ALLOWS_TAIL``` You can wear this leg-covering item even if you have a tail.
- ```ALLOWS_TALONS``` People with talon mutations still can wear this armor, that cover arms.
- ```AURA``` This item goes in the outer aura layer, intended for metaphysical effects.
- ```BAROMETER``` This gear is equipped with an accurate barometer (which is used to measure atmospheric pressure).
- ```BELTED``` Layer for backpacks and things worn over outerwear.
- ```BLIND``` Blinds the wearer while worn, and provides nominal protection vs flashbang flashes.
- ```BLOCK_WHILE_WORN``` Allows worn armor or shields to be used for blocking attacks.
- ```BULLET_IMMUNE``` Wearing an item with this flag makes you immune to bullet damage.
- ```CANT_WEAR``` This item can't be worn directly.
- ```COLLAR``` This piece of clothing has a wide collar that can keep your mouth warm when it is mostly unencumbered.
- ```COMBAT_TOGGLEABLE``` This item is meant to be toggled during combat. Used by NPCs to determine if they will toggle it on during combat. This only supports simple `transform` actions.
- ```DEAF``` Makes the player deaf.
- ```DECAY_EXPOSED_ATMOSPHERE``` Consumable will go bad once exposed to the atmosphere (such as MREs).
- ```ELECTRIC_IMMUNE``` This gear completely protects you from electric discharges.
- ```EXTRA_PLATING``` Item can be worn over some armors, as additional layer of protection (like armor above brigandine); specifically can be put in pocket for armor with this flag restriction.
- ```FANCY``` Wearing this clothing gives a morale bonus if the player has the `Stylish` trait.
- ```FIN``` This item is swim fins aka diving fins aka flippets, and provide speed boost when you swim.
- ```FIX_FARSIGHT``` This gear corrects farsightedness.
- ```FIX_NEARSIGHT``` This gear corrects nearsightedness.
- ```FLASH_PROTECTION``` This item grants a protection against different light-related dangers, including flashbangs and dazzling light.
- ```FLOTATION``` Prevents the player from drowning in deep water. Also prevents diving underwater.
- ```FRAGILE``` This gear is less resistant to damage than normal.
- ```GAS_PROOF``` This item will completely protect you from any dangerous gases.
- ```GNV_EFFECT``` Being worn, this item will give a night vision. Using enchantment, that applies effect, that modifies character's night vision score, may be better alternative, and more flexible.
- ```HELMET_AVENTAIL``` Item can be worn with nasal helmet; specifically can be put in pocket for armor with this flag restriction.
- ```HELMET_BACK_POUCH``` Item can be worn with different hard hats, as attachment; specifically can be put in pocket for armor with this flag restriction.
- ```HELMET_EAR_ATTACHMENT``` Item can be worn with different hard hats, as attachment; specifically can be put in pocket for armor with this flag restriction.
- ```HELMET_FACE_SHIELD``` Item can be worn with different hard hats, as attachment; specifically can be put in pocket for armor with this flag restriction.
- ```HELMET_MANDIBLE_GUARD_STRAPPED``` Item can be worn with different hard helmets, as attachment; specifically can be put in pocket for armor with this flag restriction.
- ```HELMET_MANDIBLE_GUARD``` Item can be worn with different hard helmets, as attachment; specifically can be put in pocket for armor with this flag restriction.
- ```HELMET_NAPE_PROTECTOR``` Item can be worn with different hard helmets, as attachment; specifically can be put in pocket for armor with this flag restriction.
- ```HOOD``` Allow this clothing to conditionally cover the head, for additional warmth or water protection, if the player's head isn't encumbered.
- ```HYGROMETER``` This gear is equipped with an accurate hygrometer (which is used to measure humidity).
- ```INTEGRATED``` This item represents a part of you granted by mutations or bionics. It will always fit, will not conflict with armor-blocking mutations, cannot be unequipped (aside from losing the source), and won't drop on death, but otherwise behaves like normal armor with regards to function, encumbrance, layer conflicts and so on.
- ```IR_EFFECT``` Being worn, this item will give an infrared vision.
- ```MUTE``` Makes the player mute.
- ```NORMAL``` Items worn like normal clothing. This is assumed as default.
- ```NO_TAKEOFF``` Item with that flag can't be taken off.
- ```NO_WEAR_EFFECT``` This gear doesn't provide any effects when worn (most jewelry).
- ```ONLY_ONE``` You can wear only one.
- ```OUTER``` Outer garment layer.
- ```OVERSIZE``` Can always be worn no matter what encumbrance/mutations/bionics/etc, but prevents any other clothing being worn over this.
- ```PADDED``` This armor counts as comfortable even if none of the specific materials are soft.
- ```PARTIAL_DEAF``` Reduces the volume of sounds to a safe level.
- ```PERSONAL``` This item goes in the personal aura layer, intended for metaphysical effects.
- ```POCKETS``` Increases warmth for hands if the player's hands are cold and the player is wielding nothing.
- ```POWERARMOR_COMPATIBLE``` Makes item compatible with power armor despite other parameters causing failure.
- ```PREFIX_XL``` Adds the XL prefix to the item name.
- ```PREFIX_XS``` Adds the XS prefix to the item name.
- ```PSYSHIELD_PARTIAL``` 25% chance to protect against `fear_paralyze` monster attack when worn.
- ```RAD_PROOF``` This piece of clothing completely protects you from radiation.
- ```RAD_RESIST``` This piece of clothing partially (75%) protects you from radiation.
- ```RAINPROOF``` Prevents the covered body-part(s) from getting wet in the rain.
- ```REQUIRES_BALANCE``` Gear that requires a certain balance to be steady with. If the player is hit while wearing, they have a chance to be downed.
- ```RESTRICT_HANDS``` Prevents the player from wielding a weapon two-handed, forcing one-handed use if the weapon permits it.
- ```ROLLER_INLINE``` Faster, but less stable overall, the penalty for non-flat terrain is even harsher.
- ```ROLLER_ONE``` A less stable and slower version of `ROLLER_QUAD`, still allows the player to move faster than walking speed.
- ```ROLLER_QUAD```The medium choice between `ROLLER_INLINE` and `ROLLER_ONE`, while it is more stable, and moves faster, it also has a harsher non-flat terrain penalty than `ROLLER_ONE`.
- ```SEMITANGIBLE``` Prevents the item from participating in the encumbrance system when worn.
- ```SKINTIGHT``` Undergarment layer.
- ```STAR_PLATE``` Item can be worn with ryūsei battle kit armor; specifically can be put in pocket for armor with this flag restriction.
- ```STAR_SHOULDER``` Item can be worn with ryūsei battle kit armor ; specifically can be put in pocket for armor with this flag restriction.
- ```STAR_SKIRT``` Item can be worn with ryūsei battle kit armor; specifically can be put in pocket for armor with this flag restriction.
- ```STURDY``` This clothing is a lot more resistant to damage than normal.
- ```SUN_GLASSES``` Prevents glaring when in sunlight.
- ```SUPER_FANCY``` Gives an additional moral bonus over `FANCY` if the player has the `Stylish` trait.
- ```SWIM_GOGGLES``` Allows you to see much further underwater.
- ```THERMOMETER``` This gear is equipped with an accurate thermometer (which is used to measure temperature).
- ```TOUGH_FEET``` This armor provide effect similar to wearing a proper boots (like scale on your legs), so you don't have a debuff from not wearing footwear.
- ```UNDERSIZE``` This clothes can be worn comfortably by mutants with Tiny or Unassuming. Too small for anyone else.
- ```VARSIZE``` Can be made to fit via tailoring.
- ```WAIST``` Layer for belts other things worn on the waist.
- ```WATCH``` Acts as a watch and allows the player to see actual time.
- ```WATERPROOF``` Prevents the covered body-part(s) from getting wet in any circumstance.
- ```WATER_FRIENDLY``` Prevents the item from making the body part count as unfriendly to water and thus reducing morale from being wet.
### Covers
- ```ARMS``` same as `ARM_L` and `ARM_R`.
- ```ARM_L```
- ```ARM_R```
- ```EYES```
- ```FEET``` same as `FOOT_L` and `FOOT_R`.
- ```FOOT_L```
- ```FOOT_R```
- ```HANDS``` same as `HAND_L` and `HAND_R`.
- ```HAND_L```
- ```HAND_R```
- ```HEAD```
- ```LEGS``` same as `LEG_L` and `LEG_R`.
- ```LEG_L```
- ```LEG_R```
- ```MOUTH```
- ```TORSO```
### Specifically Covers
- ```torso_upper```
- ```torso_neck```
- ```torso_lower```
- ```torso_hanging_front```
- ```torso_hanging_back```
- ```arm_shoulder_r```
- ```arm_upper_r```
- ```arm_elbow_r```
- ```arm_lower_r```
- ```arm_shoulder_l```
- ```arm_upper_l```
- ```arm_elbow_l```
- ```arm_lower_l```
- ```leg_hip_r```
- ```leg_upper_r```
- ```leg_knee_r```
- ```leg_lower_r```
- ```leg_hip_l```
- ```leg_upper_l```
- ```leg_knee_l```
- ```leg_lower_l```
## Bionics
- ```BIONIC_ARMOR_INTERFACE``` This bionic can provide power to powered armor.
- ```BIONIC_FAULTY``` This bionic is a "faulty" bionic.
- ```BIONIC_GUN``` This bionic is a gun bionic and activating it will fire it. Prevents all other activation effects including power draw by bionic.
- ```BIONIC_NPC_USABLE``` The NPC AI knows how to use this CBM, and it can be installed on an NPC.
- ```BIONIC_POWER_SOURCE``` This bionic is a power source bionic.
- ```BIONIC_SLEEP_FRIENDLY``` This bionic won't prompt the user to turn it off if they try to sleep while it's active.
- ```BIONIC_TOGGLED``` This bionic only has a function when activated, else it causes its effect every turn.
- ```BIONIC_WEAPON``` This bionic is a weapon bionic and activating it will create (or destroy) bionic's fake_item in user's hands. Prevents all other activation effects.
- ```BIONIC_SHOCKPROOF``` This bionic can't be incapacitated by electrical attacks.
- ```USES_BIONIC_POWER``` If present, items attached to this bionic will inherit the `USES_BIONIC_POWER` flag automatically.
## Bodyparts
- ```ALWAYS_BLOCK``` This nonstandard bodypart is always eligible to block in unarmed combat even if your martial arts don't allow such blocks.
- ```ALWAYS_HEAL``` This bodypart regenerates every regen tick (5 minutes, currently) regardless if the part would have healed normally.
- ```HEAL_OVERRIDE``` This bodypart will always regenerate its `heal_bonus` HP instead of it modifying the base healing step. Without `ALWAYS_HEAL` this still only happens when the part would have healed non-zero amount of damage.
- ```IGNORE_TEMP``` This bodypart is ignored for temperature calculations.
- ```LIMB_LOWER``` This bodypart is close to the ground, and as such has a higher chance to be attacked by small monsters - hitsize is tripled for creatures that can't attack upper limbs.
- ```LIMB_UPPER``` This bodypart is high off the ground, and as such can't be attacked by small monsters - unless they have the `FLIES` or have `ATTACK_UPPER` flags`.
- ```MEND_LIMB``` This bodypart can heal from being broken without needing a splint.
- ```NONSTANDARD_BLOCK``` This limb is different enough that martial arts' arm/leg blocks aren't applicable - blocking with this limb is unlocked by reaching the MA's `nonstandard_block` level, unless the limb also has `ALWAYS_BLOCK`. Either block flag is **required** for non-arm / non-leg limbs to be eligible to block.
- ```WING_ARM``` Counts as a wing for `Character::can_fly` if two instances of the flag are present.
## Books
- ```INSPIRATIONAL``` Reading this book grants bonus morale to characters with the `SPIRITUAL` trait.
- ```BINDER_ADD_RECIPE``` Add recipe to a book binder.
## Character
Character flags can be `trait_id`, `json_flag_id` or `flag_id`. Some of these are hardcored, others can be edited and created via JSON. The current trait/mutation list is at [mutations.json](../data/json/mutations/mutations.json). For further information, see also [MUTATIONS.doc](#MUTATIONS.md#mutations).
- ```ACIDBLOOD``` Drip acid from wounds instead of blood
- ```ACID_IMMUNE``` You are immune to acid damage.
- ```ALARMCLOCK``` You always can set alarms.
- ```ALBINO``` Cause you to have painful sunburns.
- ```BARKY``` Makes you considered to be made of bark for the purposes of making blistering harder.
- ```BASH_IMMUNE``` You are immune to bashing damage.
- ```BG_OTHER_SURVIVORS_STORY``` Given to NPC when it has other survival story.
- ```BG_SURVIVAL_STORY``` Given to NPC when it has a survival story.
- ```BIO_IMMUNE``` You are immune to biological damage.
- ```BLEED_IMMUNE``` Immune to bleeding.
- ```BLEEDSLOW``` When bleeding, lose blood at 2/3 of the normal rate.
- ```BLEEDSLOW2``` When bleeding, lose blood at 1/3 of the normal rate.
- ```BLIND``` Makes you blind.
- ```BULLET_IMMUNE``` You are immune to bullet damage.
- ```CANNIBAL``` Butcher humans, eat foods with the `CANNIBALISM` and `STRICT_HUMANITARIANISM` flags without a morale penalty.
- ```CBQ_LEARN_BONUS``` You learn CBQ from the bionic bio_cqb faster.
- ```CHANGING```This flag is silently given to player to detect it can mutate.
- ```CLAIRVOYANCE_PLUS``` Gives a clairvoyance effect, used for debug purposes.
- ```CLIMATE_CONTROL``` You are resistant to extreme temperatures.
- ```CLIMB_FLYING``` You can ascend without needing any support or ladder at all. You will fall after doing so unless paired with `LEVITATION`
- ```CLIMB_NO_LADDER``` Capable of climbing up single-level walls without support.
- ```COLDBLOOD2``` For very heat dependent mutations.
- ```COLDBLOOD3``` For cold-blooded mutations.
- ```COLDBLOOD``` For heat dependent mutations.
- ```COLD_IMMUNE``` You are immune to cold damage.
- ```CUT_IMMUNE``` You are immune to cutting damage.
- ```DEAF``` Makes you deaf.
- ```DIMENSIONAL_ANCHOR``` You can't be teleported. Also protects you from any dangerous effects of portal storms.
- ```DOWNED_RECOVERY``` Always has 50% chance to recover from downing, regardless of limb scores / stats.
- ```ECTOTHERM``` For ectothermic mutations, like `COLDBLOOD4` and `DRAGONBLOOD3` (Black Dragon from Magiclysm).
- ```ETHEREAL``` You will not drop your items if you gain the `incorporeal` effect.
- ```ELECTRIC_IMMUNE``` You are immune to electric damage.
- ```EMP_IMMUNE``` You bionic power cannot be drained and your vulnerable electronics cannot be broken during an EMP blast.
- ```ENHANCED_VISION``` Increases the scouting range, similarly to `ZOOM` item flag.
- ```EYE_MEMBRANE``` Lets you see underwater.
- ```FEATHER_FALL``` You are immune to fall damage.
- ```GILLS``` You can breathe underwater.
- ```GLARE_RESIST``` Protect your eyes from glare like sunglasses.
- ```GLIDE``` You can glide from ledges without the use of wings, as if by magic.
- ```GLIDING``` You are in the process of gliding.
- ```HARDTOHIT``` Whenever something attacks you, RNG gets rolled twice, and you get the better result.
- ```HEATSINK``` You are resistant to extreme heat.
- ```HEAT_IMMUNE``` Immune to very hot temperatures.
- ```HUGE``` Changes your size to `creature_size::huge`. Checked last of the size category flags, if no size flags are found your size defaults to `creature_size::medium`.
- ```HYPEROPIC``` You are far-sighted: close combat is hampered and reading is impossible without glasses.
- ```IMMUNE_HEARING_DAMAGE``` Immune to hearing damage from loud sounds.
- ```IMMUNE_SPOIL``` You are immune to negative outcomes from spoiled food.
- ```INFECTION_IMMUNE``` This mutation grants immunity to infections, including infection from bites and tetanus.
- ```INFRARED``` You can see infrared, aka heat vision.
- ```INSECTBLOOD``` Your body drip insect blood if wounded.
- ```INVERTEBRATEBLOOD``` Your body drip invertebrate blood if wounded
- ```INVISIBLE``` You can't be seen.
- ```ITEM_WATERPROOFING``` Gear on your person is immune to being dissolved or broken while you're underwater.
- ```LARGE``` Changes your size to `creature_size::large`. Checked third of the size category flags.
- ```LEVITATION``` You can walk on air. Does not allow you to ascend unless paired with `CLIMB_FLYING`
- ```MEND_ALL``` You need no splint to heal broken bones.
- ```MUSCLE_VEH_BOOST``` Something, such as buzzing insect wings, is speeding you up when you use a muscle-powered vehicle.
- ```MYCUS_IMMUNE``` Critter is immune to fungal hase field (`fd_fungal_haze`)
- ```MYOPIC``` You are nearsighted: vision range is severely reduced without glasses.
- ```MYOPIC_IN_LIGHT``` You are nearsighted in light, but can see normally in low-light conditions.
- ```NIGHT_VISION``` You can see in the dark.
- ```NO_DISEASE``` This mutation grants immunity to diseases.
- ```NO_RADIATION``` This mutation grants immunity to radiations.
- ```NO_SCENT``` You have no scent.
- ```NO_SPELLCASTING``` Mutations with this flag blocks you from casting spells with the spellcasting menu. No effect on other spells sources such as activated items, mutations and bionics. Does not block spells with the `PSIONIC` flag.
- ```NO_PSIONICS``` You are unable to use any psionic power (spell with the `PSIONIC` flag).
- ```NO_THIRST``` Your thirst is not modified by food or drinks.
- ```NUMB``` Changes character's moral behaviour in some situations.
- ```NYCTOPHOBIA``` Apply some negative effects when the ambient light is too low.
- ```PAIN_IMMUNE``` Character don't feel pain.
- ```PARAIMMUNE``` You are immune to parasites.
- ```PLANTBLOOD``` Your body drip veggy blood if wounded.
- ```PORTAL_PROOF``` You are immune to personal portal storm effects.
- ```PRED1``` Small morale bonus from foods with the `PREDATOR_FUN` flag. Lower morale penalty from the guilt mondeath effect.
- ```PRED2``` Learn combat skills with double catchup modifier. Resist skill rust on combat skills. Small morale bonus from foods with the `PREDATOR_FUN` flag. Lower morale penalty from the guilt mondeath effect.
- ```PRED3``` Learn combat skills with double catchup modifier. Resist skill rust on combat skills. Medium morale bonus from foods with the `PREDATOR_FUN` flag. Immune to the guilt mondeath effect.
- ```PRED4``` Learn combat skills with triple catchup modifier. Learn combat skills without spending focus. Resist skill rust on combat skills. Large morale bonus from foods with the `PREDATOR_FUN` flag. Immune to the `guilt` mondeath effect.
- ```PSYCHOPATH``` Butcher humans without a morale penalty.
- ```ROOTS2``` Gain enhanced effects from the Mycorrhizal Communion mutation.
- ```ROOTS3``` Gain enhanced effects from the Mycorrhizal Communion mutation (slightly faster than `ROOTS2`).
- ```SAPIOVORE``` Butcher humans without a morale penalty.
- ```SEESLEEP``` You can see while sleeping, and aren't bothered by light when trying to fall asleep.
- ```SHAPESHIFT_SIZE_HUGE``` Changes your size to `creature_size::huge`. Checked last of the shapeshift size category flags and before any normal size flag. This and other shapeshift size flags must be paired with the ```TEMPORARY_SHAPESHIFT``` flag.
- ```SHAPESHIFT_SIZE_LARGE``` Changes your size to `creature_size::large`. Checked third of the shapeshift size category flags and before any normal size flag.
- ```SHAPESHIFT_SIZE_SMALL``` Changes your size to `creature_size::small`. Checked second of the shapeshift size category flags and before any normal size flag.
- ```SHAPESHIFT_SIZE_TINY``` Changes your size to `creature_size::tiny`. Checked first of the shapeshift size category flags and before any normal size flag.
- ```SLUDGE_IMMUNE``` Critter is immune to sludge trail field (`fd_sludge`)
- ```SMALL``` Changes your size to `creature_size::small`. Checked second of the size category flags.
- ```SPIRITUAL``` Changes character's moral behaviour in some situations.
- ```STAB_IMMUNE``` You are immune to stabbing damage.
- ```STEADY``` Your speed can never go below base speed, bonuses from effects etc can still apply.
- ```STOP_SLEEP_DEPRIVATION``` Stops Sleep Deprivation while awake and boosts it while sleeping.
- ```STRICT_HUMANITARIAN``` You can eat foodstuffs tagged with `STRICT_HUMANITARIANISM` without morale penalties.
- ```SUNBURN``` TBD, probably related to `ALBINO`.
- ```SUPER_CLAIRVOYANCE``` Gives a super clairvoyance effect (works with multiple z-levels), used for debug purposes.
- ```SAFECRACK_NO_TOOL``` Allows to open safes without stethoscope.
- ```TELEPORT_LOCK``` You cannot teleport. This has none of the protective effects of `DIMENSIONAL_ANCHOR`.
- ```TEMPORARY_SHAPESHIFT``` You are in another shape due to some supernatural effect.
- ```THERMOMETER``` You always know what temperature it is.
- ```TINY``` Changes your size to `creature_size::tiny`. Checked first of the size category flags.
- ```TREE_COMMUNION_PLUS``` Gain greatly enhanced effects from the Mycorrhizal Communion mutation.
- ```WALK_UNDERWATER``` your stamina burn is not increased when you swim, emulating you walking on the water bottom.
- ```WALL_CLING``` You can ascend/descend sheer cliffs as long as the tile above borders at least one wall. Chance to slip and fall each step.
- ```WATERWALKING``` You can walk across the surface of the water as though it were solid ground. Should usually be combined with `ITEM_WATERPROOFING` to protect items as well.
- ```WATCH``` You always know what time it is.
- ```WEBBED_FEET``` You have webbings on your feet, supporting your swimming speed if not wearing footwear.
- ```WEBBED_HANDS``` You have webbings on your hands, supporting your swimming speed.
- ```WEB_RAPPEL``` You can rappel down staircases and sheer drops of any height.
- ```WEB_WALKER``` Removes the movement speed demerit while walking through webs.
- ```WINGS_1``` You can slow your fall, effectively reducing the height of it by 1 level.
- ```WINGS_2``` You can slow your fall, effectively reducing the height of falls by 2 levels, and ignore pit-like traps.
- ```WING_ARMS``` Two instances of this flag enable you to glide and ignore pit traps if not above 50% carryweight or 4 lift strength.
- ```WINGGLIDE``` You can glide using some part of your body and strenuous physical effort.
- ```mycus``` acts as `THRESH_MYCUS`, makes all monsters with FUNGUS species friendly, fungicidal gas & antifungal pills cause worse effects. Mutate when eating mycus fruit, or when sleeping.
### Mutation Categories
These branches are the valid `dreams` from [dreams.json](../data/json/dreams.json).
- ```MUTCAT_ALPHA``` "You feel... better. Somehow."
- ```MUTCAT_BEAST``` "Your heart races and you see blood for a moment."
- ```MUTCAT_BIRD``` "Your body lightens and you long for the sky."
- ```MUTCAT_CATTLE``` "Your mind and body slow down. You feel peaceful."
- ```MUTCAT_CEPHALOPOD``` "Your mind is overcome by images of eldritch horrors... and then they pass."
- ```MUTCAT_CHIMERA``` "You need to roar, bask, bite, and flap. NOW."
- ```MUTCAT_ELFA``` "Nature is becoming one with you..."
- ```MUTCAT_FISH``` "You are overcome by an overwhelming longing for the ocean."
- ```MUTCAT_INSECT``` "You hear buzzing, and feel your body harden."
- ```MUTCAT_LIZARD``` "For a heartbeat, your body cools down."
- ```MUTCAT_MEDICAL``` "You can feel the blood rushing through your veins and a strange, medicated feeling washes over your senses."
- ```MUTCAT_PLANT``` "You feel much closer to nature."
- ```MUTCAT_RAPTOR``` "Mmm...sweet bloody flavor... tastes like victory."
- ```MUTCAT_RAT``` "You feel a momentary nausea."
- ```MUTCAT_SLIME``` "Your body loses all rigidity for a moment."
- ```MUTCAT_SPIDER``` "You feel insidious."
- ```MUTCAT_TROGLOBITE``` "You yearn for a cool, dark place to hide."
## Comestibles
- ```ACID``` When consumed using the `BLECH` function, penalties are reduced if character has `ACIDPROOF` or `ACIDBLOOD` traits.
- ```CARNIVORE_OK``` Can be eaten by characters with the Carnivore mutation at 50% kcal reduction.
- ```CANT_HEAL_EVERYONE``` This med can't be used by everyone, it requires a special mutation. See `can_heal_with` in mutation.
- ```CORROSIVE``` when consumed using the `BLECH` function, causes the same penalties as `ACID` but is not affected by `ACIDPROOF` or `ACIDBLOOD` traits.
- ```EATEN_COLD``` Morale bonus for eating cold.
- ```EATEN_HOT``` Morale bonus for eating hot.
- ```EDIBLE_FROZEN``` Being frozen doesn't prevent eating it. No morale bonus.
- ```INEDIBLE``` Inedible by default, enabled to eat when in conjunction with (mutation threshold) flags: `BIRD`, `CATTLE`, `FELINE`, `LUPINE`, `MOUSE`, `RABBIT`, `RAT`.
- ```FERTILIZER``` Works as fertilizer for farming, of if this consumed with the `PLANTBLECH` function penalties will be reversed for plants.
- ```FREEZERBURN``` First thaw is `MUSHY`, second is rotten.
- ```FUNGAL_VECTOR``` Will give a fungal infection when consumed.
- ```HIDDEN_HALLU``` Food causes hallucinations, visible only with a certain survival skill level.
- ```HIDDEN_POISON``` Food displays as poisonous with a certain survival skill level. Note that this doesn't make items poisonous on its own, consider adding `"use_action": [ "POISON" ]` as well, or using `FORAGE_POISON` instead.
- ```MELTS``` Provides half fun unless frozen. Edible when frozen.
- ```MILLABLE``` Can be placed inside a mill, to turn into flour.
- ```MUTAGEN_CATALYST``` Injecting it will jumpstart mutation.
- ```MUTAGEN_PRIMER``` Injecting it will prime your body for mutation.
- ```MYCUS_OK``` Can be eaten by post-threshold Mycus characters. Only applies to Mycus fruits by default.
- ```NEGATIVE_MONOTONY_OK``` Allows `negative_monotony` property to lower comestible fun to negative values.
- ```NO_AUTO_CONSUME``` Consumables with this flag would not get consumed in auto-eat / auto-drink zone.
- ```NO_INGEST``` Administered by some means other than oral intake.
- ```NUTRIENT_OVERRIDE``` When you craft an item, game checks if it's a comestible, and if it is, it stores the components the item was created from. The `NUTRIENT_OVERRIDE` flag will skip this step.
- ```PKILL_1``` Minor painkiller.
- ```PKILL_2``` Moderate painkiller.
- ```PKILL_3``` Heavy painkiller.
- ```PKILL_L``` Slow-release painkiller.
- ```RAD_STERILIZED``` Irradiated food that is safe to eat, but is not edible forever (such as MREs).
- ```RAW``` Reduces kcal by 25%, until cooked (that is, used in a recipe that requires a heat source). Should be added to *all* uncooked food, unless that food derives more than 50% of its calories from sugars (i.e. many fruits, some veggies) or fats (i.e. butchered fat, coconut). TODO: Make a unit test for these criteria after fat/protein/carbs are added.
- ```SMOKABLE``` Accepted by smoking rack.
- ```SMOKED``` Not accepted by smoking rack (product of smoking).
- ```USE_EAT_VERB``` "You drink your %s." or "You eat your %s."
- ```USE_ON_NPC``` Can be used on NPCs (not necessarily by them).
- ```ZOOM``` Zoom items can increase your overmap sight range.
### Comestible type
- ```DRINK```
- ```FOOD```
- ```MED```
### Addiction type
- ```alcohol```
- ```amphetamine```
- ```caffeine```
- ```cocaine```
- ```crack```
- ```nicotine```
- ```opiate```
- ```sleeping pill```
### `use_action`
These flags apply to the `use_action` field, instead of the `flags` field.
- ```ALCOHOL_STRONG``` Greatly increases drunkenness. Adds disease `drunk`.
- ```ALCOHOL_WEAK``` Slightly increases drunkenness. Adds disease `drunk`.
- ```ALCOHOL``` Increases drunkenness. Adds disease `drunk`.
- ```ANTIBIOTIC``` Helps fight infections. Removes disease `infected` and adds disease `recover`.
- ```BANDAGE``` Stop bleeding.
- ```BLECH``` Causes vomiting, adds disease `poison`, adds pain and hurts torso.
- ```BLECH_BECAUSE_UNCLEAN``` Causes warning.
- ```CHEW``` Displays message "You chew your %s.", but otherwise does nothing.
- ```CIG``` Alleviates nicotine cravings. Adds disease `cig`.
- ```COKE``` Decreases hunger. Adds disease `high`.
- ```CRACK``` Decreases hunger. Adds disease `high`.
- ```DISINFECTANT``` Prevents infections.
- ```FIRSTAID``` Heals.
- ```FLUMED``` Adds disease `took_flumed`.
- ```FLUSLEEP``` Adds disease `took_flumed` and increases sleepiness.
- ```FUNGICIDE``` Kills fungus and spores. Removes diseases `fungus` and `spores`.
- ```HALLU``` Adds disease `hallu`.
- ```HONEYCOMB``` Spawns wax.
- ```INHALER``` Removes disease `asthma`.
- ```IODINE``` Adds disease `iodine`.
- ```MARLOSS``` "As you eat the berry, you have a near-religious experience, feeling at one with your surroundings..."
- ```MYCUS``` if has trait `THRESH_MARLOSS`, neutral effect removes radiation, add 30 painkiller & heals all bodyparts by 4. if good effect, add 1000 morale, sleep for 5 hours, add `THRESH_MYCUS`, also removes marloss addictions `addiction_marloss_r`,`addiction_marloss_b`, `addiction_marloss_y` . With mycus threshold, adds 5 painkiller and stimulant. With trait `M_DEPENDENT`, removes 87 kcal, add 10 thirst, adds 5 sleepiness, and add morale to negate mutation pains. not having previously mentioned traits causes you to vomit, mutate, randomly gain 2 pain, reduce daily health by 8-50, removes 87 kcal, add 10 thirst, and add 5 sleepiness. Only applies to mycus fruit by default.
- ```METH``` Adds disease `meth`.
- ```NONE``` "You can't do anything of interest with your [x]."
- ```PETFOOD``` "Lets you feed the item to animals. Specify in `petfood` i.e. `[ "CATTLEFOOD", "DOGFOOD", "CATFOOD", "BIRDFOOD" ]`."
- ```PKILL``` Reduces pain. Adds disease `pkill[n]` where `[n]` is the level of flag `PKILL_[n]` used on this comestible.
- ```PLANTBLECH``` Activates `BLECH` iuse action if player does not have plant mutations.
- ```POISON``` Adds diseases `poison` and `foodpoison`.
- ```PROZAC``` Adds disease `took_prozac` if not currently present, otherwise acts as a minor stimulant. Rarely has the `took_prozac_bad` adverse effect.
- ```PURIFIER``` Removes random number of negative mutations.
- ```SEWAGE``` Causes vomiting.
- ```SLEEP``` Greatly increases sleepiness.
- ```THORAZINE``` Removes diseases `hallu`, `visuals`, `high`. Additionally removes disease `formication` if disease `dermatik` isn't also present. Has a chance of a negative reaction which increases sleepiness.
- ```VITAMINS``` Increases healthiness (not to be confused with HP).
- ```WEED``` Makes you roll with Cheech & Chong. Adds disease `weed_high`.
- ```XANAX``` Alleviates anxiety. Adds disease `took_xanax`.
## Effects
These are checked by hardcode for monsters (introducing new flags will require C++ changes), but for characters are considered "character flags", meaning new ones can be implemented in JSON alone. See also [Character flags](#character)
- ```DISABLE_FLIGHT``` Monsters affected by an effect with this flag will never count as flying (even if they have the `FLIES` flag).
- ```EFFECT_IMPEDING``` Character affected by an effect with this flag can't move until they break free from the effect. Breaking free requires a strength check: `x_in_y( STR * limb lifting score * limb grip score, 6 * get_effect_int( eff_id )`.
- ```EFFECT_LIMB_DISABLE_CONDITIONAL_FLAGS``` Effect disables any conditional flags the limb has.
- ```EFFECT_LIMB_SCORE_MOD``` Effect with a limb score component to be used in Character::get_limb_score. See [EFFECTS_JSON.md](EFFECTS_JSON.md) for the exact function of limb score modifiers and [JSON_INFO.md](JSON_INFO.md#limb-scores) for the effects of the scores.
- ```EFFECT_LIMB_SCORE_MOD_LOCAL``` Same as `EFFECT_LIMB_SCORE_MOD`, but limb score is modified only if effect is applied to body part, that has said score; effect, that apply -50% vision debuff, won't have effect if applied to leg with this flag.
- ```GRAB``` This effect is a grab, creatures will attempt to break it as such (see `character_escape.cpp`).
- ```GRAB_FILTER``` This effect is a grab filter effect, assigning grabs to their grabbing monster. Handles targeted grab removal on grab break, as well as potentially acting as a filter for monster attack logic. Bodypart `grabbing_effects` should have it defined.
## Furniture and Terrain
List of known flags, used in both `furniture` and `terrain`. Some work for both, others are limited to either.
- ```ALARMED``` Sets off an alarm if smashed.
- ```ALLOW_FIELD_EFFECT``` Apply field effects to items inside `SEALED` terrain/furniture.
- ```AUTO_WALL_SYMBOL``` (only for terrain) The symbol of this terrain will be one of the line drawings (corner, T-intersection, straight line etc.) depending on the adjacent terrains.
Example: `-` and `|` are both terrain with the `CONNECT_WITH_WALL` flag. `O` does not have the flag, while `X` and `Y` have the `AUTO_WALL_SYMBOL` flag.
`X` terrain will be drawn as a T-intersection (connected to west, south and east), `Y` will be drawn as horizontal line (going from west to east, no connection to south).
```
-X- -Y-
| O
```
- ```BARRICADABLE_DOOR_DAMAGED```
- ```BARRICADABLE_DOOR_REINFORCED_DAMAGED```
- ```BARRICADABLE_DOOR_REINFORCED```
- ```BARRICADABLE_DOOR``` Door that can be barricaded.
- ```BARRICADABLE_WINDOW_CURTAINS```
- ```BARRICADABLE_WINDOW``` Window that can be barricaded.
- ```BLOCK_WIND``` This terrain will block the effects of wind.
- ```BURROWABLE``` Burrowing monsters can travel under this terrain, while most others can't (e.g. graboid will traverse under the chain link fence, while ordinary zombie will be stopped by it).
- ```BUTCHER_EQ``` Butcher's equipment - required for full butchery of corpses.
- ```CAN_SIT``` Furniture the player can sit on. Player sitting near furniture with the `FLAT_SURF` tag will get mood bonus for eating.
- ```CHIP``` Used in construction menu to determine if wall can have paint chipped off.
- ```CHOCOLATE``` Made of delicious chocolate. Used by the My Sweet Cataclysm mod.
- ```CLIMBABLE``` You can climb on this obstacle.
- ```CLIMB_SIMPLE``` You never fail climbing on this obstacle.
- ```COLLAPSES``` Has a roof that can collapse.
- ```CONNECT_WITH_WALL``` (only for terrain) This flag has been superseded by the JSON entries `connect_group` and `connects_to`, but is retained for backward compatibility.
- ```CONSOLE``` Used as a computer.
- ```CONTAINER``` Items on this square are hidden until looted by the player.
- ```CURRENT``` This water is flowing.
- ```DEEP_WATER``` This is water that can submerge the player.
- ```DESTROY_ITEM``` Items that land here are destroyed. See also `NOITEM`.
- ```DIFFICULT_Z``` Most zombies will not be able to follow you up this terrain (i.e a ladder).
- ```DIGGABLE_CAN_DEEPEN``` Diggable location can be dug again to make deeper (e.g. shallow pit to deep pit).
- ```DIGGABLE``` Digging monsters, seeding monster, digging with shovel, etc.
- ```DONT_REMOVE_ROTTEN``` Plants contain a seed item which must not be removed under any circumstances.
- ```DOOR``` Can be opened (used for NPC path-finding).
- ```EASY_DECONSTRUCT``` Player can deconstruct this without tools.
- ```ELEVATOR``` Terrain with this flag will move player, NPCs, monsters, and items up and down when player activates nearby `elevator controls`.
- ```EMPTY_SPACE``` Terrain without anything solid in it, including a floor, implying there should be no roof supporting terrain beneath it. It also should imply containment is broken (releasing air out, water etc. in, but that's currently not implemented).
- ```EXAMINE_FROM_ABOVE``` Furniture can be <kbd>e</kbd> examined from a ledge above. If deployed furniture is taken down it will be placed on the ledge.
- ```FIRE_CONTAINER``` Stops fire from spreading (brazier, wood stove, etc).
- ```FISHABLE``` You can try to catch fish here.
- ```FLAMMABLE_ASH``` Burns to ash rather than rubble.
- ```FLAMMABLE_HARD``` Harder to light on fire, but still possible.
- ```FLAMMABLE``` Can be lit on fire.
- ```FLAT_SURF``` Furniture or terrain with a flat hard surface (e.g. table but not chair; tree stump, etc.).
- ```FLAT``` Player can build and move furniture on.
- ```FORAGE_HALLU``` This item can be found with the `HIDDEN_HALLU` flag when found through foraging.
- ```FORAGE_POISION``` This item can be found with the `HIDDEN_POISON` flag when found through foraging.
- ```FRESH_WATER``` Source of fresh water. Will spawn fresh water (once) on terrains with `SPAWN_WITH_LIQUID` flag.
- ```GOES_DOWN``` Can use <kbd>></kbd> to go down a level.
- ```GOES_UP``` Can use <kbd><</kbd> to go up a level.
- ```GROWTH_HARVEST``` This plant is ready for harvest.
- ```GROWTH_MATURE``` This plant is in a mature stage of a growth.
- ```GROWTH_SEEDLING``` This plant is in its seedling stage of growth.
- ```HARVESTED``` Marks the harvested version of a terrain type (e.g. harvesting an apple tree turns it into a harvested tree, which later becomes an apple tree again).
- ```HIDE_PLACE``` Creatures on this tile can't be seen by creatures not standing on adjacent tiles.
- ```INDOORS``` Has a roof over it; blocks rain, sunlight, etc.
- ```LADDER``` This piece of furniture that makes climbing easy.
- ```LIQUIDCONT``` Furniture that contains liquid, allows for contents to be accessed in some checks even if `SEALED`.
- ```LIQUID``` Terrain is liquid (e.g. water, lava, etc.), blocking movement without being a wall.
- ```LOCKED``` Is locked, requiring either external control or lockpicking to open.
- ```MINEABLE``` Can be mined with a pickaxe/jackhammer.
- ```MOUNTABLE``` Suitable for guns with the `MOUNTED_GUN` flag.
- ```MURKY``` Liquid taken from tiles with this flag is badly poisoned (almost on par with sewage).
- ```NANOFAB_TABLE``` This is a nanofabricator, and it can generate items out of specific blueprints. Hardcoded
- ```NOCOLLIDE``` Feature that simply doesn't collide with vehicles at all.
- ```NOITEM``` Items cannot be added here but may overflow to adjacent tiles. See also `DESTROY_ITEM`.
- ```NO_FLOOR``` Things should fall when placed on this tile.
- ```NO_FLOOR_WATER``` This tile has no floor, but there is water so it doesn't free fall.
- ```NO_PICKUP_ON_EXAMINE``` Examining this tile (<kbd>e</kbd> by default) won't open Pick Up menu even if there are items here.
- ```NO_SCENT``` This tile cannot have scent values, which prevents scent diffusion through this tile.
- ```NO_SELF_CONNECT``` This terrain won't use multitile texture, and will always looks like a separate unit.
- ```NO_SHOOT``` Terrain with this flag cannot be damaged by ranged attacks, and ranged attacks will not pass through it.
- ```NO_SIGHT``` Creature on this tile have their sight reduced to one tile.
- ```NO_SPOIL``` Items placed in this tile do not spoil.
- ```OPENCLOSE_INSIDE``` If it's a door (with an 'open' or 'close' field), it can only be opened or closed if you're inside.
- ```PAINFUL``` May cause a small amount of pain.
- ```PERMEABLE``` Permeable for gases.
- ```PICKABLE``` This terrain/furniture could be picked with lockpicks.
- ```PIT_FILLABLE``` This terrain can be filled with dirt like a shallow pit.
- ```PLACE_ITEM``` Valid terrain for `place_item()` to put items on.
- ```PLANTABLE``` This terrain or furniture can have seeds planted in it.
- ```PLANT``` A 'furniture' that grows and fruits.
- ```PLOWABLE``` Terrain can be plowed.
- ```RAIL``` This is a railroad, railroad vehicles can use it to move.
- ```RAMP_DOWN``` The end of a ramp that leads down, walking into this moves you one z-level down. Overrides `WALL`, while still displaying the tile as Impassable.
- ```RAMP_END``` Technical flag for proper work of ramps mechanics.
- ```RAMP_UP``` The end of a ramp that leads up, walking into this moves you one z-level up. Overrides `WALL`, while still displaying the tile as Impassable.
- ```RAMP``` Can be used to move up a z-level.
- ```REDUCE_SCENT``` Reduces scent diffusion (not total amount of scent in area); only works if also bashable.
- ```ROAD``` Flat and hard enough to drive or skate (with rollerblades) on.
- ```ROUGH``` May hurt the player's feet.
- ```RUBBLE``` Furniture behaves like rubble: it can be cleared by the `CLEAR_RUBBLE` item action. Can be applied to terrain, but it "clears up the nothing".
- ```RUG``` Enables the `Remove Carpet` Construction entry.
- ```SALT_WATER``` Source of salt water (works for terrains with examine action "water_source").
- ```SEALED``` Can't use <kbd>e</kbd> to retrieve items; must smash them open first.
- ```SEEN_FROM_ABOVE``` Visible from a higher level (provided the tile above has no floor).
- ```SHALLOW_WATER``` This is water that is not deep enough to submerge the player.
- ```SHARP``` May do minor damage to players/monsters passing through it.
- ```SHORT``` Feature too short to collide with vehicle protrusions (e.g. mirrors, blades).
- ```SIGN_ALWAYS``` Shows a message to indicate nothing is written here and lets you add a message if examined without a signage/snippet present.
- ```SIGN``` Show written message on examine.
- ```SMALL_HIDE``` Small creatures such as cockroaches and rats can hide under or inside of this furniture. Should not be applied to anything bigger than a housecat unless it is particularly flexible, IE a snake.
- ```SMALL_PASSAGE``` This terrain or furniture is too small for large or huge creatures to pass through.
- ```SPAWN_WITH_LIQUID``` This terrain will place liquid (once) on its own spawn. Type of liquid is defined by other flags. For example, it spawns fresh water via `FRESH_WATER` flag.
- ```SUN_ROOF_ABOVE``` This furniture (terrain is not supported currently) has a "fake roof" above, that blocks sunlight. Special hack for #44421, to be removed later.
- ```SUPPORTS_ROOF``` Used as a boundary for roof construction.
- ```SUPPRESS_SMOKE``` Prevents smoke from fires; used by ventilated wood stoves, etc.
- ```SWIMMABLE``` Player and monsters can swim through it.
- ```THIN_OBSTACLE``` ```SPEAR``` attacks can go through this to hit something on the other side.
- ```TINY``` Feature too short to collide with vehicle undercarriage. Vehicles drive over them with no damage, unless a wheel hits them.
- ```TOILET_WATER``` Liquid taken from tiles with this flag is rather dirty and may poison you.
- ```TRANSLOCATOR``` Tile is a translocator gate, for purposes of the `translocator` examine action.
- ```TRANSPARENT_FLOOR``` This terrain allows light to the z-level below.
- ```TRANSPARENT``` Players and monsters can see through/past it. Also sets ter_t.transparent.
- ```UNSTABLE``` Walking here cause the bouldering effect on the character.
- ```USABLE_FIRE``` This terrain or furniture counts as a nearby fire for crafting.
- ```WALL``` This terrain is an upright obstacle. Used for fungal conversion, and also implies `CONNECT_WITH_WALL`.
- ```WATER_CUBE``` This tile is water, used to check can you go up or down using additional flags.
- ```WINDOW``` This terrain is a window, though it may be closed, broken, or covered up. Used by the tiles code to align furniture sprites away from the window.
- ```WIRED_WALL``` This terrain is a wall with electric wires inside. Allows the `Reveal wall wirings` construction.
- ```WORKOUT_ARMS``` This furniture is for training your arms. Needed for checks like `is_limb_broken()`.
- ```WORKOUT_LEGS``` This furniture is for training your legs. Needed for checks like `is_limb_broken()`.
- ```Z_TRANSPARENT``` Allows the lower floor to be rendered.
### Fungal Conversions Only
- ```FLOWER``` This furniture is a flower.
- ```FUNGUS``` Fungal covered.
- ```ORGANIC``` This furniture is partly organic.
- ```SHRUB``` This terrain is a shrub.
- ```TREE``` This terrain is a tree.
- ```YOUNG``` This terrain is a young tree.
### Furniture Only
- ```ACTIVE_GENERATOR``` This furniture is considered to be an active power source for the purpose of certain monster special attacks (e.g. milspec searchlight's `SEARCHLIGHT`).
- ```ALIGN_WORKBENCH``` (only for furniture) A hint to the tiles display that the sprite for this furniture should face toward any adjacent tile with a workbench quality.
- ```ALLOW_ON_OPEN_AIR``` Don't warn when this furniture is placed on `t_open_air` or similar 'open air' terrains which lack a floor.
- ```AMMOTYPE_RELOAD``` Furniture reloads by ammotype so player can choose from more than one fuel type.
- ```AUTODOC``` This furniture can be an Autodoc console, it also needs the `autodoc` examine action.
- ```AUTODOC_COUCH``` This furniture can be a couch for a furniture with the `autodoc` examine action.
- ```BLOCKSDOOR``` This will boost map terrain's resistance to bashing if `str_*_blocked` is set (see `map_bash_info`).
- ```BRIDGE``` If this furniture is placed over water tiles, it prevents player from becoming wet.
- ```FLOATS_IN_AIR``` If this furniture is placed over open air it won't fall.
## Generic
These flags can be applied via JSON item definition to most items. Not to be confused with the set of flags listed under Tools > Flags that apply to items, which cannot be assigned via JSON.
- ```ACT_IN_FIRE``` This item would be activated if dropped on a tile with fire.
- ```ALLERGEN_MILK``` This item contain milk, which make it inedible for person with lactose intolerance.
- ```ANIMAL_PRODUCT``` This item can't be worn or eaten by vegan, despite it's materials is not blacklisted or it has no another flags, that restrict it.
- ```BAD_TASTE``` This comestible gives -5 to taste, that can't be covered through cooking.
- ```BANK_NOTE_SHAPED``` This item fits into the folded sleeve of wallets, like a bank note.
- ```BANK_NOTE_STRAP_SHAPED``` This item fits into pockets intended for money straps (like a cash register).
- ```BATTERY_HEAVY``` This item is a heavy battery, and can be put in pockets that have heavy battery restriction.
- ```BATTERY_LIGHT``` This item is a light battery, and can be put in pockets that have light battery restriction.
- ```BATTERY_MEDIUM``` This item is a medium battery, and can be put in pockets that have medium battery restriction.
- ```BATTERY_ULTRA_LIGHT``` This item is an ultra light battery, and can be put in pockets that have ultra light battery restriction.
- ```BIONIC_ARMOR_INTERFACE``` This bionic can provide power to powered armor.
- ```BIONIC_FUEL_SOURCE``` Contents of this item is used for fueling bionics.
- ```BIONIC_NPC_USABLE``` Safe CBMs that NPCs can use without extensive NPC rewrites to utilize toggle CBMs.
- ```BIONIC_POWER_SOURCE``` This bionic is a source of bionic power.
- ```BIONIC_SLEEP_FRIENDLY``` This bionic won't provide a warning if the player tries to sleep while it's active.
- ```BIONIC_TOGGLED``` This bionic only has a function when activated, instead of causing its effect every turn.
- ```BIONIC_WEAPON_MELEE``` This weapon is bionic melee, used for different checks in EOCs.
- ```BIRD``` Food that only player with `BIRD` threshold mutation can eat. See also `INEDIBLE`.
- ```BURNOUT``` You can visually inspect how much it is burned out (candle, torch).
- ```CALORIES_INTAKE``` This item allows you to see detailed info about your calories intake for today and tomorrow in consuming menu. Can be used with `CALORIES_INTAKE_TRACKER` `use_action`, that shows the same info.
- ```CAMERA_PRO``` This item is professional camera, and increase the quality of made photos.
- ```CATTLE``` Food that only player with `CATTLE` threshold mutation can eat. See also `INEDIBLE`.
- ```CBM``` This item is CBM, and works respectively.
- ```COIN_SHAPED``` This item is shaped like a coin and fits into the coin purse of a wallet.
- ```COLLAPSE_CONTENTS``` This item has its content hidden by default, and you need to manually reveal it using `> show/hide content` button.
- ```CONDUCTIVE``` Item is considered as conducting electricity, even if material it's made of is non-conductive. Opposite of `NONCONDUCTIVE`.
- ```COOP_CARD``` Gives you access to the artisans workshop.
- ```CORPSE``` Flag used to spawn various human corpses during the mapgen.
- ```CREDIT_CARD_SHAPED``` This item is shaped like a credit card and fits into the card slots of a wallet and similar pockets.
- ```CRUTCHES``` Item with this flag helps characters not to fall down if their legs are broken.
- ```CUSTOM_EXPLOSION``` Flag, automatically applied to items that has defined `explosion` data in definition. See `JSON_INFO.md`.
- ```CUT_HARVEST``` You need a grass-cutting tool like sickle to harvest this plant.
- ```DANGEROUS``` NPCs will not accept this item. Explosion iuse actor implies this flag. Implies `NPC_THROW_NOW`.
- ```DETERGENT``` This item can be used as a detergent in a washing machine.
- ```DISCOUNT_VALUE_1``` This item gives a small discount for fuel, bought in automated gas console.
- ```DISCOUNT_VALUE_2``` This item gives an average discount for fuel, bought in automated gas console.
- ```DISCOUNT_VALUE_3``` This item gives a big discount for fuel, bought in automated gas console.
- ```DROP_ACTION_ONLY_IF_LIQUID``` Cause `drop_action` only if item in liquid phase.
- ```DURABLE_MELEE``` Item is made to hit stuff and it does it well, so it's considered to be a lot tougher than other weapons made of the same materials.
- ```ELECTRONIC``` This item contain sensitive electronics which can be fried by nearby EMP blast.
- ```FAKE_MILL``` Item is a fake item, to denote a partially milled product by @ref Item::process_fake_mill, where conditions for its removal are set.
- ```FAKE_SMOKE``` Item is a fake item generating smoke, recognizable by @ref item::process_fake_smoke, where conditions for its removal are set.
- ```FELINE``` Food that only player with `FELINE` threshold mutation can eat. See also `INEDIBLE`.
- ```FIREWOOD``` This item can serve as a firewood. Items with this flag are sorted out to "Loot: Wood" zone.
- ```FLAMING``` This item is on fire, you deal additional fire damage using it.
- ```FRAGILE_MELEE``` Fragile items that fall apart easily when used as a weapon due to poor construction quality and will break into components when broken.
- ```FRESH_GRAIN``` This item is fresh-cut grain, and can be dried in a stook.
- ```GASFILTER_MED``` This is a medium size gas filter cartridge, that is used as magazine for various gasmasks.
- ```GASFILTER_SM``` This is a small size gas filter cartridge, that is used as magazine for various gasmasks.
- ```GAS_DISCOUNT``` Discount cards for the automated gas stations.
- ```GAS_TANK``` This item can store gases.
- ```GEMSTONE``` This is a gemstone, and you can put it in some jewelry.
- ```HARD``` Override item checks to be hard, rigid and uncomfortable without padding. Opposite of `SOFT`.
- ```HELMET_HEAD_ATTACHMENT``` This item can be attached to hard hat; Currently used only for flashlights.
- ```HURT_WHEN_WIELDED``` Weapon deal damage to your right arm (or to both if weapon is two-handed), equal it's damage.
- ```INDUSTRIAL_CARD``` Used in industrial ID cards to open industrial card reader `t_card_industrial`.
- ```IRREPLACEABLE_CONSUMABLE``` This item will grow in price the longer cataclysm goes. Currently not used.
- ```IS_PET_ARMOR``` Is armor for a pet monster, not armor for a person.
- ```ITEM_BROKEN``` Item was broken and won't activate anymore.
- ```JAVELIN``` This item is javelin, and can be put into javelin bag.
- ```LEAK_ALWAYS``` Leaks (may be combined with `RADIOACTIVE`).
- ```LEAK_DAM``` Leaks when damaged (may be combined with `RADIOACTIVE`).
- ```LUPINE``` Food that only player with `LUPINE` threshold mutation can eat (like dog food). See also `INEDIBLE`.
- ```MC_MOBILE```, ```MC_HAS_DATA``` Memory card related flags, see einktabletpc and camera related functions.
- ```METHANOL_TANK``` This item is methanol tank, and is used as magazine for various methanol-powered tools.
- ```MILITARY_CARD``` Used in military ID cards to open military card reader `t_card_military`.
- ```MISSION_ITEM``` This item's chance to spawn isn't affected by world item spawn scaling factor.
- ```MOP``` This item could be used to mop up spilled liquids like blood or water.
- ```MOUSE``` Food that only player with `MOUSE` threshold mutation can eat. See also `INEDIBLE`.
- ```MUNDANE``` This item uses magic-related features, but is not magic itself. Enchantments turn the item magenta, by applying this flag the item's color won't be changed. Also, for spells the item description would be changed from "This item casts *spell_name* at level *spell_level*" to "This item when activated: *spell_name*". `use_action` of `"type": "cast_spell"` can use this feature separately, using boolean `"mundane": true`.
- ```MUTAGEN_SAMPLE``` This item is mutagen sample, and show `Used in the creation of mutagenic drugs` message in the item description.
- ```NANOFAB_REPAIR``` This item can be repaired using nanofabricator.
- ```NANOFAB_TEMPLATE``` This item is nanofabricator template, and can use related syntax.
- ```NEEDS_UNFOLD``` Has an additional time penalty upon wielding. For melee weapons and guns this is offset by the relevant skill. Stacks with `SLOW_WIELD`.
- ```NO_CLEAN``` this item is impossible to clean.
- ```NO_PACKED``` This item is not protected against contamination and won't stay sterile. Only applies to CBMs.
- ```NO_REPAIR``` Prevents repairing of this item even if otherwise suitable tools exist.
- ```NO_SALVAGE``` Item cannot be broken down through a salvage process. Best used when something should not be able to be broken down (i.e. base components like leather patches).
- ```NO_STERILE``` This item is not sterile. Only applies to CBMs.
- ```NPC_ACTIVATE``` NPCs can activate this item as an alternative attack. Currently done by throwing it right after activation. `BOMB` implies this.
- ```NPC_ALT_ATTACK``` Shouldn't be set directly. Implied by `NPC_ACTIVATE` and `NPC_THROWN`.
- ```NPC_SAFE``` NPC will consume this item if you give them, no matter of it's trust about you.
- ```NPC_THROWN``` NPCs will throw this item (without activating it first) as an alternative attack.
- ```NPC_THROW_NOW``` NPCs will try to throw this item away, preferably at enemies. Implies `TRADER_AVOID` and `NPC_THROWN`.
- ```OLD_CURRENCY``` Paper bills and coins that used to be legal tender before the Cataclysm and may still be accepted by some automated systems.
- ```PALS_LARGE``` This item can be attached to MOLLE straps, and it will consume 3 slots.
- ```PALS_MEDIUM``` This item can be attached to MOLLE straps, and it will consume 2 slots.
- ```PALS_SMALL``` This item can be attached to MOLLE straps, and it will consume 1 slot.
- ```PAPER_SHAPED``` This item is shaped in form of thin paper sheet, and can be stored in leather journal.
- ```PERFECT_LOCKPICK``` Item is a perfect lockpick. Takes only 5 seconds to pick a lock and never fails, but using it grants only a small amount of lock picking xp. The item should have `LOCKPICK` quality of at least 1.
- ```PLANTABLE_SEED``` This item is a seed, and you can plant it.
- ```PRESERVE_SPAWN_OMT``` This item will store the OMT that it spawns in, in the `spawn_location_omt` item var.
- ```PROVIDES_TECHNIQUES``` This item will provide martial arts techniques when worn/in the character's inventory, in addition to those provided by the weapon and martial art.
- ```PSEUDO``` Used internally to mark items that are referred to in the crafting inventory but are not actually items. They can be used as tools, but not as components. Implies `TRADER_AVOID`.
- ```RABBIT``` Food that only player with `RABBIT` threshold mutation can eat. See also `INEDIBLE`.
- ```RADIOACTIVE``` Is radioactive (can be used with `LEAK_*`).
- ```RADIO_INVOKE_PROC``` This item can receive a signal, that will make it detonate.
- ```RAD_DETECT``` This item is a radiation badge, and can print it's change in color depending on radiation level around the player. Hardcoded.
- ```RAIN_PROTECT``` Protects from sunlight and from rain when wielded.
- ```RAT``` Food that only player with `RAT` threshold mutation can eat. See also `INEDIBLE`.
- ```REBREATHER_CART``` This is a rebreather cartridge, and is used as magazine for various rebreather masks.
- ```REBREATHER``` If you wear this item, your oxygen won't fall lower than 12 (default is ~50).
- ```REDUCED_BASHING``` Gunmod flag; reduces the item's bashing damage by 50%.
- ```REDUCED_WEIGHT``` Gunmod flag; reduces the item's base weight by 25%.
- ```REQUIRES_TINDER``` Requires tinder to be present on the tile this item tries to start a fire on.
- ```ROBOFAC_ROBOT_MEDIUM``` This item is a medium-size Hub 01 drone, and you can store it in specific slot in drone-tech harness.
- ```ROBOFAC_ROBOT_SMALL``` This item is a small-size Hub 01 drone, and you can store it in specific slot in drone-tech harness.
- ```SCIENCE_CARD_MAINTENANCE_BLUE```
- ```SCIENCE_CARD_MAINTENANCE_BLUE```
- ```SCIENCE_CARD_MAINTENANCE_GREEN```
- ```SCIENCE_CARD_MAINTENANCE_YELLOW```
- ```SCIENCE_CARD_MEDICAL_RED```
- ```SCIENCE_CARD_MUTAGEN_CYAN```
- ```SCIENCE_CARD_MUTAGEN_GREEN```
- ```SCIENCE_CARD_MUTAGEN_PINK```
- ```SCIENCE_CARD_MU_UNIVERSAL```
- ```SCIENCE_CARD_SECURITY_BLACK```
- ```SCIENCE_CARD_SECURITY_MAGENTA```
- ```SCIENCE_CARD_SECURITY_YELLOW```
- ```SCIENCE_CARD_TRANSPORT_1```
- ```SCIENCE_CARD_VISITOR``` This and above are used to open related doors in TCL.
- ```SHEATH_BOW``` This item can fit into bow sling.
- ```SHEATH_SPEAR``` This item can be attached to spear strap.
- ```SINGLE_USE``` This item is deleted after being used. Items that count by charge do not need this as they are deleted when charges run out.
- ```SLEEP_AID_CONTAINER``` This item allows sleep aids inside of it to help in sleeping (e.g. a pillowcase).
- ```SLEEP_AID``` This item helps in sleeping.
- ```SLEEP_IGNORE``` This item is not shown as before-sleep warning.
- ```SLOW_WIELD``` Has an additional time penalty upon wielding. For melee weapons and guns this is offset by the relevant skill. Stacks with `NEEDS_UNFOLD`.
- ```SOFT``` Override item checks to be soft, not rigid and comfortable. Opposite of `HARD`.
- ```SOLARPACK_ON``` This item is turned on solar backpack, and can charge different stuff if under the sun.
- ```SPAWN_ACTIVE``` This item always spawn active, no need to activate it manually.
- ```SPLINT``` This item is splint, when worn on broken body part, it slowly mend it.
- ```STRICT_HUMANITARIANISM``` Flag, automatically applied to food, if it was cooked from demihuman meat, and allow a different food interactions in names.
- ```TACK``` Item can be used as tack for a mount.
- ```TANGLE``` When this item is thrown, and hits a target, it has a chance to tangle them up and immobilize them.
- ```TARDIS``` Container item with this flag bypasses internal checks for pocket data, so inside it could be bigger than on the outside, and could hold items that otherwise won't fit its dimensions.
- ```TIE_UP``` Item can be used to tie up a creature.
- ```TINDER``` This item can be used as tinder for lighting a fire with a `REQUIRES_TINDER` flagged firestarter.
- ```TOBACCO``` This item is a lit cigar or cigarette, and gives smoking effect when you wear it.
- ```TOURNIQUET``` This item is tourniquet, it temporarily reduces bleed intensity and increases your effective compression limit.
- ```TOW_CABLE``` This item is a tow cable, and allow towing the vehicle.
- ```TRADER_AVOID``` NPCs will not start with this item. Use this for active items (e.g. flashlight (on)), dangerous items (e.g. active bomb), fake items or unusual items (e.g. unique quest item).
- ```TRADER_KEEP_EQUIPPED``` NPCs will only trade this item if they aren't currently wearing or wielding it.
- ```TRADER_KEEP``` NPCs will not trade this item away under any circumstances.
- ```TWO_WAY_RADIO``` this items is two-way radio, and work accordingly.
- ```UNBREAKABLE_MELEE``` Never gets damaged when used as melee weapon.
- ```UNBREAKABLE``` This item can not be damaged, be that directly, while worn as armor, or when used as a melee weapon.
- ```UNRECOVERABLE``` Cannot be recovered from a disassembly.
- ```USE_POWER_WHEN_HIT``` This armor consume energy when you got hit, equal to damage that was dealt (energy consuming happen before the armor mitigation).
- ```WATER_BREAK_ACTIVE``` Item can get wet and is broken in water if active.
- ```WATER_BREAK``` Item is broken in water.
- ```WATER_DISSOLVE``` Item is dissolved in water.
- ```ZERO_WEIGHT``` Normally items with zero weight will generate an error. Use this flag to indicate that zero weight is intentional and suppress that error.
## Guns
These can be applied to guns or gunmods, adding different effects to the guns.
- ```BACKBLAST``` Causes a small explosion behind the person firing the weapon. Currently not implemented?
- ```BIPOD``` Handling bonus only applies on `MOUNTABLE` map/vehicle tiles. Does not include wield time penalty (see `SLOW_WIELD`).
- ```BRASS_CATCHER``` This gunmod is brass catcher, and can store all casing you shoot.
- ```CHOKE``` This gunmod is a choke, and it prevent you from shooting slugs.
- ```COLLAPSED_STOCK``` Decrease the length of the gun for 20 cm. Same as `FOLDED_STOCK`. Currently not working.
- ```COLLAPSIBLE_STOCK``` Reduces weapon volume proportional to the base size of the gun (excluding any mods). Does not include wield time penalt. See also `NEEDS_UNFOLD`.
- ```CONSUMABLE``` Makes a gunpart have a chance to get damaged depending on ammo fired, and definable fields 'consume_chance' and 'consume_divisor'.
- ```DISABLE_SIGHTS``` Prevents use of the base weapon sights.
- ```EASY_CLEAN``` This weapon is relatively simple, and you spend half as time to clean and lube it.
- ```FIRE_TWOHAND``` Gun can only be fired if player has two free hands.
- ```FOLDED_STOCK``` Decrease the length of the gun for 20 cm. Same as `COLLAPSED_STOCK`.
- ```INSTALL_DIFFICULT``` This gunmod is difficult to install, and potentially you can damage your gun if you fail.
- ```IRREMOVABLE``` Makes so that the gunmod cannot be removed.
- ```IS_ARMOR``` This gunmod can use armor syntax and can be worn (same as weapon you install this mod).
- ```LASER_SIGHT``` This gunmod is a laser sight, and provide a sight bonus if specific conditions are met (target is close, and it's not too bright?).
- ```MECH_BAT``` This is an exotic battery designed to power military mechs.
- ```MOUNTED_GUN``` Gun can only be used on terrain / furniture with the `MOUNTABLE` flag.
- ```NO_TURRET``` Prevents generation of a vehicle turret prototype for this gun.
- ```NO_UNLOAD``` Cannot be unloaded.
- ```PRIMITIVE_RANGED_WEAPON``` Allows using non-gunsmith tools to repair (but not reinforce) it.
- ```PUMP_ACTION``` Gun has rails on its pump action, allowing to install only mods with `PUMP_RAIL_COMPATIBLE` flag on underbarrel slot.
- ```PUMP_RAIL_COMPATIBLE``` Mod can be installed on underbarrel slot of guns with rails on their pump action.
- ```RELOAD_AND_SHOOT``` Firing automatically reloads and then shoots.
- ```RELOAD_EJECT``` Ejects shell from gun on reload instead of when fired.
- ```RELOAD_ONE``` Only reloads one round at a time.
- ```REMOVED_STOCK``` Decrease the length of the gun for 26 cm. Applied when you saw off the stock.
- ```STR_DRAW``` Range with this weapon is reduced unless character has at least twice the required minimum strength.
- ```STR_RELOAD``` Reload speed is affected by strength.
- ```UNDERWATER_GUN``` Gun is optimized for usage underwater, performs badly outside of water.
- ```WATERPROOF_GUN``` Gun does not rust and can be used underwater.
- ```WONT_TRAIN_MARKSMANSHIP``` Shooting this gun won't train your marksmanship.
### Firing modes
- ```MELEE``` Melee attack using properties of the gun or auxiliary gunmod.
- ```NPC_AVOID``` NPCs will not attempt to use this mode.
### Gun faults
- ```BAD_CYCLING``` 1/16 chance that the gun fails to cycle when fired resulting in `fault_gun_chamber_spent` fault.
- ```BLACKPOWDER_FOULING_DAMAGE``` Causes the gun to take random acid damage over time.
- ```NEEDS_NO_LUBE``` Gun doesn't need lube to work properly. Unaffected by the `UNLUBRICATED` fault.
- ```NEVER_JAMS``` Never malfunctions. Unaffected by the `JAMMED_GUN` fault.
- ```NO_DIRTYING``` Prevents the gun from receiving `fault_gun_dirt` fault.
- ```NON_FOULING``` Gun does not become dirty or blackpowder fouled.
- ```JAMMED_GUN``` Stops burst fire. Adds delay on next shot.
- ```UNLUBRICATED``` Randomly causes screeching noise when firing and applies damage when that happens.
## Magazines
- ```MAG_BULKY``` Can be stashed in an appropriate oversize ammo pouch (intended for bulky or awkwardly shaped magazines).
- ```MAG_COMPACT``` Can be stashed in an appropriate ammo pouch (intended for compact magazines).
- ```MAG_DESTROY``` Magazine is destroyed when the last round is consumed (intended for ammo belts). Has precedence over `MAG_EJECT`.
- ```MAG_EJECT``` Magazine is ejected from the gun/tool when the last round is consumed.
- ```SPEEDLOADER``` Acts like a magazine, except it transfers rounds to the emptied target gun or magazine instead of being inserted into it.
- ```SPEEDLOADER_CLIP``` Acts like a `SPEEDLOADER`, except the target gun or magazine don't have to be emptied to oocur the transferments.
## Magic
See [Spell flags](MAGIC.md#spell-flags).
## Mapgen
See [Mapgen flags](MAPGEN.md#mapgen-flags).
## Map Specials
- ```mx_bandits_block``` Road block made by bandits from tree logs, caltrops, or nailboards.
- ```mx_burned_ground``` Fire has ravaged this place.
- ```mx_point_burned_ground``` Fire has ravaged this place (partial application).
- ```mx_casings``` Several types of spent casings (solitary, groups, entire overmap tile).
- ```mx_city_trap``` A spinning blade trap with a loudspeaker to attract zombies.
- ```mx_clay_deposit``` A small surface clay deposit.
- ```mx_clearcut``` All trees become stumps.
- ```mx_collegekids``` Corpses and items.
- ```mx_corpses``` Up to 5 corpses with everyday loot.
- ```mx_crater``` Crater formed using a bomb.
- ```mx_drugdeal``` Corpses and some drugs.
- ```mx_dead_vegetation``` Kills all plants (e.g. aftermath of acid rain).
- ```mx_point_dead_vegetation``` Kills all plants (e.g. aftermath of acid rain) (partial application).
- ```mx_exocrash_1``` Area of glassed sand created by a crashed pod of space travelers. Populated by zomborgs.
- ```mx_exocrash_2``` Area of glassed sand created by a crashed pod of space travelers. Populated by zomborgs.
- ```mx_fallen_shed``` A collapsed shed.
- ```mx_grove``` All trees and shrubs become a single species of tree.
- ```mx_grass``` A meadow with tall grass.
- ```mx_grass_2``` A meadow with tall grass.
- ```mx_grave``` A grave in the open field, with a corpse and some everyday loot.
- ```mx_helicopter``` Metal wreckage and some items.
- ```mx_house_spider``` A house with wasps, dermatiks, and walls converted to paper.
- ```mx_house_wasp``` A house with spiders, webs, eggs and some rare loot.
- ```mx_jabberwock``` A *chance* of a jabberwock.
- ```mx_looters``` Up to 5 bandits spawn in the building.
- ```mx_marloss_pilgrimage``` A sect of people worshiping fungaloids.
- ```mx_mass_grave``` Mass grave with zombies and everyday loot.