All event Triggers

	Universal Delay=0

	Main Menu
		Songs=<
		>

	Generic
		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Difficulty
		Priority [min: -99, max: 2147483647 default: 100]
		Priority Value=100

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs per difficulty
		Format[songname,difficulty [int],(Optional)Priority:[min: -99, max: 2147483647 ],(Optional)Fade Time:[in ticks, default: 0]]
		Note - peaceful=0 easy=1 normal=2 hard=3 hardcore=4
		Example normal,2,111
		Songs=<
		>

	Zones
		Priority [min: -99, max: 2147483647 default: 10000]
		Priority Value=10000

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs per zone
		Format[min x,min y,min z,max x, max y,max z,songname,(Optional)Priority:[min: -99, max: 2147483647 ],(Optional)Fade Time:[in ticks, default: 0]]
		Example: 0,0,0,100,100,100,home3,33981,200

		Songs=<
		>

	Day
		Priority [min: -99, max: 2147483647 default: 1000]
		Priority Value=1000

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Night
		Priority [min: -99, max: 2147483647 default: 900]
		Priority Value=900

		Songs- Format: [song name,moon phase,(Optional)fade time [in ticks, default: 0]]
		Moon Phases: 1 - Full Moon, 2 - Waning Gibbous, 3 - Third Quarter, 4 - Waning Crescent
		5 - New Moon, 6 - Waxing Crescent, 7 - First Quarter, 8 - Waxing Gibbous
		You can put 0 to ignore moon phase, or put multiple numbers for a song to be active during multiple phases
		Example 1: [nighttime,1] - This will only play during a full moon
		Example 2: [nighttime,2,3,4,6,7,8] - This will play every night except for full moons and new moons
		Example 3: [nighttime,0] - This will play whenever it is nighttime, just like the old version of this trigger
		Note - If the fade is not the last number it will not work properly
		Songs=<
		>

	Sunrise
		Priority [min: -99, max: 2147483647 default: 1111]
		Priority Value=1111

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Sunset
		Priority [min: -99, max: 2147483647 default: 1111]
		Priority Value=1111

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Light Level
		Priority [min: -99, max: 2147483647 default: 500]
		Priority Value=500

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Configurable Level [Y level to activate, default: 7]
		Level Value=7

		Songs - [Format: "SongName,Identifier(string name to tie a group of songs to a pool),Light Level(maximum light level),(Optional)Sky Light[default: true],(Optional)Light Time[default: 20],(Optional)Priority:[min: -99, max: 2147483647 ],(Optional)Fade Time:[in ticks, default: 0]"]
		Note: Sky light will let you choose whether or not to take that into account
		Additional Note: The light time is how long it will take before the trigger is deactivated after the conditions are no longer met
		Example: spookydark,5,3,false,20,9945,50
		Tip - Setting sky light to false would work best when combining it with the night trigger
		Songs=<
		>

	Underground - underground with no sky visible
		Priority [min: -99, max: 2147483647 default: 1500]
		Priority Value=1500

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Configurable Level [Y level to activate, default: 55]
		Level Value=55

		Songs=<
		>

	Deep Under - deep below the surface with no sky visible
		Priority [min: -99, max: 2147483647 default: 2000]
		Priority Value=2000

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Configurable Level [Y level to activate, default: 20]
		Level Value=20

		Songs=<
		>

	Raining
		Priority [min: -99, max: 2147483647 default: 1300]
		Priority Value=1300

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Storming
		Priority [min: -99, max: 2147483647 default: 1350]
		Priority Value=1350

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Snowing
		Priority [min: -99, max: 2147483647 default: 1333]
		Priority Value=1333

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Low HP
		Priority [min: -99, max: 2147483647 default: 3000]
		Priority Value=3000

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Percentage of maximum health [Out of 100, default: 30]
		Level Value=30

		Songs=<
		>

	Dead
		Priority [min: -99, max: 2147483647 default: 10000]
		Priority Value=10000

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	inVoid
		Priority [min: -99, max: 2147483647 default: 7777]
		Priority Value=7777

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Configurable Level [Y level to activate, default: 0]
		Level Value=0

		Songs=<
		>

	Spectator
		Priority [min: -99, max: 2147483647 default: 5000]
		Priority Value=5000

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Creative
		Priority [min: -99, max: 2147483647 default: 5000]
		Priority Value=5000

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Riding
		Priority [min: -99, max: 2147483647 default: 2222]
		Priority Value=2222

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Pet
		Priority [min: -99, max: 2147483647 default: 1200]
		Priority Value=1200

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	High
		Priority [min: -99, max: 2147483647 default: 1200]
		Priority Value=1200

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Configurable Level [Y level to activate, default: 150]
		Level Value=150

		Songs=<
		>

	Underwater
		Priority [min: -99, max: 2147483647 default: 1999]
		Priority Value=1999

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	PVP
		Priority [min: -99, max: 2147483647 default: 20000]
		Priority Value=20000

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Configurable Level [Y level to activate, default: 16]
		Level Value=16

		Battle Time [in ticks, default: 200]
		PVP Persistence=200

		Victory - whether to activate the victory trigger [default: false]
		Victory=false

		Victory ID - ID of the victory to activate [default: 0]
		VictoryID=0

		Songs=<
		>

	Dimension
		Priority [min: -99, max: 2147483647 default: 1150]
		Priority Value=1150

		Songs per dimension [Format: dimensionID,SongName,(Optional)Priority:[min: -99, max: 2147483647 ],(Optional)Fade Time:[in ticks, default: 0]
		Note: You only have to set the priority per dimension ID for 1 song
		Example: minecraft:the_nether,(songname),11111
		Songs=<
		>

	Biome
		Priority [min: -99, max: 2147483647 default: 1160]
		Priority Value=1160

		Songs Per Biome [Format: "BiomeResourceName,SongName,(Optional)Priority:[min: -99, max: 2147483647 ],(Optional)Fade Time:[in ticks, default: 0],(Optional)Biome Time[default: 20]"]
		Note: You only have to set the priority per biome name for 1 song
		Example: minecraft:swampland,(songname),11111
		Additional Note: You can also specify multiple biomes at once through regexing! You can use this feature for both mod ids and biome names
		Example 2: minecraft,(songname),11111 (all minecraft biomes will have (songname))
		Example 3: forest,(songname),11111 (all biomes with "forest" in the name will have (songname))
		Final Note: The biome time will allow the trigger to persist after leaving the specified biome for that amount of time
		Full Scale Example: swamp,(songname),11111,50,30
		Songs=<
		>

	Structure
		Priority [min: -99, max: 2147483647 default: 3333]
		Priority Value=3333

		Songs per structure [Format: "structurename,SongName,(Optional)Priority:[min: -99, max: 2147483647 ],(Optional)Fade Time:[in ticks, default: 0]"]
		Note: You only have to set the priority per structure name for 1 song
		Example: Fortress,(songname),11111
		Songs=<
		>

	Mob (This works for both bosses and hordes!)
		Priority [min: -99, max: 2147483647 default: 3500]
		Priority Value=3500

		Songs Per Mob [Format: "MobName,number of mobs,SongName,(Optional)detection range[min: 1, max: 1000, default: 16],(Optional)Priority:[min: -99, max: 2147483647],(Optional)Fade Time:[in ticks, default: 0],(Optional)Targetting[default: false],(Optional)Horde Targetting percentage[default: 100], (Optional)Health[default: 100],(Optional)Horde Health Percentage[default: 100],(Optional)Battle Time[in ticks, default: 0],(Optional)Trigger Victory[default: false],(Optional)Victory ID[min:0, max:2147483647, default: 0](Optional)Infernal[only works with the mod infernal mobs active]"]
		Note: You only have to set the priority per mob name for 1 song
		Additional Note: Putting high numbers (over 100) for the mob range may cause lag! The higher it is, the more noticable that lag will be. Only use higher numbers for a boss that could be far away, like the Ender Dragon
		Additional Note: Targetting requires the mob(s) to be looking at you while horde targetting percentage is the total percentage of the number of mobs you set that have to be looking at you
		Additional Note: Health requires the mob(s) to be below the set percentage threshold of health while horde health percentage is the total percentage of the number of mobs you set that have to be below the set percentage threshold of health
		Additional Note: Battle time is how long the trigger will persist after the conditions are no longer met. Due to possible conflicts it may to better to leave this at 0
		Additional Note: The victory trigger is special in that it can only activated after escaping the set trigger. The ID exists so there can multiple different victory scenarios
		Final Note: The infernal trigger goes of of the mod name, which can be obtained via the debug info set by the debug config. Number of mobs will not affect this
		Example: Zombie,8,(songname),16,11111
		Full-Scale example: Skeleton,4,123486,50,true,50,80,25,0,Withering
		Special case - If you put "MOB" as the mob ID, it will default to any hostile mob
		Songs=<
		>

	Effect (Trigger based on potion effects)
		Priority [min: -99, max: 2147483647 default: 500]
		Priority Value=500

		Songs Per Effect [Format: "EffectName,SongName,(Optional)Priority:[min: -99, max: 2147483647 ],(Optional)Fade Time:[in ticks, default: 0]"]
		Note: You only have to set the priority per effect name for 1 song
		Example: effect.regeneration,(songname),11111
		Songs=<
		>

	Victory - This can only be called after the pvp or mob trigger
		Priority [min: -99, max: 2147483647 default: 20000]
		Priority Value=20000

		Songs - [Format: "SongName,Victory ID,(Optional)Victory Time[default: 200],(Optional)Priority:[min: -99, max: 2147483647 ],(Optional)Fade Time:[in ticks, default: 0]"]
		Note - The victory time is how long the victory trigger will last for
		Additional Note: Dying will cut the trigger short
		Example: enderdragonwin,11,300,9999999,20
		Songs=<
		>

	Gui
		Priority [min: -99, max: 2147483647 default: 999]
		Priority Value=999

Songs - [Format: "Gui Name,SongName,(Optional)Priority:[min: -99, max: 2147483647],(Optional)Fade Time:[in ticks, default: 0]"]
Example: net.minecraft.client.gui.inventory.GuiInventory,inventory,67000
Note: This can also be a regex
Example 2: GuiInventory,inventory,67000
		Songs=<
		>

	Elytra
		Priority [min: -99, max: 2147483647 default: 1234]
		Priority Value=1234

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Configurable Level [Y level to activate, default: 60]
		Level Value=60

		Songs=<
		>

	Fishing
		Priority [min: -99, max: 2147483647 default: 13333]
		Priority Value=13333

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Configurable Level [Y level to activate, default: 60]
		Level Value=60

		Persistence time:[in ticks, default: 100]
		Fishing Persistence=100

		Songs=<
		>

	Gamestages (Only fires if the mod Game Stages is active)
		Priority [min: -99, max: 2147483647 default: 500]
		Priority Value=500

		Songs Per Gamestage [Format: "StageName,whitelist,SongName,(Optional)Priority:[min: -99, max: 2147483647 ],(Optional)Fade Time:[in ticks, default: 0]"]
		Note: You only have to set the priority per gamestage name for 1 song
		Example: StageOne,true,(songname),11111 - This will play when the player has the stage. If it were false it would play whenever the player does not have it.
		Songs=<
		>

	Blood Moon (Only fires if the mod Enhanced Celestials is active)
		Priority [min: -99, max: 2147483647 default: 1200]
		Priority Value=1200

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Harvest Moon (Only fires if the mod Enhanced Celestials is active)
		Priority [min: -99, max: 2147483647 default: 1400]
		Priority Value=1400

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Blue Moon (Only fires if the mod Enhanced Celestials is active)
		Priority [min: -99, max: 2147483647 default: 1400]
		Priority Value=1400

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Rain Intensity (Only fires if the mod dynamic surroundings is active)
		Priority [min: -99, max: 2147483647 default: 1349]
		Priority Value=1349

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs [Format: "songname,Intensity Level (min: 0, max: 100)"]
		Note - This trigger will play when the rain has a higher intensity than you put in
		Example: intenserain,70
		Songs=<
		>

	Acid Rain (Only fires if the mod better weather is active)
		Priority [min: -99, max: 2147483647 default: 9999]
		Priority Value=9999

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Blizzard (Only fires if the mod better weather is active)
		Priority [min: -99, max: 2147483647 default: 9999]
		Priority Value=9999

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Cloudy (Only fires if the mod better weather is active)
		Priority [min: -99, max: 2147483647 default: 9999]
		Priority Value=9999

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Light Rain (Only fires if the mod better weather is active)
		Priority [min: -99, max: 2147483647 default: 9999]
		Priority Value=9999

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs=<
		>

	Seasons (Only fires if the mod serene season is active)
		Priority [min: -99, max: 2147483647 default: 500]
		Priority Value=500

		Fade Time [in ticks, default: 0]
		Fade Value=0

		Songs per seasons
		Format[songname],season [int],(Optional)Priority:[min: -99, max: 2147483647],(Optional)Fade Time:[in ticks, default: 0]]
		Note - Spring=0 Summer=1 Fall=2 Winter=3
		Example spring,0,511,20
		Songs=<
		>

