your current location:首页 > news>Battle Music's config file configuration Battle Music Minecraft Game

Battle Music's config file configuration Battle Music Minecraft Game

2024-12-10 17:56:46|Myriagame |source:minecraft skins

File path: Config/Battlemusic-Client.toml

In this tutorial, the blue label player can be configured, and red is a note for the configuration item.


["Battlemusic Configs"]]

#Volume of Battle Music, Set to Zero to Mute

#Range: 0.0 ~ 5.0

volume = 1.0

#The volume of fighting music is 0.0 ~ 5.0, and it is disabled as 0.

# #

#Whether Battle Music's Volume is Affected by the Music Slider

linked_to_music_volume = true

#Whether the volume of fighting music is set up-adjustment of music and sound-music options

# #

#HOW MUCH The BATTLE MUSIC CHANGES in Pitch When at Low Health

#> Values ​​Below Zero Shift The Pitch Download, Above Zero Shift The Pitch Up

#> Set to zero to disable

#Range: -0.5 ~ 1.0

health_pitch_amount = 0.05

#When the player ’s life value is low, the height of the fighting music is changed to -0.5 ~ 1.0. It is a negative value to reduce the sound height. On the contrary, increase the height of the sound. When it is set to 0, the pitch will not change.

# #

#How Much The Battle Music Changes in Pitch During the Second Phase of the Ender Dragon FightValues ​​Below Zero Shift The Pitch Download, Above Zero Shift the h upset to zero to disable

#Range: -0.5 ~ 1.0

dragon_pitch_amount = 0.05

#During the final shadow dragon battle phase (that is, the end of the ground crystal is completely cleared), the high changes in the fighting music, the value is -0.5 ~ 1.0, which reduces the height of the sound.The height will not change.

# #

#At What HP Should The Battle Music Shift in Pitch

#Range:> 1

health_pitch_thresh = 6

#When the player's health is below how much is lower, the sound high changes are started, and the value is> 1.

# #

#Is the health threshold a percentage value?

#> If it is, The Above Value Must be Between 1 and 100

health_pitch_percent = false

#Whether the health value is calculated by percentage, if so, the value of the previous one is 1 ~ 100.

# #

#HOW MANY Seconds SONGS TAKE to FADE in and OUT

#Range: 0.0 ~ 10.0

fade_time = 1.0

#Time, the value is 0.0 ~ 10.0.

# #

#Entites and their respond of songs, write in entity; song; Priority format

#> Entity = The Entity's ID, Eg. "Minecraft: Pig"

#> Song = the song's id, eg. "Battlemusic: mini1"#> Priority = What Preceptnce This Song Takes Over Entity's Music, Eg. A Priority of 1 Will Fade Out and Play Over A Priority of 0.

ENTITIES_SONGS = ["Minecraft: Elder_guardian; Battlemusic: Mini1; 0", "MINECRAFT: WATTLEMUSIC: NECROMANCER; 1", "Minecraft: Withermusic: Wither_storm; 2 "," Minecraft: Ender_dragon; Battlemusic: Enderman; 5 ", "ITER_RPG: Hobgoblin; Battlemusic: Mini1; 0", "Queen_bee: Queen_bee; Battlemusic: mini1; 0", "IRons_Spellbooks: dead_king; IRons_spellbooks: citadel_keeper; Battlemusic: mini1; 0 ","IRons_spellbooks: Archevoker; Battlemusic: mini1; 0 "," dawnera: Tyrannosaurus; Battlemusic: mini1; 0 "," upgrade_aquatic: GREAT_THRASHER; BATTLEMUSI C: mini1; 0 "," born_in_chaos_v1: dire_hound_leader; battleMusic: mini1; 0 "," born_in_chaos_v1:Supreme_boneScaller; Battlemusic: mini1; 0 "," AlexScaves: Luxtructotosaurus; Battlemusic: MENTA_MENRDI; 3 "," AlexScaves: Tremorzilla; taluna; 2 "," AlexScaves: Magnetron; Battlemusic: mini2; 0 "," AlexScaves: Forsaken;Battlemusic: mini2; 1 "," AlexScaves: Brainiac; Battlemusic: mini1; 0 "," Alexsmobs: void_worm; Battlemusic: 4 "," Alexsmobs: WARPED_MOSCO; Battle; Music: mini1; 0 "," plenty_of_golems: ancient_of_prismarine; battleMusic:mini2; 3 "," born_in_chaos_v1: lord_pumpkinhead; Battlemusic: mini2; 0 "," Endergetic: BROOD_EETLE; Battlemusic: cauldron; 2 "," Aether: Slider; Battlem usic: mini2; 2 "," AETHER: Valkyrie; Battlemusic: mini1;0 "," AETHER: SUN_GOD; Battlemusic: Summit; 3 "," Aether: Valkyrie_queen; Battlemusic: mini2; 2 "," cataclysm: Ender_golem; ACLYSM: Ignited_revenant; Battlemusic: mini2; 0 ", "Cataclysm: Ender_guardian;

Battlemusic: PORCUS_HUMUNGOUS; 4 "," Cataclysm: Netherite_Monstrosity; Battlemusic: Redstone_monstrosity; 4 "," Cataclysm: Battlemusic: Wildfi Re; 4 "," Cataclysm: The_harbinger; Battlemusic: Ancient; 4 "," Cataclysm: The_leviathan; Battlemusic:Ancient_guardian; 4 "," Cataclysm: The_prowler; Battlemusic: mini1; 0 "," Cataclysm: AMETHYST_CRAB; BATTLEMUSIC: mini2; 0 "," Cataclysm: CORALSSUS; BAT TLEMUSIC: Mini1; 0 "," Cataclysm: Ancient_remnant; Battlemusic: Ascension;3 "," Cataclysm: Deepling_brute; Battlemusic: mini1; 0 "," mowziesMobs: ferrous_wroughtnaut; mowziesMobs: music.ferrous_wroughtnaut_theme; 1 "," mowziesmobs: umvuthi; mowziesMobs: music.umvuthi_theme; 2 "," mowziesmobs: framemaw; mowziesmobs:Music.frostMaw_theme; 2 "," bosses_of_mass_destruction: void_blossom; Battlemusic: arena2; 1 "," bosses_of_destruction: Lich; : boss; 2 "," bosses_of_mass_destruction: Gauntlet; Battlemusic: kermetic; 3 "," bosses_of_destruction: obsidility; BattleMusic:BROKEN_HEART_OF_ENDER; 3 "," Twilightforest: Naga; Battlemusic: ARENA2; 2 "," Twilightforest: Lich; Battlemusic: boss; 3 "," Twilightforderst: Hydra; Bat TLEMUSIC: Arena1; 3 "," Twilightforest: Minoshroom; Battlemusic: mini1;0 "," Twilightforest: Alpha_yeti; Battlemusic: mini2; 1 "," Twilightforest: Phantom_knight; Battlemusic: mini2; 1 "," TwilightForest: Ur_Ghast; Battlem usic: metaluna; 3 "," TwilightForest: Snow_queen; Battlemusic: Ascension; 3 ", "Mutant_mobs: Mutant_zombie; Battlemusic: Mini1; 0", "Mutant_mobs: Mutant_skeleton; Battlemusic: mini1; 0", "mutant_mobs: mutant_creeper; : mini2; 0 "

, "Mutant_mobs: Mutant_engerman; Battlemusic: Shattered; 1", "Mutant_more: Mutant_blaze; Battlemusic: mini2; 1", "mutant_more: mutant_shulker; C: mini2; 1 "," mutant_more: mutant_wither_skeleton; battleMusic: mini1; 0 ","Rottencreatures: DEAD_BEARD; Battlemusic: Mini1; 0 "," Rottencreatures: Immortal; Battlemusic: mini1; 0 "]# ; Priority ";" entity B;Music; preferred ";" physical C; music; priority "].

Gas: The ID corresponds to the entity, for example: minecraft: pig, you can specify

Music: Music ID, for example: Battlemusic: Mini1

Priority: Determine the priority of music playback. The smaller the value, the higher the priority. When multiple entities exist, the low priority music will fade out and play higher priority music.

# #

#A GENERIC BATTLE Song to Play for Any Other Undefined Hostile Entity

#> Leave Blank for No Default Battle Music

default_song = "" "" "

#”