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Music Events
StrangeOne101 edited this page Aug 5, 2023
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All of the following events require a Music or Sound object.
Type: battle_music
Description: Plays when you battle a pokemon
Properties:
-
music(Music Object) -
sound(Sound Object)
Type: battle_action
Description: Plays when a specific battle action occurs. action property must be filed in.
Properties:
-
music(Music Object) -
sound(Sound Object) -
action(Battle Action) - Must be one of the actions in the table bellow.
| 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 |
-
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(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
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
}