EB1ConditionType
π§© 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
orGarment*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 playerβs family and tree.
- IsPlayerFamilyOrFamilyTree: True if in either playerβs 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 characterβs 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 characterβs 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 characterβs inventory.
- HasEntityTag: Checks if character has the specified entity tag.
- IsLocateSiteInBaby: Checks if site is marked as βbaby allowed.β
- 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 characterβs 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 characterβs muscularity level.
- Obesity: Compares characterβs 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.