The standard ball in the "3D" World. Under certain circumstances (e.g. poisoned water) can turn into Pilot balls.
<ball name="Bit" shape="circle,30,0.25" walkforce="500" mass="30" towermass="10.0" strands="2" walkspeed="0.1" climbspeed="2.0" speedvariance="0.2" detachable="false" blinkcolor="0,255,0" jump="0.0,0.3" wakedist="60" hideeyes="false" fling="200,2.5" burntime="2.0" detonateforce="1000" detonateradius="100" contains="1,Pilot" popduration="0.1" popparticles="ish_bitPop" popsound="SOUND_BALL_BIT_POP1" explosionparticles="BallExplode_ISH" > <!-- For the marker, we need to be able to specify images for each player --> <marker drag="IMAGE_BALL_BIT_DRAGMARKER_P1" detach="IMAGE_BALL_BIT_DRAGMARKER_P1" rotspeed="-2"/> <particles id="ish_sleepyZzz" states="sleeping" overball="true" /> <particles id="ish_smallfire" states="onfire" overball="true" /> <particles id="ish_FlingTrail" states="falling" overball="true" /> <detachstrand image="IMAGE_BALL_BIT_ARM" maxlen="60" /> <splat image="IMAGE_BALL_BIT_SPLAT1,IMAGE_BALL_BIT_SPLAT2"/> <part name="body" layer="1" x="0" y="0" image="IMAGE_BALL_BIT_BODY" stretch="16,3.0,0.5" scale="0.5" eye="true" pupil="IMAGE_BALL_BIT_PUPIL" pupilinset="22" /> <!-- walking animations --> <sinvariance freq="1.2" amp="0.1" shift="0.0"> <sinanim part="body" state="walking" type="scale" axis="x" freq="2.0" amp="0.1" shift="0" /> <sinanim part="body" state="walking" type="scale" axis="y" freq="2.0" amp="0.1" shift="0.5" /> <sinanim part="body" state="walking" type="translate" axis="y" freq="2.0" amp="2" shift="0" /> <sinanim part="lefteye,righteye" state="walking" type="translate" axis="y" freq="2.0" amp="2" shift="0" /> <sinanim part="righteye" state="walking" type="translate" axis="x" freq="2.0" amp="0.5" shift="0" /> <sinanim part="lefteye" state="walking" type="translate" axis="x" freq="2.0" amp="0.5" shift="0.5" /> </sinvariance> <!-- attached animations --> <sinvariance freq=".6" amp="0.025" shift="0.0"> <sinanim part="body" state="attached" type="scale" axis="x" freq="1.0" amp="0.07" shift="0" /> <sinanim part="body" state="attached" type="scale" axis="y" freq="1.0" amp="0.07" shift="0.5" /> <sinanim part="hilite1,hilite2" state="attached" type="scale" axis="x" freq="1.0" amp="0.07" shift="0" /> <sinanim part="hilite1,hilite2" state="attached" type="scale" axis="y" freq="1.0" amp="0.07" shift="0.5" /> </sinvariance> <!-- climbing animations --> <sinvariance freq="1.2" amp="0.1" shift="0.0"> <sinanim part="body" state="climbing" type="scale" axis="x" freq="2.0" amp="0.1" shift="0" /> <sinanim part="body" state="climbing" type="scale" axis="y" freq="2.0" amp="0.1" shift="0.5" /> <sinanim part="body" state="climbing" type="translate" axis="y" freq="2.0" amp="2" shift="0" /> <sinanim part="lefteye,righteye" state="climbing" type="translate" axis="y" freq="2.0" amp="2" shift="0" /> <sinanim part="righteye" state="climbing" type="translate" axis="x" freq="2.0" amp="0.5" shift="0" /> <sinanim part="lefteye" state="climbing" type="translate" axis="x" freq="2.0" amp="0.5" shift="0.5" /> </sinvariance> <!-- tank state animations --> <sinvariance freq="0.3" amp="0.02" shift="0.0"> <sinanim part="body" state="tank" type="scale" axis="x" freq="1.0" amp="0.06" shift="0" /> <sinanim part="body" state="tank" type="scale" axis="y" freq="1.0" amp="0.06" shift="0.5" /> <sinanim part="righteye" state="tank" type="translate" axis="x" freq="1.0" amp="0.2" shift="0" /> <sinanim part="lefteye" state="tank" type="translate" axis="x" freq="1.0" amp="0.2" shift="0.5" /> </sinvariance> <sinvariance freq="0.1" amp="1" shift="0.0"> <sinanim part="body,lefteye,righteye" state="tank" type="translate" axis="y" freq="0.4" amp="3" shift="0" /> </sinvariance> <!-- Sound FX --> <sound event="marker" id="SOUND_BALL_BIT_CHIRP01,SOUND_BALL_BIT_CHIRP02,SOUND_BALL_BIT_CHIRP03,SOUND_BALL_BIT_CHIRP04,SOUND_BALL_BIT_CHIRP05,SOUND_BALL_BIT_CHIRP06,SOUND_BALL_BIT_CHIRP07,SOUND_BALL_BIT_CHIRP08,SOUND_BALL_BIT_CHIRP09,SOUND_BALL_BIT_CHIRP10,SOUND_BALL_BIT_CHIRP11,SOUND_BALL_BIT_CHIRP12" /> <sound event="bounce" id="SOUND_BALL_BIT_CHIRP01,SOUND_BALL_BIT_CHIRP02,SOUND_BALL_BIT_CHIRP03,SOUND_BALL_BIT_CHIRP04,SOUND_BALL_BIT_CHIRP05,SOUND_BALL_BIT_CHIRP06,SOUND_BALL_BIT_CHIRP07,SOUND_BALL_BIT_CHIRP08,SOUND_BALL_BIT_CHIRP09,SOUND_BALL_BIT_CHIRP10,SOUND_BALL_BIT_CHIRP11,SOUND_BALL_BIT_CHIRP12"/> <sound event="land" id="SOUND_BALL_BIT_CHIRP01,SOUND_BALL_BIT_CHIRP02,SOUND_BALL_BIT_CHIRP03,SOUND_BALL_BIT_CHIRP04,SOUND_BALL_BIT_CHIRP05,SOUND_BALL_BIT_CHIRP06,SOUND_BALL_BIT_CHIRP07,SOUND_BALL_BIT_CHIRP08,SOUND_BALL_BIT_CHIRP09,SOUND_BALL_BIT_CHIRP10,SOUND_BALL_BIT_CHIRP11,SOUND_BALL_BIT_CHIRP12"/> <sound event="attach" id="SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/> <sound event="attachcloser" id="SOUND_BALL_GENERIC_GLEE1,SOUND_BALL_GENERIC_GLEE2,SOUND_BALL_GENERIC_GLEE3,SOUND_BALL_GENERIC_GLEE4,SOUND_BALL_GENERIC_GLEE5,SOUND_BALL_GENERIC_GLEE6,SOUND_BALL_GENERIC_GLEE7,SOUND_BALL_GENERIC_GLEE8,SOUND_BALL_GENERIC_GLEE9,SOUND_BALL_GENERIC_GLEE10,SOUND_BALL_GENERIC_GLEE11"/> <sound event="snap" id="SOUND_BALL_BIT_LAUNCH01,SOUND_BALL_BIT_LAUNCH02,SOUND_BALL_BIT_LAUNCH03,SOUND_BALL_BIT_LAUNCH04,SOUND_BALL_BIT_LAUNCH05,SOUND_BALL_BIT_LAUNCH06,SOUND_BALL_BIT_LAUNCH07"/> <sound event="death" id="SOUND_BALL_BIT_PAIN01,SOUND_BALL_BIT_PAIN02,SOUND_BALL_BIT_PAIN03,SOUND_BALL_BIT_PAIN04"/> <sound event="deathfall" id="SOUND_BALL_BIT_PAIN01,SOUND_BALL_BIT_PAIN02,SOUND_BALL_BIT_PAIN03,SOUND_BALL_BIT_PAIN04"/> <sound event="exit" id=""/> <sound event="ignite" id="SOUND_BALL_BIT_IGNITE01,SOUND_BALL_BIT_IGNITE02,SOUND_BALL_BIT_IGNITE03,SOUND_BALL_BIT_IGNITE04"/> <sound event="detonate" id="SOUND_BALL_BIT_POP01,SOUND_BALL_BIT_POP02,SOUND_BALL_BIT_POP03,SOUND_BALL_BIT_POP04,SOUND_BALL_BIT_POP05,SOUND_BALL_BIT_POP06,SOUND_BALL_BIT_POP07"/> </ball>