PizzaTowerEscapeMusic ForkForMe
Plays music from Pizza Tower when the early ship leave alert appears
CHANGELOG
2.5.6
- Additional fix if
Scriptsis empty in config - Added conditionType
ShipIsLeaving,ApparatusTaked - Added null check
- Tweak on CheckCurrentMoonChanged, now if moon is null, will not trigger moon changed event
2.5.5
- Fixed NRE caused by reworking LoadNecessaryMusicClips
- Now music clips will be load when chainloader startup completed, and won't unload if not close the game
- Now will have intro audiosource and main audiosource
- Let me know if you find any issues
2.5.4
- Reworked LoadNecessaryMusicClips, now it should no longer stuck unity main thread when loading musics
2.5.3
- I'm sorry i made a terrible update third times, i must apologize for not testing
Counterthings, finally fixedCounter - To let u understand why, cuz i really think this will be easy to implement, but i messed things up...
- You should be no need to add
comparisonTypeproperty now, but you still can add it if u want, property name changed tocounterComparisonType - Default behavior is
GreaterThanOrEquals, just like what i done inTimer("timerComparisonType": "GreaterThanOrEquals") - You might notice why not use
comparisonType, timer and counter can have default behavior, but health, fear level etc. should not, i know there's a better way just need to remove a tiny code - Anyway, should be all good now
2.5.2
- I'm must be too tired, fix typo in 2.5.0 changelog, and fix
ResetCounters,Countercompletely not working
2.5.0
- Breaking changes to
Timercondition, now timer won't reset by itself, it must be reset byResetTimersscript event - Fixed GameEventType
FiringPlayers,GameOvercompletly not working - Added options in VolumeModifier
volumeLerpSpeedScaleandstoppingVolumeLerpSpeedScale - Added option in PlayMusic
introMusicNames, yes just like PAYDAY - Added conditionType
PlayerFearLevel,Counter - Added scriptEventType
ResetCounters - Added config option
SelectLabelManually, support LethalConfig
2.4.8
- Necessary music will be queued when trying to play but still loading
- Add GameEventType
LevelLoaded,EndOfGame,FiringPlayers,GameOver - Add ConditionType
PlayerAlone,AllPlayersDead,FiringPlayers - You now can change Master Volume in-game using LethalConfig (but only listed this option, modpack author should handle config files)
- Pls, let me know any issues on Github, too many things need to test
2.4.7
- Add gameEventType call
ShipNotInOrbit - Added config
UseRandomMapSeed, default to false - Added config
DontQueue, default to true - If
UseRandomMapSeedis true,LabelRandomwill use randomMapSeed that store in your savefile or in-game each time to roll labels, and based on group and labels it will combind to a hash - Just like how randomMapSeed works in the game, any event will roll the same result if seed, group, labels and weight are not changed, this is intend
- If
DontQueueis false, when join as client, and rolling label but not check the seed is valid, will queued the events until rpc with seed is arrived - In other words, you can do something more in orbit or not in orbit rn, you can use
ShipNotInOrbitgameEventType withLabelRandomto roll a label - Beware those limitations, if you just create a new savefile, default seed is 0, you must start the game to roll a new random seed
- Also, if you join as client, randomMapSeed will NOT update immediately, means you will use default seed 0 until host send rpc with seed to you
2.4.6
LabelRandomandSelectedLabelnow also required a "group", example"group": "Custom"
2.4.5
- Some Debug logs no longer anoisy, they have cooldown now
- Added scriptEventType call
LabelRandom, and conditionType callSelectedLabel - To use,
LabelRandomneed labels and weight to roll, example"labels": [ "Custom1:7","Custom2:1","Custom3:2" ]; andSelectedLabelneed label to know, example"label": "Custom2" - You can use
ShipInOrbitor/andShipLandedgameEventType withLabelRandomto roll a label - Make random musics can be a group, create more Meltdown/Escape music (Nooooo i have to rewrite my json files)
2.4.4
- Oops!
2.4.3
- Add gameEventType and condition call
ShipInOrbit
2.4.2
- Add gameEventType call
MeltdownStarted, using FacilityMeltdown Public API
2.4.1 - Fork For Me
- Add custom weather support by using Reflection
2.4.0
- Current Moon condition now takes a string value called "moonName" instead of an enum value (you can find the name of a moon by routing to it and seeing what it says on the monitor under "Orbiting")
2.3.0
- Added support for loading OGG and MP3 files (extension must be provided in the music name or it will default to WAV)
- Changed the default music files from WAV to OGG to reduce file size
2.2.0
- Added a master volume to volume groups
- Added a Set Volume Group Master Volume script event
- Fixed a compatibility issue with LethalEmotesAPI (and possibly multiple other mods)
2.1.0
- Added proper support for uploadable 'forks' of the mod (please use this instead of reuploading the mod!)
- Added a page on the Wiki for uploading custom music and scripts to Thunderstore
- Added support for loading multiple scripts at once
- Added a Frame Updated game event
- Added a Timer condition
- Added a Reset Timers script event
- Added a Random condition
- Added a Player Insanity condition
- Added a Time of Day condition
- Fixed an issue with the Lap2 script
2.0.2
- Added another default script that plays music when the Apparatus is taken
2.0.1
smh
2.0.0 - Scripting
This is a pretty big update, so it's bound to have issues. If you run into any please let me know in the comments of the preview video or on the feedback form
- Added a scripting system that allows users to define custom track conditions
- Fixed an issue where the music wouldn't load sometimes
- Changed the folder that music is stored in
- Removed the music and most volume options from the config due to them being obsolete now that the mod has scripting (If you had custom music or volumes before this update you will have to do it through scripting now, see the Wiki tab on the mod's Thunderstore page)
- Added a Script option to the config that defines which script to load
1.2.2
- Actually corrected the casing of "Track Conditions" in the README...
1.2.1
- Fixed a typo in one of the config variable descriptions
Corrected the casing of "Track Conditions" in the README
1.2.0
- Added full support for adding custom music
- Added the ability to configure what WAV files play for each condition
Fixed an issue where the music wouldn't load if you're not the host(This issue was probably the one fixed in 2.0.0, meaning 1.2.0 did not actually fix it)- Updated the README
1.1.8
- Trimmed all of the music down to 2 minutes to reduce file size since the escape sequence doesn't last for that long anyway
- Added a preview section to the README
- Switched the DLL from Debug to Release
- Changed the debug voting to leave early code to use a key combination so even if I do accidentally leave it in the Release version again (I won't) it would be very unlikely to affect anyone
1.1.7
- Removed debug voting to leave early code, please do not use the previous two versions. I can't believe I forgot to remove that before uploading. I'm very sorry if that affected anyone
1.1.6
- Lowered the default master volume to 0.5
1.1.5
- Changed how the WAV loading works so it doesn't have the music files loaded in memory when it doesn't need to
1.1.4
- Added a feedback section to the README
1.1.3
- Fixed a typo in the README. I really wish I noticed these things before I uploaded the new version 💀
1.1.2
- Fixed an unfinished config variable description
1.1.1
- Fixed an incorrect version number
1.1.0
- Added a crouching volume scale
- Fixed an issue where it was possible for the game's outside music to overlap with the mod's music
- Made the music volume start at the correct level based on where you are instead of always starting at 0.5
- Fixed inconsistent capitalisation with some config variable names
1.0.0
Initial release