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EB1ActionType

🧭 Enum: EB1ActionType

Defines various character or object actions used in simulation sequences.

  • Invalid: Default value representing no action.
  • WalkTo: Moves to a specific location.
  • WalkToCompany: Moves to a company location.
  • WalkToHome: Navigates to the character's home.
  • WalkToNearby: Walks to a nearby point of interest.
  • WalkToNearestRoad: Heads toward the closest road.
  • WalkToNearestCityGraph: Navigates to nearest city graph node.
  • WalkToSite: Moves to a designated site.
  • WalkToNonCancelable: Walk that cannot be interrupted.
  • WalkToPortal: Moves to a portal or transfer point.
  • WalkToSubway: Heads toward a subway entrance.
  • WalkToVehicle: Moves toward a vehicle.
  • TeleportTo: Instantly relocates to a target position.
  • PlayAnim: Plays an animation based on the target type (AnimCharacter_* or AnimGameObject_*).
  • PlayLoopAnim: Plays a looping animation tied to the target type.
  • PlayVATAnim: Plays a vertex animation texture-based animation.
  • RotateTo: Rotates to face a specified direction.
  • ChangePosture: Changes the character’s posture.
  • PickUp: Plays pickup animation using S2 or Grab asset from S1.
  • PickUpAuto: Automatically plays pickup animation as above.
  • PickUpCharacter: Picks up another character using similar animation logic.
  • PutDown: Plays put-down animation defined by S1.
  • PutDownInventoryObject: Places inventory item in the world.
  • PutDownDestroy: Drops and destroys the item with animation.
  • Delay: Waits for a duration.
  • WaitForAsyncLoad: Waits until async loading finishes.
  • Sleep: Initiates sleep state.
  • Work: Begins working animation/state.
  • Sit: Character takes a seated position.
  • ChangeCostume: Changes or removes costume based on S2.
  • ChangeOutfitCategory: Switches outfit category.
  • RemoveCostumeByActionReason: Removes outfit due to contextual reason.
  • BookRead: Plays book-reading animation defined in S2.
  • Eat: Plays eating animation or consumes food.
  • RabbitHole: Enters a building or location in rabbit-hole style.
  • EditCharacter: Initiates character editing mode.
  • UpdateAging: Triggers character aging update.
  • Coop: Starts a cooperative interaction.
  • CoopSelect: Selects a cooperative interaction.
  • WaitCoopResponse: Waits for another character’s coop response.
  • WaitTalkSequence: Waits for a conversation sequence to begin.
  • WaitTalkPositioning: Waits until positioned for conversation.
  • WalkToContext: Walks based on contextual data.
  • RotateToContext: Rotates based on contextual direction.
  • PlayAnimContext: Plays a context-specific animation.
  • TalkContext: Begins talking in context.
  • LevelSequence: Plays a Level Sequence cinematic.
  • WalkAroundSite: Roams around a site.
  • WalkAroundLocation: Wanders a specified area.
  • RequestEnterVehicle: Attempts to enter a vehicle.
  • ChangeVehiclePartState: Changes a part’s state (e.g., open/close).
  • MoveWithVehicle: Moves along with a vehicle.
  • SpawnVehicle: Spawns a vehicle.
  • ChangePostureSit: Takes seated posture.
  • WalkToDirtyPlace: Moves to a dirty area to clean.
  • WalkToSpawner: Goes to a spawner location.
  • WalkToLocation: Walks to a general location.
  • GrabInventoryObject: Picks item from inventory into hand.
  • PopupMessage: Triggers a popup message.
  • PlayVideo: Plays video content.
  • Die: Executes a death sequence.
  • LaunchCraft: Launches crafting process using Crafting.Id.
  • StartCrafting: Begins crafting with Recipe.Id.
  • ContinueCrafting: Resumes crafting progress.
  • ProgressCrafting: Advances crafting stages.
  • CleanDusty: Cleans dusty surfaces.
  • Buy: Performs a purchase action.
  • RunAway: Character flees from danger.
  • CraftBulidMode: Crafts object in build mode.
  • RegisterPocketMarketItem: Registers item for the pocket market.
  • SelectSlotOwnership: Assigns slot ownership.
  • GenerateMotion: Generates motion procedurally.
  • PlayGeneratedMotion: Plays generated motion.
  • WalkToSharedSiteSpawner: Walks to a shared site spawn point.
  • SatisfyDesire: Fulfills a character’s desire.
  • Exercise: Performs an exercise or fitness action.