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game.move_in

Overview

  • Moves the newly registered household into a residence site during the initial site selection, possesses a character and starts play. Requires map_mode == 'select_init_house' and a registered household; otherwise it fails with the exact reason. This is ASYNCHRONOUS. The move-in ends on the world map overview, so poll game.get_state until phase == 'map_view' and then call game.exit_map_view; phase reaches 'in_game' after that. (game.new_game does the exit_map_view step for you.) With mortgage=true any site is affordable because the shortfall is taken as a loan. ONE SHOT PER REGISTERED HOUSEHOLD: sending the packet consumes the registration, exactly like the shipped UI path. If the request is rejected (bad site_id, server refusal) the map stays in 'select_init_house' and this command may be retried after 5 seconds - it then reuses the cached household id. Once the move-in actually succeeds there is no way back: run game.goto_lobby and then game.new_game to start over. game.new_game already performs this step; use this command only for manual control.

Metadata

FieldValue
DisplayMove Into Site
Categorygame
AccessUserCheat
ScopeB1Standalone
TagsExperimental
Aliases—

Parameters

NameTypeRequiredDefaultDescription
site_idnameyes—Residence site id from game.list_move_in_sites.
mortgageboolnotrueTake a mortgage for the shortfall so any site can be bought.
family_optionstringnoObjectSaveEB1FamilyMoveFamilyOption enumerator name: ObjectSave | ObjectSell | ObjectIgnore.
site_optionstringnoObjectPreserveEB1FamilyMoveSiteOption enumerator name: ObjectPreserve | ObjectEmpty | SiteClear | Mortgage.

Usage

await inzoi.cli.execute('game.move_in', {
site_id: '',
mortgage: true, // optional
family_option: 'ObjectSave', // optional
site_option: 'ObjectPreserve', // optional
});