Bit

The standard ball in the "3D" World. Under certain circumstances (e.g. poisoned water) can turn into Pilot balls.

Ball ID: 
Bit
<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>