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Event Types
These are the types of events available to use within PixelTweaks. Note that not all of these have been fully implemented yet.
Type: battle_music
Description: Plays when you battle a pokemon
Properties: music (Music Object)
Type: bgm
Description: Plays when all conditions are met outside of battle
Properties: music (Music Object)
Type: catch_music
Description: Plays when a pokemon is caught. If undefined for the current conditions, the music will stay the same.
Properties: music (Music Object)
Type: bgm
Description: Plays when a pokemon is defeated. If undefined for the current conditions, the music will stay the same.
Properties: music (Music Object)
All music events require a Music object. All music objects must have at least ONE sound in them. Whether that is at the start, loop or end.
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start(Sound Resource Location) - The sound to play at the start of the event. Will skip to loop if not provided. Optional. -
loop(Sound Resource Location) - The sound to play in the event. This track will loop until the event ends. Optional. -
end(Sound Resource Location) - The sound to play at the end of the event. Optional. -
fade(Fade Object) - The fade timings to use. Optional. Defaults to 1000ms in and out.-
in(Long) - How long to fade tracks in (in milliseconds). Optional. Defaults to 1000 -
out(Long) - How long to fade tracks out (in milliseconds). Optional. Defaults to 1000
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volume(Float) - The volume of the sounds. Optional. Defaults to 1.0. Values above 1 will not make it any louder. -
pitch(Float) - The pitch of the sounds. Optional. Defaults to 1.0. Min 0.1 and max 2.0
Here is an example of a music object
"music": {
"start": "pixeltweaks:legendary/intro",
"loop": "pixeltweaks:legendary/loop",
"end": "pixeltweaks:legendary/end",
"fade": {
"in": 1000,
"out": 1000
},
"volume": 1.0,
"pitch": 1.0
}