Actions (Modding)

## ◆ AddToInvoice()

Add AMOUNT TO INVOICE to the invoice of the selected character.

Primary: Selected character

Secondary: Amount to invoice

Tertiary: NA

Returns
The status for this action
## ◆ Attach()

Attach the selected object to the target object.

Primary: Selected object

Secondary: Target object to attach to

Tertiary: NA

Returns
The status for this action
## ◆ AutopsyEvaluation()

Make the selected doctor evaluate the target character via autopsy

Primary: Target character

Secondary: Selected doctor

Tertiary: NA

Returns
The status for this action
## ◆ CharacterRemove()

Destroy the target character.

Primary: Target character

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ Chat()

Display a chat bubble on the target character with the specified EMOTION NAME

Primary: Target character

Secondary: Emotion name

Tertiary: NA

Returns
The status for this action
## ◆ CheckCapacitySpace()

Check if a certain object has enough space

Primary: Object store position

Secondary: Capacity name

Tertiary: Check amount

Returns
The status for this action
## ◆ ClearStoredAction()

Clear the storage at the specified index.

Primary: Index of action to clear

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ ComeFromBus()

Make a character arrive by bus.

Primary: Target character

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ Construct()

Construction

Primary: NA

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ Consultation()

Make the selected doctor consult the selected character.

Primary: Selected doctor

Secondary: Target character

Tertiary: NA

Returns
The status for this action
## ◆ CreateFilth()

Spawn filth at target location

Primary: Target location

Secondary: Type of filth

Tertiary: NA

Returns
The status for this action
## ◆ CreatePatient()

Create a patient for the target emergency.

Primary: Target emergency

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ DecreaseStat()

Decrease a certain stat by AMOUNT on the selected character.

Primary: Selected character

Secondary: Target stat

Tertiary: Amount

Returns
The status for this action
## ◆ DecreaseStoredInteger()

Decrease the integer at STORE POSITION by VALUE

Primary: Store position

Secondary: Value by

Tertiary: NA

Returns
The status for this action
## ◆ Delay()

Make the task pause for X amount of seconds.

Primary: Minimum delay in seconds (in game minutes)

Secondary: Maximum delay in seconds (in game minutes)

Tertiary: NA

Returns
The status for this action
## ◆ DestroyObject()

Destroy the target object.

Primary: Selected object

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ Detach()

Detach the selected object.

Primary: Selected object

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ DisableObjectFootprint()

Disable the footprint of the target object. (Make it walk-through)

Primary: Selectted object

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ DriveToEmergency()

Make the selected vehicle drive to the target emergency.

Primary: Target emergency

Secondary: Selected vehicle

Tertiary: NA

Returns
The status for this action
## ◆ EmergencyConsultation()

Make the selected doctor consult the selected character.

Primary: Selected doctor

Secondary: Target character

Tertiary: NA

Returns
The status for this action
## ◆ Empty()

Empty task

Primary: NA

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ EmptyStorage()

Empty capacity of a certain object

Primary: Object store position

Secondary: Capacity name

Tertiary: Amount to empty (leave clear to empty completely)

Returns
The status for this action
## ◆ EnableObjectFootprint()

Enable the footprint of the target object. (Make it an obstacle)

Primary: Selected object

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ EnterSite()

Returns a character to the hospital. Note that this does not enable the characters' graphic.

Primary: Character

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ EvaluateDepartment()

Evaluate patients' department

Primary: Character to evaluate the patient

Secondary: Patient to be evaluated

Tertiary: NA

Returns
The status for this action
## ◆ Examination()

Make the selected character examin the target character.

Primary: Selected doctor/nurse

Secondary: Target character

Tertiary: NA

Returns
The status for this action
## ◆ Face()

Make the selected object face the target object.

Primary: Selected object

Secondary: Target object

Tertiary: NA

Returns
The status for this action
## ◆ FillStorage()

Fill capacity of a certain object

Primary: Object store position

Secondary: Capacity name

Tertiary: Amount to fill (leave clear to fill to max) or character (for stats)

Returns
The status for this action
## ◆ FlushSoundBuffer()

Clears the sound buffer

Primary: NA

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ Follow()

Make the target object follow the follow target.

Primary: Target object

Secondary: Target to follow

Tertiary: NA

Returns
The status for this action
## ◆ ForceEmployeeNear()

Froce an employee of a certain type. This is used for CPR etc.

Primary: Type of staff

Secondary: Store position in task

Tertiary: Close to

Returns
The status for this action
## ◆ ForceEmployeeWithSkillNear()

Force an employee with a certain skill.

Primary: Skill

Secondary: Store position in task

Tertiary: Close to

Returns
The status for this action
## ◆ GetBed()

Get the target characters' bed.

Primary: Target character

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetCharacterContainer()

Get the characters' container.

Primary: Character

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetClosestCharacter()

Get the closest character to the task owner.

///

Primary: Store position

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ GetClosestFilthInRoom()

The the closest filth to the target character in the target room.

Primary: Target room

Secondary: Store position

Tertiary: Target characer

Returns
The status for this action
## ◆ GetClosestPatient()

Get the closest patient to the task owner.

///

Primary: Store position

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ GetCurrentRoom()

Get the room a character is currently in

Primary: Target character

Secondary: Room store position

Tertiary: NA

Returns
The status for this action
## ◆ GetDepartment()

Get the department of a character and store it

Primary: Target character

Secondary: Department store position

Tertiary: NA

Returns
The status for this action
## ◆ GetEmployeeFree()

Get a free employee of a certain type.

Primary: Type of staff

Secondary: Store position in task

Tertiary: NA

Returns
The status for this action
## ◆ GetEmployeeNearFree()

Get a nearby free employee of a certain type.

Primary: Type of staff

Secondary: Store position

Tertiary: Close to

Returns
The status for this action
## ◆ GetEmployeeVehicle()

Get the vehicle a character is linked to.

Primary: Store position of employee

Secondary: Store position of vehicle

Tertiary: NA

Returns
The status for this action
## ◆ GetEmployeeWithoutVehicle()

Get an employee that has no vehicle assigned.

Primary: Type of staff

Secondary: Store position in task

Tertiary: NA

Returns
The status for this action
## ◆ GetEmployeeWithSkill()

Get an employee with a certain skill.

Primary: Skill

Secondary: Store position it task

Tertiary: Close to

Returns
The status for this action
## ◆ GetEmployeeWithVehicle()

Get an the employee assigned to the target vehicle.

Primary: Tarket vehicle

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetFilth()

Get a filth object.

Primary: Type of object

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetFilthInRoom()

Get a filth object within a room.

Primary: Target room

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetInHearse()

Make a character leave by hearse.

Primary: Target character

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ GetLeastCrowdedRoom()

Get the least crowded room of a certain type.

Primary: Type of room

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetMostAttractiveRoom()

Get the most attractive room of a certain type. This takes into consideration the crowdedness and decorations etc.

Primary: Room type

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetObject()

Get an object of a certain type.

Primary: Type of object

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetObjectFree()

Get an object of a certain type that is not in use. This is probably the one you want to use.

Primary: Type of object

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetObjectInRoom()

Get an object of a certain type within a room.

Primary: Type of object

Secondary: Room store position

Tertiary: Store position

Returns
The status for this action
## ◆ GetObjectInRoomFree()

Get an object of a certain type in the target room that is free. This is probably the one you want to use.

Primary: Type of object

Secondary: Target room

Tertiary: Store position

Returns
The status for this action
## ◆ GetObjectInRoomWithCapacity()

Get an object with capacity of a certain type within a room.

Primary: Type of capacity

Secondary: Room store position

Tertiary: Store position

Returns
The status for this action
## ◆ GetObjectNear()

Get a near object of a certain type.

Primary: Type of object

Secondary: Store position

Tertiary: Close to

Returns
The status for this action
## ◆ GetObjectNearFree()

Get a near free object of a certain type. This is probably the one you want to use.

Primary: Type of object

Secondary: Store position

Tertiary: Close to

Returns
The status for this action
## ◆ GetObjectWithSlots()

Returns an object with empty slots. This is used for e.g. mortuary fridges.

Primary: Type of object

Secondary: Store position in task

Tertiary: Can fail(true false)

Returns
The status for this action
## ◆ GetOnBus()

Make a character leave by bus.

Primary: Target character

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ GetRandomInRoomFromList()

Get a radnom room from a list of rooms.

Primary: List of objects

Secondary: Selected room

Tertiary: Store position

Returns
The status for this action
## ◆ GetRoom()

Get a room of a certain type.

Primary: Type of room

Secondary: Store position in task

Tertiary: NA

Returns
The status for this action
## ◆ GetRoomFree()

Get a free room of a certain type. This is the one you probably wanna use.

Primary: Type of room

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetRoomFromObject()

Get the room containing the target object.

Primary: Object

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetRoomNear()

Get a nearby type of room.

Primary: Type of room

Secondary: Store position

Tertiary: Close to

Returns
The status for this action
## ◆ GetRoomNearFree()

Get a nearby free type of room. This is probably the one you want to use.

Primary: Type of room

Secondary: Store position

Tertiary: Clsoe to

Returns
The status for this action
## ◆ GetSecondaryObject()

Primary: Target object

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetTaskObject()

Get task object of a certain type.

Primary: Type of object

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetTransport()

Get the transport for.. something?

Primary: NA

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetVehicle()

Get a certain type of vehicle.

Primary: Type of vehicle

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ GetVehicleEmployee()

The the character a vehicle is linked to.

Primary: Target vehicle

Secondary: Returned character store position

Tertiary: NA

Returns
The status for this action
## ◆ HideAllStaff()

Hide all staff of the target vehicle.

Primary: Target vehicle

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ HideGfx()

Hide the graphics of the target.

Primary: Target object

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ IncreaseStat()

Increase a certain stat by AMOUNT on the selected character.

Primary: Selected character

Secondary: Target stat

Tertiary: Amount

Returns
The status for this action
## ◆ IncreaseStoredInteger()

Increase the integer at STORE POSITION by VALUE

Primary: Store position

Secondary: Value

Tertiary: NA

Returns
The status for this action
## ◆ JumpToAction()

Jump to the action at ID

Primary: ID to jump to

Secondary: Condition to exit loop (optional)

Tertiary: NA

Returns
The status for this action
## ◆ JumpToEnd()

Jump to the end of the task.

Primary: NA

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ JumpToStage()

Jump to the stage at ID

Primary: ID of stage to jump to

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ KillCharacter()

Kill the target character

Primary: Target object

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ LeaveRoom()

Make the target character leave the target room.

Primary: Target character

Secondary: Target room

Tertiary: NA

Returns
The status for this action
## ◆ LeaveSite()

Makes a character leave the hospital site. Note that this does not disable the characters' graphic.

Primary: Character

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ Lie()

Make the selected characer lie down on the target object.

Primary: Selected character

Secondary: Target object

Tertiary: NA

Returns
The status for this action
## ◆ LoadObjectOntoTruck()

Load an item onto the truck for pickup

Primary: Object to load

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ LoopWhileCompleted()

Loop a task.

Primary: Required completed stage

Secondary: Restart from stage

Tertiary: NA

Returns
The status for this action
## ◆ MorgueEvaluation()

Evaluate the selected character in the morgue.

Primary: Selected character

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ Move()

Make the target object with to the target location.

Primary: Target object

Secondary: Target location

Tertiary: NA

Returns
The status for this action
## ◆ MoveToRandomSpotInRoom()

Make the target object move to a random spot at the target location within the target distance.

Primary: Selected object

Secondary: Target location

Tertiary: Move within distance

Returns
The status for this action
## ◆ MoveToRandomSpotInWorld()

Make the target object move to a random spot ind the world

Primary: Target object

Secondary: Move within distance

Tertiary: NA

Returns
The status for this action
## ◆ MoveToRoom()

Make the target object move to the target location within the target distance.

Primary: Selected object

Secondary: Target location

Tertiary: Move within distance

Returns
The status for this action
## ◆ MoveToWP()

Make the selected object move to the target waypoint on the target object.

Primary: Selected object

Secondary: Target object

Tertiary: Target waypoint

Returns
The status for this action
## ◆ NewTask()

Add a new task of a certain type to the selected character/owner with a certain priority.

Primary: New task owner

Secondary: Name of task

Tertiary: New task priority

Returns
The status for this action
## ◆ NurseEvaluation()

Make the selected nurse evaluate the selected character.

Primary: Selected character

Secondary: Selected nurse

Tertiary: NA

Returns
The status for this action
## ◆ OccupySlot()

Primary: Object to occupy

Secondary: Occupier

Tertiary: NA

Returns
The status for this action
## ◆ OpenDrawer()

Open drawer.

Primary: Target object to open

Secondary: Set open/closed (true/false)

Tertiary: Object/CharacterToDisplay

Returns
The status for this action
## ◆ OrderNewDelivery()

Order a new delivery. (used in construction)

Primary: NA

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ ParamedicEvaluation()

Make the selected paramedic evaluate the selected character.

Primary: Selected paramedic

Secondary: Target character

Tertiary: NA

Returns
The status for this action
## ◆ PayInvoice()

Make the target character pay his invoice.

Primary: Target character

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ PayMoney()

Make the target character pay AMOUNT TO PAY to the hospital.

Primary: Target character

Secondary: Amount to pay

Tertiary: Payment category

Returns
The status for this action
## ◆ PickupPassenger()

Pick up a patient from the target emergency.

Primary: Target emergency

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ PlayDoorOpen()

Play door opening sound

## ◆ PlaySound()

Play the sound with a certain ID/Name on a certain object.

Primary: Target object

Secondary: Name of the sound

Tertiary: Volume modifier (optional)

Returns
The status for this action
## ◆ PlaySoundFromQueue()

Play a sound from the soundqueue.

Primary: -2 - Play the first sound -1 - Play a random sound X - Play sound at index X

Secondary: Object to play the sound at

Tertiary: true - flush the sound false - dont flush the sound

Returns
The status for this action
## ◆ Procedure()

Start a procedure of type PROCEDURE

Primary: Procedure

Secondary: Main doctor/Nurse (loaded inside procedure coroutine)

Tertiary: NA

Returns
The status for this action
## ◆ QueueSound()

Add a sound file to the current sfx buffer.

Primary: Sound effect to add

Secondary: Minimum pitch

Tertiary: Maximum pitch

Returns
The status for this action
## ◆ RehabPatient()

Put the target cahracter into rehab.

Primary: Target character

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ ReleaseCharacter()

Release the target character. (Remove his current task)

Primary: Character

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ RemoveAmbulance()

Destroys the target ambulance

Primary: Target vehicle

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ ResetStat()

Reset a certain stat on the selected character.

Primary: Selected character

Secondary: Stat to reset

Tertiary: NA

Returns
The status for this action
## ◆ ResetSymptom()

Reset a certain symptom on the selected character.

Primary: Selected character

Secondary: Symptom to reset

Tertiary: NA

Returns
The status for this action
## ◆ ResolveMath()

Resolve a math query.

Primary: Input query

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ Rise()

Make the selected character stand up from sitting/lying down.

Primary: Selected character

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ RoomInUse()

Set a room in use.

Primary: Target room

Secondary: Set in use (true/false)

Tertiary: NA

Returns
The status for this action
## ◆ Run()

Make the target object run to the target location.

Primary: Selected object

Secondary: Target location

Tertiary: NA

Returns
The status for this action
## ◆ Sell()

Make the selected character sell the owner.

Primary: Selected character (deconstructor)

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ SetBodyKeyword()

Set the keyword on the target object. This is used to make characters/object change stances/expressions.

Primary: Selected object

Secondary: Sprite keyword

Tertiary: NA

Returns
The status for this action
## ◆ SetOverlayKeyword()

Incase of Normal/none/NA/null, overlay renderer will be disabled.

Primary: Selected character

Secondary: Sprite keyword

Tertiary: NA

Returns
The status for this action
## ◆ SetSoundLooping()

Make the sounds on the target object loop (true false/yes no)

Primary: Target object

Secondary: Loop sound bool (true/false)

Tertiary: NA

Returns
The status for this action
## ◆ ShowAllStaff()

Show all staff of the target vehicle.

Primary: Target vehicle

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ ShowGfx()

Show the graphics of the target.

Primary: Target object

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ Sit()

Make the selected character sit at the target object.

Primary: Selected character

Secondary: Target object

Tertiary: NA

Returns
The status for this action
## ◆ SpawnAmbulance()

Spawn an ambulance at the target parking lot with the selected paramedic as driver.

Primary: Parking lot where to spawn the ambulance

Secondary: Driving paramedic

Tertiary: NA

Returns
The status for this action
## ◆ SpawnPatientAtStretcher()

Spawn a character on a stretcher at a location. The character needs to be created first!

Primary: Character to spawn

Secondary: Stretcher to spawn on

Tertiary: Location to spawn at

Returns
The status for this action
## ◆ SpawnStaticItem()

Spawn static item

Primary: Location

Secondary: Blueprint name

Tertiary: New object store position

Returns
The status for this action
## ◆ StaffBoardAmbulance()

Make all staff of the target vehicle move to and board the vehicle.

Primary: Target vehicle

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ Stage()

Primary: Stage name

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ StayInBed()

Make the target character stay in bed.

Primary: Target character

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ Store()

Make the selected character store away the owner.

Primary: Selected character (deconstructor)

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ StoreInteger()

Store an integer with STORE VALUE at STORE POSITION

Primary: Store position

Secondary: Store value

Tertiary: NA

Returns
The status for this action
## ◆ StoreVariable()

Store a variable with a certain VARIABLE NAME

Primary: Variable to store

Secondary: Variable name

Tertiary: NA

Returns
The status for this action
## ◆ SummonCaretaker()

Summon a caretaker to the hospital site.

Primary: Store position

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ TeleportToWP()

Make the selected object teleport to the target waypoint on the target object.

Primary: Selected object

Secondary: Target object

Tertiary: Target waypoint

Returns
The status for this action
## ◆ ToggleObjectInUse()

Toggle the target object in use.

Primary: Selected object

Secondary: Toggle inuse true/false

Tertiary: NA

Returns
The status for this action
## ◆ Treatment()

Treate the target character with TREATMENT

Primary: Target character

Secondary: Treatment

Tertiary: NA

Returns
The status for this action
## ◆ Trolly()

Make the selected character trolly the target object.

Primary: Selected character

Secondary: Target object

Tertiary: NA

Returns
The status for this action
## ◆ UnWait()

Stop the target object from waiting

Primary: Target object

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ UseObjectFree()

Use a free object of a certain type. This is probably the one you want to use.

Primary: Type of object

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ UseObjectInRoomFree()

Use a free object of a certain type within a room. This is probably the one you want to use.

Primary: Type of object

Secondary: Selected room

Tertiary: Store position

Returns
The status for this action
## ◆ UseRoomFromObject()

Set the room containing the target object type in use.

Primary: Object

Secondary: Store position

Tertiary: NA

Returns
The status for this action
## ◆ UseRoomNearFree()

Use a near free room.

Primary: Type of room

Secondary: Store position

Tertiary: Close to

Returns
The status for this action
## ◆ VehicleArrive()

Make the target vehicle arrive at the hospital.

Primary: Target vehicle

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ VehicleLeave()

Make the target vehicle leave the hospital.

Primary: Target vehicle

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ Wait()

Make the target object wait.

Primary: Target object

Secondary: NA

Tertiary: NA

Returns
The status for this action
## ◆ WaitForAssignedStaff()

Make the task wait until the owner is not busy. This is mostly used for contracts.

Primary: NA

Secondary: NA

Tertiary: NA

Returns
The status for this action