common_black

The standard black ball with a difference. This one is slightly less springy.

Ball ID: 
common_black
<ball name="common_black"
      shape="circle,35,0.25"
      walkforce="500" 
      mass="30"
      towermass="3.0" 
      strands="2" 
      walkspeed="0.1"
      climbspeed="2.0"
      speedvariance="0.2" 
      detachable="false" 
      blinkcolor="0,0,0"
      jump="0.0,0.3"
 
	  jumponwakeup="true"
	  staticwhensleeping="true"
      >
 
  <marker drag="IMAGE_BALL_COMMON_BLACK_DRAGMARKER_P1" 
          detach="IMAGE_BALL_COMMON_BLACK_DRAGMARKER_P1" 
          rotspeed="2"/>
 
  <particles id="sleepyZzz" states="sleeping" overball="true" />
 
  <strand type="spring" 
          image="IMAGE_BALL_COMMON_BLACK_STRAND" 
          inactiveimage="IMAGE_BALL_GENERIC_ARM_INACTIVE" 
          springconstmin="9" springconstmax="9" 
          dampfac="0.9" 
          maxlen2="140" maxlen1="200" 
          maxforce="600"
          minlen="100"/>
 
  <detachstrand image="IMAGE_BALL_COMMON_BLACK_DSTRAND" maxlen="160" />
 
  <splat image="IMAGE_BALL_COMMON_BLACK_SPLAT1,IMAGE_BALL_COMMON_BLACK_SPLAT2"/>
 
  <part name="body"
        layer="1" 
        x="0" y="0" 
        image="IMAGE_BALL_COMMON_BLACK_BODY" 
        stretch="16,2,0.5"
        rotate="true"
        scale="0.646875" />
  <part name="lefteye"
        layer="2"
        rotate="true" 
        eye="true"
        pupil="IMAGE_BALL_GENERIC_PUPIL1"
        pupilinset="13" 
        x="-12,-6" y="2,7"
        xrange="-18,0" yrange="-12,12"
        image="IMAGE_BALL_GENERIC_EYE_GLASS_1,IMAGE_BALL_GENERIC_EYE_GLASS_2,IMAGE_BALL_GENERIC_EYE_GLASS_3"
        state="climbing,walking,falling,dragging,detaching,standing,tank"
        scale="0.5"
        />
  <part name="righteye"
        layer="2"
        rotate="true"
        eye="true" 
        pupil="IMAGE_BALL_GENERIC_PUPIL1" 
        pupilinset="13" 
        x="6,12" y="2,7"
        xrange="0,18" yrange="-12,12"
        image="IMAGE_BALL_GENERIC_EYE_GLASS_1,IMAGE_BALL_GENERIC_EYE_GLASS_2,IMAGE_BALL_GENERIC_EYE_GLASS_3"
        state="climbing,walking,falling,dragging,detaching,standing,tank"
        scale="0.5"
        />
 
 
  <!-- 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" />
  </sinvariance>
 
  <!-- dragging animations -->
  <sinvariance freq="1.5" amp="0.05" shift="0">
    <sinanim part="body" state="dragging" type="scale" axis="x" freq="1.0" amp="0.2" shift="0" />
    <sinanim part="body" state="dragging" type="scale" axis="y" freq="1.0" amp="0.2" shift="0.33" />
  </sinvariance>
  <sinvariance freq="1.5" amp="0.5" shift="0">
    <sinanim part="righteye" state="dragging" type="translate" axis="x" freq="1.0" amp="-1" shift="0" />
    <sinanim part="lefteye"  state="dragging" type="translate" axis="x" freq="1.0" amp="1" shift="0" />
  </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_GENERIC_ROLLOVER1,SOUND_BALL_GENERIC_ROLLOVER2,SOUND_BALL_GENERIC_ROLLOVER3,SOUND_BALL_GENERIC_ROLLOVER4,SOUND_BALL_GENERIC_ROLLOVER5,SOUND_BALL_GENERIC_ROLLOVER6,SOUND_BALL_GENERIC_ROLLOVER7,SOUND_BALL_GENERIC_ROLLOVER8"/>
  <sound event="pickup"       id="SOUND_BALL_COMMON_BLACK_SQUEAK01,SOUND_BALL_COMMON_BLACK_SQUEAK02,SOUND_BALL_COMMON_BLACK_SQUEAK03,SOUND_BALL_COMMON_BLACK_SQUEAK04,SOUND_BALL_COMMON_BLACK_SQUEAK05,SOUND_BALL_COMMON_BLACK_SQUEAK06,SOUND_BALL_COMMON_BLACK_SQUEAK07,SOUND_BALL_COMMON_BLACK_SQUEAK08,SOUND_BALL_COMMON_BLACK_SQUEAK09,SOUND_BALL_COMMON_BLACK_SQUEAK10,SOUND_BALL_COMMON_BLACK_SQUEAK11,SOUND_BALL_COMMON_BLACK_SQUEAK12,SOUND_BALL_COMMON_BLACK_SQUEAK13,SOUND_BALL_COMMON_BLACK_SQUEAK14,SOUND_BALL_COMMON_BLACK_SQUEAK15,SOUND_BALL_COMMON_BLACK_SQUEAK16"/>
 
  <sound event="drop"         id="SOUND_BALL_GENERIC_MUMBLE1,SOUND_BALL_GENERIC_MUMBLE2,SOUND_BALL_GENERIC_MUMBLE3,SOUND_BALL_GENERIC_MUMBLE4,SOUND_BALL_GENERIC_MUMBLE5,SOUND_BALL_GENERIC_MUMBLE6,SOUND_BALL_GENERIC_MUMBLE7"/>
  <sound event="throw"        id="SOUND_BALL_GENERIC_MUMBLE1,SOUND_BALL_GENERIC_MUMBLE2,SOUND_BALL_GENERIC_MUMBLE3,SOUND_BALL_GENERIC_MUMBLE4,SOUND_BALL_GENERIC_MUMBLE5,SOUND_BALL_GENERIC_MUMBLE6,SOUND_BALL_GENERIC_MUMBLE7"/>
 
  <sound event="bounce"       id="SOUND_BALL_GENERIC_BOUNCE1,SOUND_BALL_GENERIC_BOUNCE2,SOUND_BALL_GENERIC_BOUNCE3,SOUND_BALL_GENERIC_BOUNCE4"/>
  <sound event="land"         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="attach"       id="SOUND_BALL_GENERIC_ATTACH01,SOUND_BALL_GENERIC_ATTACH02,SOUND_BALL_GENERIC_ATTACH03,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="detaching"    id="SOUND_BALL_GENERIC_DETACHING1"/>
  <sound event="detached"     id="SOUND_BALL_GENERIC_ATTACH01,SOUND_BALL_GENERIC_ATTACH02,SOUND_BALL_GENERIC_ATTACH03,SOUND_BALL_GENERIC_DETACHED1"/>
 
  <sound event="snap"         id="SOUND_BALL_GENERIC_SNAP1"/>
 
  <sound event="death"        id="SOUND_BALL_GENERIC_DEATH1,SOUND_BALL_GENERIC_DEATH2,SOUND_BALL_GENERIC_DEATH3,SOUND_BALL_GENERIC_DEATH4,SOUND_BALL_GENERIC_DEATH5"/>
  <sound event="deathfall"    id="SOUND_BALL_GENERIC_DEATH1,SOUND_BALL_GENERIC_DEATH2,SOUND_BALL_GENERIC_DEATH3,SOUND_BALL_GENERIC_DEATH4,SOUND_BALL_GENERIC_DEATH5"/>
 
  <sound event="suction"      id="SOUND_BALL_GENERIC_DETACHED1"/>
  <sound event="exit"         id=""/>
 
</ball>