EventInfo.product.sbyml
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 | ||||||||||
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).
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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).
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Terrain
Name | Type | Description | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
terrain_info | array | Terrain information (array length is always 1)
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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
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Timeline properties
The following properties are only used for event timelines:
Name | Type | Description | ||||||
---|---|---|---|---|---|---|---|---|
sub_timelines | array | Sub-timelines (see BFEVFL)
|