EventInfo.product.sbyml: Difference between revisions
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{{resloc|locations=[[Bootup.pack]]|path=Event/EventInfo.product.byml}} | {{resloc|locations=[[Bootup.pack]]|path=Event/EventInfo.product.byml}} | ||
<onlyinclude>'''EventInfo.product.sbyml''' is a [[Yaz0]]-compressed [[BYML]] file that stores information about all game [[event]]s. It is used by the [[event manager]] to load events.</onlyinclude> | <onlyinclude> | ||
'''EventInfo.product.sbyml''' is a [[Yaz0]]-compressed [[BYML]] file that stores information about all game [[event]]s. It is used by the [[event manager]] to load events. | |||
</onlyinclude> | |||
EventInfo is a machine generated file. It is not meant to be edited directly; much of the information it includes are either automatically generated or copied from event flows and other source-only files. | EventInfo is a machine generated file. It is not meant to be edited directly; much of the information it includes are either automatically generated or copied from event flows and other source-only files. | ||
The top level node is a map. Each entry corresponds to an event, with the key being <code>EventName<EntryPointName></code> and the value being the associated event properties. The list of properties in this article is known to be complete as of [[version]] 1.6.0. | |||
The top level node is a map. Each entry corresponds to an event, with the key being <code>EventName<EntryPointName></code> and the value being the associated event properties. | |||
== | ==Common event flow properties== | ||
{|class="wikitable sortable" | {| class="wikitable sortable" | ||
! Name !! Type !! Description | !Name!!Type!!Description | ||
|- | |- | ||
| is_startable_air || bool || Whether the event can be started when the player is not "grounded for event" (essentially when he is in the air) | |traverse_limit||float||[For scene change events only] | ||
|- | |||
|is_startable_air||bool||Whether the event can be started when the player is not "grounded for event" (essentially when he is in the air) | |||
|- | |||
|child||array||Event flows that are called by this event and must be loaded ahead-of-time. | |||
This normally only includes [[Demo]] events, which are called using the CallDemo action. Sub-flows are not listed with <code>child</code> but with <code>subfile</code>. | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|file||string||Event name (actually not a file name since this doesn't include the file extension) | |||
|- | |||
|entry||string||Entry point name | |||
|} | |||
|- | |||
|is_timeline||bool||Whether the event is an event timeline (as opposed to an event flowchart) (defaults: false) | |||
|- | |||
|mode||string||Values: Seamless, FullPackage, Load, Async | |||
|- | |||
|next_event||string|| | |||
|- | |||
|movie||string||Movile file name (e.g. Demo126_0.mp4) | |||
|- | |||
|always_movie||bool||Whether this event is always played as a movie (probably for development purposes) | |||
|- | |||
|not_found_movie||bool|| | |||
|- | |||
|text_only_movie||bool||Is a text only movie (subset of movies) | |||
|- | |||
|exist_fade_in||bool|| | |||
|- | |||
|exist_flag_control||bool|| | |||
|- | |||
|auto_save||bool|| | |||
|- | |||
|exist_gimmick_reset||bool|| | |||
|- | |||
|exist_enable_camera_input||bool|| | |||
|- | |||
|exist_disable_camera_input||bool|| | |||
|- | |||
|is_pause_non_demo_member||bool||Whether the game freezes while the event plays or not - includes the control of Link. (''false'': no freeze; ''true'': freeze). | |||
''false'' also eleminates the 1ms fading out and in of the UI for small custom events that e.g. play a sound. | |||
|- | |||
|is_hide_non_demo_member||bool|| | |||
|- | |||
|is_hide_non_demo_member_charactor||bool||(sic) | |||
|- | |||
|fade_in_color||int|| | |||
|- | |||
|fade_out_color||int|| | |||
|- | |||
|exist_disable_unequip_in_event||bool|| | |||
|- | |||
|exist_disable_unlift_in_event||bool|| | |||
|- | |||
|exist_enable_squat_in_event||bool|| | |||
|- | |||
|exist_disable_getoff_sunaz_in_event||bool|| | |||
|- | |||
|disable_event_start_interval||bool|| | |||
|- | |||
|demo_event||bool|| | |||
|- | |||
|init_camera_pos||vec3|| | |||
|- | |||
|init_camera_at||vec3|| | |||
|- | |||
|init_camera_fov||float|| | |||
|- | |||
|last_camera_pos||vec3|| | |||
|- | |||
|last_camera_at||vec3|| | |||
|- | |||
|last_player_pos||vec3|| | |||
|- | |||
|last_player_dir||vec3|| | |||
|- | |||
|last_camera_fov||float|| | |||
|- | |||
|special_actor_name||string|| | |||
|- | |||
|last_special_actor_pos||vec3|| | |||
|- | |||
|last_special_actor_dir||vec3|| | |||
|- | |||
|wait_frame||int|| | |||
|- | |||
|vanish_motorcycle||bool||Whether the motorcycle (Master Cycle Zero) should despawn when starting the event | |||
|- | |||
|cloth_centererd_at_location||bool||(sic) | |||
|- | |||
|bgm||array||Background music (BGMs) | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|name||string||BGM name | |||
|} | |||
|- | |||
|bgm_stop||string||Values: StopWithFade, NotStop | |||
|- | |||
|no_pause_actors||string||[Only for flowcharts and timelines] List of actors that should not be paused during the event (separated by ,) | |||
|} | |||
==Movie properties== | |||
The following properties are only used for movies (including text only movies): | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|timeline_voice||array|| | |||
|- | |||
|xlink_emits||array|| | |||
|- | |||
|ui_texts||array|| | |||
|- | |||
|fade_outs||array|| | |||
|- | |||
|timeline_rumble||array|| | |||
|- | |||
|} | |||
==Event flow properties== | |||
The properties in this section are only used for event flows (event timelines and flowcharts, ''not'' movies). | |||
===XLink=== | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|elink_user||string||Name of the ELink instance to use. If specified, the game will load Effect/%s.esetlist % (elink_user). | |||
|- | |||
|slink_user||string||Name of the SLink instance to use. If specified, the game will load the [[sound resource]] with that name (from Sound/Resource/%s.bars % (slink_user)). | |||
|- | |||
|xlink_hidden||array||List of SLink objects to hide | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|actor||string||Actor name | |||
|- | |||
|instance||string||XLink instance name{{check}} | |||
|- | |||
|is_effect||bool|| | |||
|- | |||
|is_sound||bool|| | |||
|- | |||
|key||string||XLink key | |||
|} | |||
|- | |||
|} | |||
===Demos=== | |||
An event is considered to be a [[demo]] if the entry point name starts with "Demo". | |||
When loading demo events, EventResource automatically loads "Demo/%s.bdemo" % (entry_name), and a CameraSystem instance is constructed. | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|exist_extra_model||bool||Whether a demo model exists. If true, "Model/%s.bfres" % (entry_name) is loaded. | |||
|- | |||
|} | |||
====CameraSystem==== | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|camera||array||List of [[Camera]] files to load. | |||
For each entry, CameraSystem loads "Camera/%s/%s" % (entry name, camera file name). | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|file||string||File name (e.g. C01-0.bcamanim) | |||
|- | |||
|} | |||
|- | |||
|} | |||
====DemoAS==== | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|as||array||List of [[AS]] resources to load. | |||
For each entry, DemoASLoader loads "Actor/AS/%s/%s.bas" % (entry name, AS name). | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|file||string||AS name (e.g. Demo117_0-C00-Npc_Rito_Teba-A-0) | |||
|- | |||
|} | |||
|- | |||
|} | |||
===Terrain=== | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|terrain_info||array||Terrain information (array length is always 1) | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|center||vec3|| | |||
|- | |||
|level||int|| | |||
|- | |||
|frame||int|| | |||
|} | |||
|- | |||
|} | |||
===Flowchart properties=== | |||
The following properties are only used for event [[flowchart]]s: | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|subfile||array||Other flowcharts that are referenced in this flowchart and that must be loaded | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|file||string||Flowchart file name (e.g. Common.bfevfl) | |||
|} | |||
|- | |||
|} | |||
===Timeline properties=== | |||
The following properties are only used for event [[timeline]]s: | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|sub_timelines||array||Sub-timelines (see [[BFEVFL]]) | |||
{| class="wikitable sortable" | |||
!Name!!Type!!Description | |||
|- | |||
|name||string||Sub-timeline name (e.g. Demo130_0_effect) | |||
|} | |||
|- | |- | ||
|} | |} |
Latest revision as of 14:05, 9 January 2021
This resource is found in Bootup.pack.
Its canonical resource path is "Event/EventInfo.product.byml".
EventInfo.product.sbyml is a Yaz0-compressed BYML file that stores information about all game events. It is used by the event manager to load events.
EventInfo is a machine generated file. It is not meant to be edited directly; much of the information it includes are either automatically generated or copied from event flows and other source-only files.
The top level node is a map. Each entry corresponds to an event, with the key being EventName<EntryPointName>
and the value being the associated event properties. The list of properties in this article is known to be complete as of version 1.6.0.
Common event flow properties
Name | Type | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
traverse_limit | float | [For scene change events only] | |||||||||
is_startable_air | bool | Whether the event can be started when the player is not "grounded for event" (essentially when he is in the air) | |||||||||
child | array | Event flows that are called by this event and must be loaded ahead-of-time.
This normally only includes Demo events, which are called using the CallDemo action. Sub-flows are not listed with
| |||||||||
is_timeline | bool | Whether the event is an event timeline (as opposed to an event flowchart) (defaults: false) | |||||||||
mode | string | Values: Seamless, FullPackage, Load, Async | |||||||||
next_event | string | ||||||||||
movie | string | Movile file name (e.g. Demo126_0.mp4) | |||||||||
always_movie | bool | Whether this event is always played as a movie (probably for development purposes) | |||||||||
not_found_movie | bool | ||||||||||
text_only_movie | bool | Is a text only movie (subset of movies) | |||||||||
exist_fade_in | bool | ||||||||||
exist_flag_control | bool | ||||||||||
auto_save | bool | ||||||||||
exist_gimmick_reset | bool | ||||||||||
exist_enable_camera_input | bool | ||||||||||
exist_disable_camera_input | bool | ||||||||||
is_pause_non_demo_member | bool | Whether the game freezes while the event plays or not - includes the control of Link. (false: no freeze; true: freeze).
false also eleminates the 1ms fading out and in of the UI for small custom events that e.g. play a sound. | |||||||||
is_hide_non_demo_member | bool | ||||||||||
is_hide_non_demo_member_charactor | bool | (sic) | |||||||||
fade_in_color | int | ||||||||||
fade_out_color | int | ||||||||||
exist_disable_unequip_in_event | bool | ||||||||||
exist_disable_unlift_in_event | bool | ||||||||||
exist_enable_squat_in_event | bool | ||||||||||
exist_disable_getoff_sunaz_in_event | bool | ||||||||||
disable_event_start_interval | bool | ||||||||||
demo_event | bool | ||||||||||
init_camera_pos | vec3 | ||||||||||
init_camera_at | vec3 | ||||||||||
init_camera_fov | float | ||||||||||
last_camera_pos | vec3 | ||||||||||
last_camera_at | vec3 | ||||||||||
last_player_pos | vec3 | ||||||||||
last_player_dir | vec3 | ||||||||||
last_camera_fov | float | ||||||||||
special_actor_name | string | ||||||||||
last_special_actor_pos | vec3 | ||||||||||
last_special_actor_dir | vec3 | ||||||||||
wait_frame | int | ||||||||||
vanish_motorcycle | bool | Whether the motorcycle (Master Cycle Zero) should despawn when starting the event | |||||||||
cloth_centererd_at_location | bool | (sic) | |||||||||
bgm | array | Background music (BGMs)
| |||||||||
bgm_stop | string | Values: StopWithFade, NotStop | |||||||||
no_pause_actors | string | [Only for flowcharts and timelines] List of actors that should not be paused during the event (separated by ,) |
Movie properties
The following properties are only used for movies (including text only movies):
Name | Type | Description |
---|---|---|
timeline_voice | array | |
xlink_emits | array | |
ui_texts | array | |
fade_outs | array | |
timeline_rumble | array |
Event flow properties
The properties in this section are only used for event flows (event timelines and flowcharts, not movies).
XLink
Name | Type | Description | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
elink_user | string | Name of the ELink instance to use. If specified, the game will load Effect/%s.esetlist % (elink_user). | ||||||||||||||||||
slink_user | string | Name of the SLink instance to use. If specified, the game will load the sound resource with that name (from Sound/Resource/%s.bars % (slink_user)). | ||||||||||||||||||
xlink_hidden | array | List of SLink objects to hide
|
Demos
An event is considered to be a demo if the entry point name starts with "Demo".
When loading demo events, EventResource automatically loads "Demo/%s.bdemo" % (entry_name), and a CameraSystem instance is constructed.
Name | Type | Description |
---|---|---|
exist_extra_model | bool | Whether a demo model exists. If true, "Model/%s.bfres" % (entry_name) is loaded. |
CameraSystem
Name | Type | Description | ||||||
---|---|---|---|---|---|---|---|---|
camera | array | List of Camera files to load.
For each entry, CameraSystem loads "Camera/%s/%s" % (entry name, camera file name).
|
DemoAS
Name | Type | Description | ||||||
---|---|---|---|---|---|---|---|---|
as | array | List of AS resources to load.
For each entry, DemoASLoader loads "Actor/AS/%s/%s.bas" % (entry name, AS name).
|
Terrain
Name | Type | Description | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
terrain_info | array | Terrain information (array length is always 1)
|
Flowchart properties
The following properties are only used for event flowcharts:
Name | Type | Description | ||||||
---|---|---|---|---|---|---|---|---|
subfile | array | Other flowcharts that are referenced in this flowchart and that must be loaded
|
Timeline properties
The following properties are only used for event timelines:
Name | Type | Description | ||||||
---|---|---|---|---|---|---|---|---|
sub_timelines | array | Sub-timelines (see BFEVFL)
|