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Music Events

StrangeOne101 edited this page Aug 5, 2023 · 2 revisions

All of the following events require a Music or Sound object.

Events

Battle Music

Type: battle_music
Description: Plays when you battle a pokemon
Properties:

Battle Action

Type: battle_action
Description: Plays when a specific battle action occurs. action property must be filed in.
Properties:

Action Description
HIT When a pokemon is hit, regardless of effectiveness (exluding misses and not effecting it)
FAINT When a pokemon faints
CATCH When you successfully catch a pokemon
CATCH_FAIL When a pokemon breaks out of the pokeball
RUN When you escape from battle
START When you first enter the battle
WIN When you win the battle
WIPEOUT When you run out of usable pokemon
SWITCH When you change out your pokemon
THROW_POKEBALL When you throw a pokeball
SUPER_EFFECTIVE_HIT When a super effective hit occurs
NOT_VERY_EFFECTIVE_HIT When a not very effective hit occurs
EFFECTIVE_HIT When a hit that isn't super effective or not very effective occurs
HIT_MISS When a move misses
HIT_NO_EFFECT When a move doesn't hit the pokemon due to ability or type
HIT_CRITICAL When a critical hit occurs
HIT_FAIL When a move fails. E.g. protect
FLINCH When a pokemon flinches
STATS_UP When stats are raised on a pokemon
STATS_DOWN When stats are decreased on a pokemon
STATS_UP_HARSH When stats are raised harshly on a pokemon
STATS_DOWN_HARSH When stats are decreased harshly on a pokemon
BERRY_EAT When a pokemon eats a berry
POTION When a pokemon recieves healing
REVIVE When a pokemon revives
WRAP When a pokemon gets wrapped
BURN When a pokemon is burned
SLEEP When a pokemon falls asleep
FREEZE When a pokemon freezes
PARALYZE When a pokemon is paralyed
POISON When a pokemon is poisoned
CONFUSION When a pokemon gets confused
DROWSY When a pokemon gets drowsy
GETTING_PUMPED When a pokemon gets pumped
LOVE When a pokemon falls in love
SPIKES When spikes are layed on the battlefield
WEATHER_SUNNY When the weather becomes sunny
WEATHER_RAINY When the weather becomes rainy
WEATHER_SNOW When the weather becomes snowy
WEATHER_SANDSTORM When a sandstorm kicks up
WEATHER_HAIL When a hailstorm kicks up
WEATHER_VERY_SUNNY When the weather becomes super sunny (Groudon)
WEATHER_VERY_RAINY When the weather becomes super rainy (Kyogre)
MEGA_EVOLVE When a pokemon mega evolves
DYNAMAX When a pokemon dynamaxes
DYNAMAX_LOST When a pokemon looses Dynamax

Music Object

Properties

  • 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
  • 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
  • cutOtherMusic (Boolean) - Whether other music should be cut when playing. Optional. Defaults to true.

Sound Object

Properties

  • sound (Sound Resource Location) - The sound to play at the start of the event. Will skip to loop if not provided. 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
  • 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

Example Events

Here is an example of a battle music event. This would play Battle Music around Arceus

{
  "type": "battle_music",
  "conditions": [
    {
      "type": "pokemon",
      "spec": "species:arceus",
      "wild": true
    }
  ],
  "music": {
    "start": "pixeltweaks:legendary/intro",
    "loop": "pixeltweaks:legendary/loop",
    "end": "pixeltweaks:legendary/end",
    "fade": {
        "in": 1000,
        "out": 1000
    },
    "volume": 1.0,
    "pitch": 1.0
  },
  "priority": 100
}

Here is an event that would play when you catch a pokemon

{
  "type": "battle_action",
  "action": "CATCH",
  "music": {
    "start": "pixeltweaks:catch_tune",
    "loop": "pixeltweaks:catch_loop",
    "fade": {
        "in": 0,
        "out": 1000
    },
    "cutOtherMusic": true
  },
  "priority": 500
}

Here is an event that would play a sound when a pokemon gets burned, or takes damage from a burn

{
  "type": "battle_action",
  "action": "BURN",
  "sound": {
    "sound": "pixeltweaks:burn",
    "fade": {
        "in": 0,
        "out": 0
    },
  },
  "priority": 500
}

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