Skip to content

EB1ConditionType

🧩 Enum: EB1ConditionType

Defines all condition types used throughout the game for scripting, interaction validation, logic evaluation, and more.

Scripting, interaction validation, logic evaluation, and more.

  • Invalid: Represents an invalid or undefined condition.
  • None: No condition to evaluate.
  • Fail: Always fails the condition.
  • Stat: Compares a specified stat (uses Stat.Id).
  • ObjectCategory: Checks object category (Object.ObjectCategory).
  • HandCarriedObjectType: Compares type of object in hand.
  • HandCarriedObjectId: Checks if carried object matches specified ID (Object_*.Id).
  • HandCarriedObjectTag: Matches tag on carried object.
  • HasCarriedObject: Checks if character is carrying anything.
  • HasObjectTag: Checks if object or template has a matching tag.
  • HasFood: Checks if character has a food item.
  • Buff: Checks for presence of specific buff (Buff.Id).
  • BuffTag: Checks for buff with specified tag (Buff.BuffBasicInfo.Tags).
  • Posture: Matches character posture.
  • State: Compares character state.
  • Emotion: Emotion ID check (Emotion.Id).
  • EmotionValue: Emotion value check (Emotion.Id).
  • EmotionLevel: Compares emotion level (Emotion.Id).
  • OwnedEmotionLevel: Checks emotion level of owned emotion (Emotion.Id).
  • EmotionTendency: Compares emotional tendency (Emotion.Tendency).
  • Skill: Checks skill possession (Skill.Id).
  • SkillUp: Checks skill increase (Skill.Id).
  • RelationshipStat: Compares relationship stat (RelationshipStat.Id).
  • RelationshipStatRange: Checks if relationship stat falls within a range.
  • RelationshipName: Checks for relationship name (Relationship.Id).
  • HasRelationship: Verifies any relationship exists.
  • HasRelationshipName: Checks for specific relationship name (Relationship.Id).
  • HasRelationshipRecord: Checks if a relationship record exists (RelationshipRecord.Id).
  • IsRelationshipFocusSelection: Checks for focused relationship selection (RelationshipStat.Id).
  • InteractionName: Checks for interaction ID (Interaction.Id).
  • InteractionTag: Matches interaction tag.
  • InteractionBagTag: Matches interaction bag tag (InteractionBag.InteractionBagTags).
  • Trait: Checks for specific trait (Trait.Id).
  • TraitGroup: Checks for trait group membership (TraitGroup.Id).

Gameplay logic evaluation

  • TargetDistance: Compares distance to target.
  • NumberOfZOI: Checks number of Zones of Influence (ZOI).
  • InteractionObjectRange: Checks interaction object range (InteractionBag.Id).
  • InteractionTargetIsOwner: True if interaction target is the owner.
  • GrowthStep: Checks character's growth stage.
  • IsChildAllowedInWorld: Verifies if child characters are allowed.
  • CanPregnancy: Checks if character can become pregnant.
  • IsPregnancyState: Checks if character is currently pregnant.
  • IsLovable: Determines if a character is eligible for romance.
  • Chemistry: Compares chemistry value (TraitChemistryReward_* via RelationshipStat.Id).
  • CanMarry: Checks if character is eligible for marriage.
  • CanMarrySuccess: Determines if marriage can succeed.
  • OccupyingSlotByPosture: Checks posture used to occupy slot (Posture.PostureType).
  • OccupyingConnectedChairByPosture: Checks posture used to occupy connected chair.
  • Gender: Compares character gender.
  • GenderCompWithTarget: Compares gender compatibility with target.
  • ActionTimeId: Matches action time slot (Action_Interaction.Id).
  • ActionTimeTag: Matches action time tag (Action_Interaction.ActionTags).
  • CompleteAmbition: Checks if ambition is completed (AmbitionItem.Id).
  • PlayingAmbition: Checks if ambition is currently playing (AmbitionItem.Id).
  • CurrentAmbition: Checks current ambition state (AmbitionItem.Id).
  • HasJob: Checks if character has a job (Job.Id).
  • ComparePreviousJobRank: Compares previous job rank with current (Company.Id, Job.Id).
  • IsWorking: Checks if character is working.
  • HasHome: Checks if character owns or is assigned a home.
  • IsLocatedSameSite: Verifies if two entities are in the same site.
  • Site: Compares with specific site (Site.Id).
  • SiteByImpactPoint: Checks which site contains impact point (Site.Id).
  • Time: Compares current in-game time.
  • TimeRange: Checks if time falls within a specified range.

Outfits, scheduling, family, and character roles.

  • Costume: Checks worn costume ID (Costume.Id).
  • OutfitCategory: Matches the category of current outfit.
  • OutfitGarmentTag: Checks garment tags in current outfit (Garment*.OutfitCategoryTags or Garment*Mesh.Tags).
  • HasOutfitGarmentType: Checks for specific type of outfit garment.
  • HasOutfitAccessoryType: Checks for specific type of accessory.
  • DayOfTheWeek: Compares current day of the week.
  • IsWeekday: True if today is a weekday.
  • IsWeekend: True if today is a weekend.
  • IsFamilyRelationship: Checks if target is in family relationship.
  • HasFamilyRelationship: Verifies existence of a family relationship.
  • IsNumberOfRelatives: Compares number of relatives.
  • IsFamilyAgeRank: Compares age rank within family.
  • IsFullFamilyMembers: Checks if family has all required members.
  • IsHouseMate: True if character is a housemate.
  • IsCohabitable: Checks if cohabitation is allowed (RelationshipStat.Id).
  • JobEmploymentDay: Checks how long character has been employed.
  • JobRank: Compares current job rank.
  • JobRankCompWithTarget: Compares job rank with target.
  • IsSiteScheduleNPC: True if NPC is assigned via site schedule.
  • EnteredSiteType: Checks the type of recently entered site.
  • IsHome: True if character is currently at home.
  • IsPlayerFamily: True if character is in player's family.
  • IsPlayerFamilyTree: True if character is in player's family tree.
  • IsPlayerFamilyAndFamilyTree: True if in both player’s family and tree.
  • IsPlayerFamilyOrFamilyTree: True if in either player’s family or tree.
  • IsPlayerCharacter: True if character is player-controlled.
  • IsPlayerCharacterSelfOrTarget: True if self or target is a player character.
  • IsNpcCharacter: Checks if character is an NPC.
  • IsCharacterRole: Checks assigned character role.

Preferences, timelines, vehicles, cities, and rumors.

  • HasPreference: Checks if character has the specified preference (Preference.Id).
  • IsPreferenceLike: True if character likes the given preference (Preference.Id).
  • ComparePreference: Compares preference level or value.
  • RelationshipFamilyLove: Compares level of family love relationship stat.
  • HasRelationshipFamilyLove: Checks for presence of family love relationship.
  • IsVisitingFriend: True if character is visiting a friend.
  • HasOverrideTimeline: Checks if timeline override exists (Timeline_Event.Id).
  • IsGiftBoxOwner: True if character owns the gift box.
  • GiftBoxTendency: Checks tendency score related to gifts.
  • DustyValue: Compares dustiness or dirt level.
  • IsInVehicle: Checks if character is currently inside a vehicle.
  • IsVehicle: Checks if the target is a vehicle.
  • IsVehicleInAutoDriving: True if vehicle is auto-driving.
  • IsDriver: True if character is currently the driver.
  • IsVehicleDriving: True if vehicle is actively moving.
  • IsVehicleSeatOccupied: Checks if a specific seat is taken.
  • IsAnyVehicleSeatOccupied: Checks if any seat is occupied.
  • IsVehicleLightsOn: True if lights are on.
  • IsWaitingForPassenger: Vehicle is waiting for passenger pickup.
  • IsOwnedVehicle: Vehicle is owned by character.
  • VehicleSpeed: Compares current vehicle speed.
  • HasOwnedVehicle: Checks if character owns any vehicle.
  • IsVehicleInParkingPlace: True if vehicle is parked properly.
  • IsReachableUsingVehicle: True if target can be reached via vehicle.
  • IsIndoor: Checks whether character is currently indoors.
  • CanGreetCustomer: Determines if character can greet customer.
  • IsChangeableState: Checks if state change is allowed.
  • City: Compares character’s city ID (Map.Id).
  • NearestCityGraphPointDistance: Compares distance to nearest city path point.
  • IsSiteHasObjectTemplateTag: Checks if site contains specific object template tag.
  • IsCompanyEmployee: True if character is an employee.
  • CheckHowlingTaken: Checks if a howling effect has been applied (Howling.Id).

Events, inventory, rumors, ghosts, and more.

  • OwnedVehicleSpawned: Checks if owned vehicle is currently spawned.
  • VehiclePartState: Compares a specific part's state in the vehicle.
  • IsOwnerSitInDriverSeat: True if vehicle owner is seated as driver.
  • CharacterGroupType: Compares the group type the character belongs to.
  • IsCarriableObject: True if object is carriable.
  • ObjectSize: Compares physical size of the object.
  • MainPerspective: Checks character’s primary perspective trait (TraitValue.Id).
  • PerspectivePoint: Compares perspective score (TraitValue.Id).
  • PerspectivePointDiff: Compares perspective point difference (TraitValue.Id).
  • IsWorkingDayOfWeek: True if today is a scheduled workday.
  • WithinJob: Checks if current activity is within job context.
  • HasJobType: Compares character's job type.
  • ForTimeSite: Checks conditions for a specific time-based site (Site.Id).
  • HaveCurrency: Checks if character has any amount of currency.
  • SiteCleanliness: Compares site's cleanliness level.
  • HomeCleanliness: Compares home's cleanliness level.
  • EnteredSiteHasTag: Checks if recently entered site has the given tag (Site.DefaultInfo.Tags).
  • Season: Checks current season.
  • Weather: Checks current weather type.
  • TemperatureRange: Checks if temperature is within a certain range.
  • IsInInventory: Checks if object is inside character’s inventory.
  • HasEntityTag: Checks if character has the specified entity tag.
  • IsLocateSiteInBaby: Checks if site is marked as β€œbaby allowed.”
  • IsLocateSiteOnFire: Checks if current site is on fire.
  • HasRumor: Checks if the character holds a specific rumor (Rumor.Id).
  • IsSameRumor: Checks if another character has the same rumor.
  • HasRumorValidIndex: Checks if rumor has a valid index value.
  • HasSameRumorInIndex: Compares rumor index between two characters.
  • CanRumorTransfer: True if rumor can be transferred to another character.
  • IsGhostCharacter: Checks if character is in ghost state.

Romance, interaction permissions, body states, and advanced logic

  • RomanticOrientation: Compares character’s romantic orientation.
  • IsMatchingRomanceTarget: Checks if character matches romantic criteria.
  • IsInSiteWithInTime: Checks if character entered a specific site within time (Site.Id).
  • HasPutableObjectOnHand: Checks if character is holding an object that can be placed.
  • IsSiteOnFire: Checks if the site is currently burning.
  • CanBecomeGhost: Determines if character is eligible to become a ghost.
  • IsProfileLocked: Checks if the character's profile is locked.
  • HasEnoughCurrency: Verifies if character has enough of a specific currency (Currency.Id).
  • HasTaxId: Checks if object has an associated tax ID (Object.TaxId).
  • IsForceableSale: Determines if forced sale is permitted.
  • IsSeized: Checks if object has been seized.
  • IsElectricityCutoffSite: Checks if site has power cutoff.
  • IsWaterCutoffSite: Checks if site has water cutoff.
  • IsCrafting: Checks if crafting is currently in progress.
  • HasObjectInCraftingSlot: Checks if an object exists in the crafting slot.
  • IsObjectAuthor: Checks if character is the author of the object.
  • CraftingPlaySuccessAnimation: Triggers success animation for crafting.
  • CraftingPlayIdleAnimation: Plays idle animation during crafting.
  • Quality: Compares object or content quality.
  • RelationshipDeviation: Compares deviation in relationship stat (RelationshipStat.Id).
  • HasSalesRights: Checks if character can sell items.
  • HasEnoughCurrencyTarget: Checks if the target has enough currency.
  • HasEnoughCurrencyExchangeCost: Validates if exchange cost can be paid.
  • HasEnoughCurrencyExchangeCostInSite: Same as above, scoped to current site.
  • IsPlayingSiteEvent: Checks if currently participating in a site or social event.
  • IsSiteEventRole: Verifies role participation in event (SocialEventTemplate or SiteEvent RoleInfos).
  • IsSocialEventMeeting: Checks if current event is a social meeting.
  • IsGraduationRank: Checks graduation rank condition.
  • IsSameSite: Compares current site with another.
  • IsSameSiteEvent: Compares if participating in the same site event.
  • IsSameSiteEventRole: Compares roles within the same event.
  • CanAddObjectToBag: Checks if object can be added to bag (Object_*.Id).
  • CanAddObjectTemplateToBag: Same check, using template ID.
  • HasItemObjectToInventory: Checks if inventory has a specific object (Object.Id).
  • HasItemObjectTemplateToInventory: Checks inventory for template-matching object.
  • IsInSameFamilyTree: Checks if characters belong to the same family tree.
  • IsFamilyHead: True if character is head of family.
  • ObjectPrice: Compares the price of an object.
  • HasGeneratedMotionIndex: Checks if motion generation has occurred.
  • EnableGenerateMotion: Verifies if motion generation is allowed.
  • GiftType: Checks type of gift.
  • CheckGhostInteractionReason: Compares reason for ghost-specific interaction.
  • HasCeiling: Checks for ceiling presence.
  • HasCeilingByImpactPoint: Same check using hit point.
  • HasFloor: Checks for floor presence.
  • HasFloorByImpactPoint: Same check using hit point.
  • ObjectWeathering: Compares wear/deterioration of an object.
  • IsBabyBeingHeld: Checks if baby character is currently being held.
  • PurchaseSuccessBaseOnPrice: Calculates purchase success probability using price.
  • StealSuccessBaseOnPrice: Calculates steal success probability using price.
  • IsPurchasable: Checks if item is available for purchase.
  • IsFavoriteObject: Checks if item is marked as a favorite.
  • HasOverrideSkin: Checks if character has custom override skin applied.
  • HasOverrideSkinColor: Checks for skin color override.
  • Muscle: Compares character’s muscularity level.
  • Obesity: Compares character’s obesity level.
  • CheckDiceWithRoll: Performs dice check with predefined roll.
  • CheckDice: Performs a general dice check.
  • LastContactHour: Checks how long ago last contact occurred.
  • IsPossessedFamilyToday: Checks if character was possessed by family today.