๐
Execution Command Finder
Every Execution command on one page. Filter by topic, search names and descriptions together, or narrow down to the commands that take a particular parameter.
How to use this
- Search matches the command name and its description at once, so
giftfindsOpenGiftBox,SendGiftBoxand anything whose description mentions gifts. Multiple words are combined with AND. - Topic groups the commands by what they change โ appearance, inventory, money, site, and so on. The topic names line up with the Condition finder so you can move between the two.
- Parameter narrows the list to commands that actually use a given column.
- Uses shows which of
S1ยทS2ยทF1ยทF2ยทProba command reads. Everything also takesBaseObject, so that column is left out.
Reading an Execution rowโ
An Execution is one row of a spreadsheet. Command picks which of the commands
below runs, and the remaining columns are that command's arguments:
| BaseObject | Command | S1 | S2 | F1 | F2 | Prob |
|---|---|---|---|---|---|---|
Self | AddBuff | PianoBuff | ||||
Self | AddCurrency | 500 |
Which columns matter depends entirely on the command, which is what the Uses
column here is for. Unlike Condition rows, Execution rows have no CompareType
โ they perform an action rather than testing one.
note
Prob is read by a single command in this section. Most rows run
unconditionally; put the test in the Condition block instead.
All commandsโ
399 commands
Topic
Parameter
| # | Uses | Description | |||
|---|---|---|---|---|---|
| 1 | AbortRestaurantCustomerSequence | Prob | Discards the broken restaurant visit sequence containing the BaseObject customer. It clears the affected party's table assignment, order tickets, cooking or serving batch, and waiting records. Use it only to recover an already broken sequence; normal individual departure preserves the group order. | 1 | |
| 2 | AcquireFreelanceLicense | S1 | Acquires a freelance license for the BaseObject character. The acquisition fails if the character does not meet requirements or already owns the license. On success, the license is initialized with Beginner grade (1) and a trust score of 0. If acquisition fails, warning logs are generated with detailed failure reasons. | 2 | |
| 3 | ActivateAssignedRestaurantTable | โ | Opens (lifts Restricted on) an already-assigned restaurant table's seats for its group (BL-58467, R-04 primitive). This represents the moment an employee finishes guiding the group to their table - call it immediately before/as part of triggering the actual sit-down interaction, not speculatively ahead of time, to keep the window during which the seats are usable-but-not-yet-occupied as short as possible. | 1 | |
| 4 | ActivatePendingBizServiceAssignment | โ | Activates a pending business-service assignment from an employee-role Self to a customer-role Target (BL-58469). Either role may be the Coop host; the resolved role context, rather than the host direction, is authoritative. The pending assignment is re-resolved from Target customer at execution time. If the customer was reassigned while the talk was running, the currently pending assignment is authoritative. The current restaurant adapter then opens the assigned table seats for that party. | โ | |
| 5 | AddAggro | S1F1 | Adds aggro from BaseObject (Source) to NonBaseObject (Target) for the given Reason. Routes to B2AggroHelper::AddAggro, which delegates to FB2AggroManager. | 2 | |
| 6 | AddAllBizModifier | S1 | Adds a modifier to all HouseholdBiz entities owned by the BaseObject's household. The modifier name is specified in S1 and must be defined in BizModifier.json. Does nothing if S1 is empty or the BaseObject is not a valid Character. | 2 | |
| 7 | AddAscendingMinutes | F1 | Adds the specified number of minutes to the character's scheduled ascension time. | 3 | |
| 8 | AddBuff | S1S2 | Adds a buff to the BaseObject character, or transfers an existing buff from NonBaseObject to BaseObject. When S2 is None (Create Mode), a new buff with the specified BuffId is created and added to BaseObject's BuffComponent, with initiator and reason information populated from the script context. When S2 is set (Transfer Mode), the buff identified by S1 is moved from NonBaseObject to BaseObject. | 3 | |
| 9 | AddCalorieEnum | S1 | Adds a calorie value to the character specified by BaseObject. The amount added is determined by the calorie type name provided in S1, which maps to an EB1CalorieType value (e.g., Low, Medium, High, Zero). | 4 | |
| 10 | AddCareerExpEnum | S1F1 | Adds career experience (Exp) to the character. The result is clamped between 0 and 100. If the added Exp causes a level-up, the member's rank is automatically updated. | 2 | |
| 11 | AddCareerVacationDaysEnum | S1F1 | Adds or subtracts vacation days for the member. Negative values are allowed (subtraction). Result is clamped to 0. | 3 | |
| 12 | AddCraftingLoopSkillExp | โ | The source page has no description | โ | |
| 13 | AddCraftingProgress | F1 | Calculates the crafting progress increment for a single tick and adds it to the Progress stat of the current craft object being processed by the BaseObject actor. The progress amount is computed by B2CraftingHelper::CalculateProgress using the actor, the current craft object, and F1. | 3 | |
| 14 | AddCurrency | S1S2F1 | Adds a currency amount to the specified entity. | 2 | |
| 15 | AddCurrencyRange | S1S2F1F2 | Adds a random currency amount within the given range to Self. | 1 | |
| 16 | AddCurrencyToHouseholdBiz | S1S2F1 | Adds currency to the HouseholdBiz owner when the BaseObject entity makes a purchase at a business site. The transferred amount is multiplied by the business level's IncomeMultiplier and the active price policy. If no HouseholdBiz is found at the entity's location, only the original amount is deducted from the customer. Negative F1 values deduct currency from the customer without transferring income to the business owner. | 3 | |
| 17 | AddCustomerSatisfaction | S1F1 | Adds or subtracts a satisfaction score for the BaseObject customer at their current HouseholdBiz site. The satisfaction factor type is specified by S1 and the delta amount by F1. An inner thought icon is shown to the customer based on the factor type and delta direction. Only customer characters are valid targets; managers and employees are ignored. | 3 | |
| 18 | AddDemeritEnum | S1 | Adds a demerit point to the BaseObject school student. The amount is looked up from DA->DemeritPointsByReason[S1]. After accumulation, the total is compared to DA->DemeritThresholdForCounseling and a counseling SocialEvent is triggered when reached. Every call posts an activity feed wall message with the current total. | โ | |
| 19 | AddDoodle | S1 | Adds doodle decals to all DecalMarker components on BaseObject. Each marker keeps up to 5 decals with FIFO replacement. | โ | |
| 20 | AddEntityTag | S1S2F1F2 | Adds a tag to the specified entity at runtime. The tag can optionally expire based on an ExpireRule specified in S2. If no ExpireRule is specified, it is treated as AfterMinutes. | 3 | |
| 21 | AddExamPreparation | F1 | Adds exam preparation amount to the BaseObject school student. The character must have an active school career slot. | 2 | |
| 22 | AddExamStudyBonus | F1 | Adds exam study bonus amount to the BaseObject school student. The accumulated bonus is capped by UB1SchoolDataAsset::ExamStudyBonusMaxPerDay. | 2 | |
| 23 | AddFamilyMonitoringNotification | S1S2F1 | Adds a notification to the family monitoring board for the Self and Target households. By default, the notification is sent to both households. If S2 is "SendSingle", it is sent only to the BaseObject's household. The notification can be delayed using F1 (in HHMM format). | 4 | |
| 24 | AddHomeworkProgress | F1F2 | Adds progress to the homework object selected by BaseObject. Progress uses HomeworkProgress and the same formula as crafting progress: 100 * F1 / F2. | 2 | |
| 25 | AddHope | S1F1 | Adds a specific Hope (wish/ambition) to the specified BaseObject's hope slots. The other party (Self or Target) is automatically assigned as the reason/source of this hope. | 4 | |
| 26 | AddHowling | S1S2F1 | Activates a howling effect on the entity specified by BaseObject. The howling can optionally target a specific emitter type; if none is given, the default emitter is used. | 4 | |
| 27 | AddInnerThoughtIcon | S1S2F1F2 | Displays an inner-thought bubble icon on the specified BaseObject. The icon repeats indefinitely until RemoveInnerThoughtIcon is called, or it can be set to display only once. Duration, display mode, and bubble probability during the cooldown are configurable. | 3 | |
| 28 | AddInsurance | S1 | Enrolls the specified entity into an insurance plan. If the entity is already enrolled in the specified insurance, a warning log is generated and nothing happens. | 4 | |
| 29 | AddInterviewScoreBySkills | S1 | Adds interview initial score from the recommended skills of a career. Reads the recommended skill list from the given career data table row, sums score bonuses based on each skill's current level, and adds the total to the interview score stat configured in the career data asset. Skill bonus ranges and the destination stat are read from DA_Career. Returns early without any changes if required data is missing. | 1 | |
| 30 | AddLifeTrigger | S1 | Adds a specific LifeTrigger to the specified BaseObject. A LifeTrigger initiates a life-cycle event or state change based on the LifeTrigger.json Data Table ID. | 3 | |
| 31 | AddMilestone | S1S2 | Records a milestone achievement for the character. This action saves an important event or achievement that the character has experienced, which can be referenced later in the game. | 2 | |
| 32 | AddModifier | S1 | Adds the specified modifier to the target entity. | 4 | |
| 33 | AddModifierToChildrenWithTag | S1S2 | Adds the specified modifier to every child of the base object that has a matching object tag. | 2 | |
| 34 | AddMuscleImmediate | F1 | Immediately increases or decreases the character's muscle mass value by the given delta amount. | 4 | |
| 35 | AddObesityImmediate | F1 | Immediately increases or decreases the character's obesity value by the given delta amount. | 4 | |
| 36 | AddObjectTemplateToBag | S1F1 | Creates a random item from the specified ObjectTemplate group and adds it to the bag. | 3 | |
| 37 | AddObjectToBag | S1F1 | Creates the specified item and adds it to the bag. | 3 | |
| 38 | AddPerspective | S1S2F1 | Adds points to the specified perspective for the character. If the character is currently playing an interaction, the change is applied with a cooldown check; otherwise the probability is still applied but the cooldown check is skipped. | 3 | |
| 39 | AddPhoneNumber | โ | Saves the non-BaseObject's phone number into the BaseObject's contact list. A phone number is required to send messages to a character, unless the CustomMobileMessage has bNeedPhoneNumber set to false. | 2 | |
| 40 | AddQuest | S1 | Adds a quest to the specified character. | 2 | |
| 41 | AddRabbitHoleRelationship | S1F1F2 | Adds the specified relationship stat value to characters who are in the same rabbit hole as BaseObject. Only applies to characters that are already known (not a first meeting). Targets are selected from the current rabbit hole participant list on the located site, shuffled randomly, and applied up to F1 count. | 2 | |
| 42 | AddRandomBuff | S1 | Randomly selects one buff from the specified Random Buff Pool and adds it to the BaseObject character. The buff detail is populated with initiator and reason information from the script context. If the script reason is Interaction, Talk, or Action, additional context such as InteractionBagId and CreateBuffReason is also set. | 3 | |
| 43 | AddRelationship | S1S2F1 | Adds the specified amount to a relationship stat between Self and Target. If the action is triggered during a Talk interaction and one of the characters belongs to a possessed household, the add value is scaled by the PossessHouseholdTalkRelationshipStatRatio from TalkDataAsset. S2 can be set to True to force the add regardless of main relationship constraints. | 4 | |
| 44 | AddRelationshipFlag | S1 | Adds the specified relationship flag from BaseObject to the counterpart. The flag is automatically removed after the LifeTime defined in RelationshipFlag.json. Start scripts (StartScriptIds) defined for the flag are executed when it is added. If another flag in the same Category already exists, it is removed and replaced; its EndScriptIds are executed. | 4 | |
| 45 | AddRelationshipName | S1 | Adds the specified relationship name between Self and Target. The relationship name is applied bidirectionally between the two characters. | 4 | |
| 46 | AddRepeatingSocialEvent | S1S2F1F2 | Registers a weekly repeating social event subscription hosted by BaseObject, with the context NonBaseObject joining as a fixed member. The upcoming occurrence is created right away in most cases, so the event shows up on that weekday of the schedule immediately. When the weekday and hour have already passed today the first occurrence lands a full week out, and creation is deferred to the midnight hook, so nothing appears on the schedule until the next day. Only templates flagged IsRepeatable are accepted. Place this on the acceptance script of an invitation or opportunity card. | 2 | |
| 47 | AddRepossession | โ | Adds the BaseObject game object to the list of repossessed objects in the site where it is currently located. This action only registers the object for repossession; to complete the process, also change the object's state to the Repossession state separately using ChangeState. | 3 | |
| 48 | AddScaledStat | S1F1 | Adds a value to the specified stat scaled by the TimeManager's relative time factor. | 3 | |
| 49 | AddSeizure | โ | Adds the BaseObject game object to the list of seized objects in the site where it is currently located. If the object has no valid located site, this action has no effect. | 3 | |
| 50 | AddServiceUsage | S1F1 | Adds service usage to the site associated with the BaseObject. If the BaseObject is a character, the interacted game object is found separately. The usage amount (F1) is scaled by an efficiency multiplier derived from the object's quality rating. If the BaseObject is a character, usage is added to the character's home site; otherwise it uses the object's located site. | 3 | |
| 51 | AddSkillExp | S1F1 | Adds skill experience to the specified entity's skill. The final amount is scaled by a performance factor derived from the target object's quality (ObjectGeneralEffect). | 3 | |
| 52 | AddSpeechBubble | S1F1 | Displays a speech bubble on the specified BaseObject. The speech bubble can appear immediately or after a configurable delay in seconds. | 3 | |
| 53 | AddStat | S1S2F1 | Adds a value to the specified stat of an entity, applying the object quality performance multiplier and any ModifierComponent modifiers. | 4 | |
| 54 | AddTeamProjectPointEnum | S1F1 | Adds team project contribution points for the BaseObject character. Resolves the active team project in the character's career and adds the specified base points, adjusted by the character's skill multiplier. If the accumulated progress reaches the auto-finish threshold, the team project is automatically completed. Returns early if the character has no active team project or the career is invalid. The actual points added may differ from F1 due to skill-based adjustment. | 2 | |
| 55 | AddTimeAlert | S1F1F2 | Adds a time alert entry to the TimeAlertUIHandler for the Self entity. The alert triggers when the remaining time reaches the specified alert threshold. | 3 | |
| 56 | AddTinyShopScore | S1F1 | Adds the specified score value to the TinyShop site identified by the given TinyShop table ID. The score is added using the Script score type. If the TinyShop site or its component cannot be found, the action is skipped. | 3 | |
| 57 | AddTraitEnum | S1 | Grants an Aptitude-category trait to the BaseObject entity (e.g. from consuming an item such as a CatDonut). Only traits whose Trait.json Category is EB1TraitCategoryType::Aptitude are allowed; a Nature, Characteristic, Ambition, or HopeLife trait is rejected with a warning and skipped so that designers cannot accidentally grant a non-Aptitude trait through a script. The grant is idempotent (FB2TraitComponent::AddTrait no-ops when the trait is already owned) and fires the acquisition notification (activity feed / overhead alert) for the playing household/character. | 1 | |
| 58 | AddTransientDesireStat | S1 | Adds a transient desire stat to the character's autonomy component, temporarily influencing desire priority. | 3 | |
| 59 | AddUnlockCAZObject | S1S2 | Unlocks a specific CAZ (customization) object for the BaseObject character, if it is not already unlocked. | 3 | |
| 60 | AddUnlockGameObject | S1 | Unlocks a furniture or game object for the BaseObject character, recording the unlock reason based on the script execution context (e.g., Ambition, Skill, Job). | 3 | |
| 61 | AdjustHouseholdBizSalaryLevel | S1 | Increases or decreases the salary level of the BaseObject employee in the HouseholdBiz found at the employeeโs current site. The NonBaseObject must be the manager of that HouseholdBiz. S1 must be "Up" to raise the salary one step (clamped at VeryHigh) or "Down" to lower it one step (clamped at VeryLow). Any other value does nothing. | 2 | |
| 62 | Adoption | S1 | Initiates the adoption process for the entity specified by BaseObject. Sends adoption data to the server and starts the adoption process of the type specified by S1. Only triggers for the possessed (player-controlled) entity, and is skipped if the household is already at maximum member capacity. | 2 | |
| 63 | AdvanceCareerRankEnum | S1 | Advances a character's career rank by one. Intended for promotion exam completion or script-driven career progression. Returns early if the character has no career of the specified type or is already at max. | 2 | |
| 64 | AllRevertTemporaryAppearance | โ | Reverts all temporary appearance overrides at once, restoring the character's original appearance for all appearance types (HairColor, SkinTone, MuscleMass, BodyMassRatio). | 2 | |
| 65 | ApplyCareerVacationEnum | S1S2F1F2 | Applies a career vacation for the character. Decrements vacation days (PaidVacation only), sets the next workday as vacation, and updates the schedule accordingly. | 3 | |
| 66 | ApplyCompanyVacation | โ | Grants PaidVacation to all employees in the same Business career as the BaseObject. Members without vacation get PaidVacation applied for the next work day. Members already on vacation get +1 to their remaining vacation days. | 1 | |
| 67 | ApplyFailSalonHair | โ | Failure FinishScript: randomly applies another hair in the same category derived from the picked PoolId. If there is no candidate in the same category, falls back to a random hair from the full pool. | โ | |
| 68 | ApplyFlowerEnchant | S1 | Applies an enchantment effect to the flower object. Enchant refers to the Id field in FlowerEnchant.json. | 2 | |
| 69 | ApplyFlowerOuterEnum | S1 | Applies a visual outer type to the flower object. The outer type name must match a valid value in the EB1FlowerOuterType enum. | 2 | |
| 70 | ApplyFlowerStateEnum | S1 | Applies a new state to the flower object (e.g., Blooming, Wilted). The state name must match a valid value in the EB1FlowerStateType enum. | 2 | |
| 71 | ApplyMaterialParameter | S1 | Applies a material parameter mapping to the BaseObject, sending a packet and optionally applying a global material parameter if configured. | 3 | |
| 72 | ApplyOneTimePostureAnim | S1 | Applies a one-time posture animation to the BaseObject by specifying a OneTimePostureAnim ID. | 2 | |
| 73 | ApplyOverrideSkin | S1 | Applies an override skin to the character. Pass "None" as S1 to remove any currently applied override skin. | 4 | |
| 74 | ApplyOverrideSkinColor | S1 | Applies an override skin color to the character. Pass "None" as S1 to remove any currently applied override skin color. | 4 | |
| 75 | ApplyOverrideTimeline | S1F1 | Applies an override timeline to the BaseObject character using the specified timeline table entry. When F1 is 1, the non-BaseObject entity is set as the associated entity on each schedule. | 3 | |
| 76 | ApplyOverrideTimelineTargetSite | S1 | Creates an override timeline for the Self character using the given timeline table entry, designating the current Target site as the destination. The schedule's start time is set to the current in-game time and its end time is calculated from the duration encoded in the table row. | 2 | |
| 77 | ApplyPendingClothingRackPurchase | โ | Applies the clothing-rack purchase the player picked in the ContentPicker. The pick is cached on the current interaction instance's SequenceParam (transferred from the InteractionComponent inbox when the interaction is active โ see C_SelectClothingRackOutfit / InitInteractionQueueData). Buys (unlocks, and wears if the pick requested it). Used as a FinishScript of the clothing-rack interaction so the unlock happens only after the interaction completes; a canceled/interrupted interaction drops its SequenceParam, so nothing is applied (BL-57370). Skips silently when there is no pick on this interaction (e.g. picker canceled before selection). | โ | |
| 78 | ApplyRandomEventChoiceCardAnswer | S1 | Applies the player's response to a pending random event choice card. If the player accepts (S1 = True), the pending random event is created; if the player rejects (S1 = False), the pending event is cleared. | 2 | |
| 79 | ApplyRandomPresetToMannequin | โ | Applies a random AppearancePreset from the city-specific preset pool to the Target mannequin. Uses MannequinRandomPresetPool data filtered by city, gender, and growth step. | โ | |
| 80 | ApplyRandomSalonHair | โ | (Legacy) Immediately applies a random hair within the employee skill level range from SalonHairPool to the Target customer. Replaced by the SelectOrRandomSalonHair + ApplySelectedSalonHair/ApplyFailSalonHair path, but kept for existing data compatibility. | โ | |
| 81 | ApplySchoolUniformToStyle | โ | BL-58644: Overwrites the BaseObject student's stored School categorized-style outfit with their school's designated common uniform, then re-dresses. Used by the "return to common uniform" interaction so a personally-customized School look is reset back to the school uniform. | 1 | |
| 82 | ApplySelectedSalonHair | โ | Success FinishScript: applies the hair from the PoolId stored in coop scope (SalonHair_PoolId). If the value is missing, treats it as the CAZ path and skips. | โ | |
| 83 | Ascend | โ | Causes the specified ghost character to ascend, which leads to their final despawning from the game world. The character must have the GhostSimulate entity state. | 2 | |
| 84 | AssignCareerSeatEnum | S1 | Assigns a character to a specific career seat. Resolves the seat to its root object via ObjectGrouping and assigns the character to that seat. If another member already occupies the seat, they are swapped. If the seat is a child of an ObjectGrouping component, the root entity is used. On success, sends the S_UpdateCareerSeatInfo packet to synchronize with the client. | 2 | |
| 85 | AttachGrabObject | S1 | Attaches a grab object to the right hand of the specified BaseObject. If the character is already holding an object, it will be destroyed before attaching the new one. If the character is currently climbing a ladder, the command will not execute. | 4 | |
| 86 | AttachMesh | S1 | Attaches a visual mesh to the character specified by BaseObject. The mesh is identified by S1 and is managed by the character's AttachMeshComponent. | 2 | |
| 87 | AttractCustomerNearBizSite | โ | Finds the HouseholdBiz associated with the BaseObject (employee or manager) and attracts the NonBaseObject customer to it. If BaseObject is an employee, their employed business is selected. If BaseObject is a manager, the nearest business they manage (sorted by distance) is selected. | 2 | |
| 88 | BanSprint | S1 | Bans or unbans sprinting on the specified character. When banned, the character is prevented from sprinting entirely. S1 controls the ban state: set to "False" to lift the ban; any other value (or empty) activates the ban. | 3 | |
| 89 | BargainEnum | S1 | Forwards a bargain command to the BargainScheduler connected to the BaseObject character. The command is resolved from S1 into an EB1BargainCommand enum value and then passed to the scheduler's ExecuteBargain method. | 4 | |
| 90 | BeginReceivingRestaurantOrder | โ | Changes the seated restaurant party from PendingOrder to ReceivingOrder for the current employee Coop (BL-58472). Run as the first restaurant Coop StepScript before WalkTo/Talk. The transition changes the party from PendingOrder to ReceivingOrder, so another employee's PendingOrder TargetFilter no longer selects the party. | โ | |
| 91 | BindRestaurantCookingTray | Prob | Spawns a WaiterTray01 into the BaseObject worker's PickUpContext hand and binds that exact entity to their Cooking batch. Use this only from the cooking-side RestaurantPickUp animation notify that creates the tray. | 1 | |
| 92 | BlockPhoneNumber | โ | Blocks the non-BaseObject's phone number in the BaseObject's contact list. When blocked, neither party can send or receive messages with each other. | 2 | |
| 93 | BuyAndWearMannequinOutfit | โ | Registers the Target mannequin's outfit into the Self character's CategorizedStyles and immediately changes the character's active outfit to that category. | โ | |
| 94 | BuyAndWearOverwriteMannequinOutfit | โ | Registers the Target mannequin's outfit into the Self character's CategorizedStyles and immediately changes the character's active outfit to that category. If the category is full, overwrites the representative slot instead of failing. | โ | |
| 95 | BuyBizStallObjectEnum | โ | Purchases the Target game object on sale at the HouseholdBiz site where Self (the buyer) is located. Deducts the sale price from the buyer's currency, transfers the revenue to the business using the HouseholdBiz currency transfer system (with multiplier applied), resets the object's sale state, and transfers ownership to the buyer. Also evaluates purchased item quality for customer satisfaction. | 2 | |
| 96 | BuyMannequinOutfit | โ | Registers the Target mannequin's outfit into the Self character's CategorizedStyles for the mannequin's own OutfitCategory (unlike Execute_BuyAndWearMannequinOutfit, does not override with the character's currently-worn category). If the current worn category matches, the outfit is applied immediately; otherwise only the appearance data is refreshed. Also posts an activity feed entry and reduces the purchase desire gauge on success. | โ | |
| 97 | BuyObjectAtTinyShop | โ | BaseObject character purchases the non-BaseObject item from a TinyShop. On success, ownership is transferred to the buyer, the item is moved to the buyer's inventory, and the price is deducted from the buyer's household currency. | 2 | |
| 98 | BuyTargetObject | โ | Self character purchases the BaseObject and pays the sale price to the owning household's oldest member. Deducts the sale price from Self's main currency and credits the seller household. After purchase, removes the object from the owning household's sale list and closes the sale. | 2 | |
| 99 | CacheTemporaryMeshId | S1 | Caches a temporary mesh ID in the AttachMeshComponent of the BaseObject character. This is used to store a mesh ID temporarily so it can be applied or referenced later without permanently modifying the character's appearance data. | 4 | |
| 100 | CancelCareerVacationEnum | S1 | Cancels a previously applied career vacation. Restores vacation days (PaidVacation only) and rebuilds the weekly commute schedule. Days already consumed (past start time) are not restored. | 1 |
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