Chord / Standard Library / Traits Catalog
Traits catalog
Every trait in the platform appears here, in one lookup. Full entries
live in the chapter that owns each trait's verbs; this index says what
each one is, how a .story composes it (or that it can't, yet), and
where the entry is. The four structural traits that no verb owns get
their full entries in their own chapter.
| Trait | In Chord | One line |
|---|---|---|
container | a container (+ with max items/weight N) | holds things inside |
supporter | a supporter (+ with capacity N) | holds things on top |
pushable | pushable | eligible for PUSH; pushType picks behavior |
pullable | pullable | eligible for PULL; state + count mutate |
cuttable | cuttable (+ with the <entity>) | eligible for CUT; outcome is the entity's own implementation |
diggable | diggable (+ with the <entity>) | eligible for DIG; same contract as cuttable |
moveable-scenery | — | dormant (nothing reads it) |
attached | — | dormant (nothing reads it) |
room | a room | a place; exits, darkness, first-visit text |
exit | — | passage entity a room exit routes via |
enterable | enterable | can be gotten into / onto |
climbable | climbable | eligible for CLIMB |
vehicle | — | enterable that moves with its passengers |
openable | openable (+ with the <entity>) | open/closed state |
lockable | lockable (+ with the <key>) | locked/unlocked + key contract |
door | a door + an exit's through the <door> tail | an entity that is the connection between two rooms |
wearable | wearable | can be worn; body part + layer rules |
clothing | — | dormant — and not wearable by itself |
equipped | — | equipment slots/stats; read by combat |
open-inventory | — | NPC's carried items become reachable |
readable | readable (+ with text …) | text, pages, read-gate |
scenery | scenery | fixed in place, unlisted |
concealment | hiding-spot (+ with position <word>) | a hiding spot for actors |
acoustic | — | wall sound-cost tier (engine sound system) |
listener | — | receives propagated sounds |
switchable | switchable | on/off, power, sounds |
light-source | light-source | sheds light when lit; fuel model |
button | — | descriptive; upgrades a push to a click |
actor | a person | a someone: pronouns, capacity, custom bags |
npc | guard/passive/wanderer/follower/patrol (core; plugin auto-wires) | NPC bookkeeping for the NPC plugin |
character-model | — | deep NPC internals (personality, beliefs) |
combatant | combatant (+ stats config; needs use combat) | combat stats; presence routes ATTACK to combat |
weapon | weapon (+ with damage N …; needs use combat) | damage, type, durability |
edible | edible / drinkable (liquid) | food/drink data; servings, liquid flag |
breakable | — | one-hit breakage (via ATTACK) |
destructible | — | hit-pointed destruction (via ATTACK) |
deadly-room | deadly: <phrase> | every non-safe verb kills |
health | via combatant with health N (use combat) | the life-state model (attached lazily) |
identity | implicit in every create (+ proper, pronouns on persons) | name, aliases, article, pronouns, description |
region | a region (+ containing …) | groups rooms; crossing emits events |
scene | — | begin/end narrative phases, engine-evaluated each turn |
story-info | the story header | title/author/version for ABOUT |