common_albino
Used by
The standard albino ball used in a few levels. Uniquely, it has four arms.
<ball name="common_albino" shape="circle,36,0.25" mass="40" towermass="7.5" strands="4" walkspeed="0.1" climbspeed="2.0" speedvariance="0.2" detachable="false" blinkcolor="0,0,0" jump="0,0.8" > <marker drag="IMAGE_BALL_COMMON_ALBINO_DRAGMARKER_P1" detach="IMAGE_BALL_COMMON_ALBINO_DRAGMARKER_P1" rotspeed="2"/> <shadow image="IMAGE_BALL_COMMON_ALBINO_SHADOWGLOW" additive="true"/> <strand type="spring" image="IMAGE_BALL_COMMON_ALBINO_STRAND" inactiveimage="IMAGE_BALL_GENERIC_ARM_INACTIVE" springconstmin="6" springconstmax="6" dampfac="0.9" maxlen2="140" maxlen1="200" maxforce="600" minlen="75"/> <detachstrand image="IMAGE_BALL_COMMON_ALBINO_STRAND" maxlen="60" /> <particles id="sleepyZzz" states="sleeping" overball="true" /> <splat image="IMAGE_BALL_COMMON_ALBINO_SPLAT1,IMAGE_BALL_COMMON_ALBINO_SPLAT2"/> <part name="body" layer="1" x="0" y="0" image="IMAGE_BALL_COMMON_ALBINO_BODY" stretch="16,2,0.5" scale="0.65765625"/> <part name="hilite1" layer="2" x="-5,0" y="6,10" image="IMAGE_BALL_GENERIC_HILITE1" state="attached" scale="0.5" /> <part name="hilite2" layer="2" x="-10,-6" y="0,5" image="IMAGE_BALL_GENERIC_HILITE2" state="attached" scale="0.5" /> <part name="lefteye" layer="2" rotate="true" x="-12,-8" y="-3,3" xrange="-18,0" yrange="-12,12" image="IMAGE_BALL_COMMON_ALBINO_EYEBLACK1,IMAGE_BALL_COMMON_ALBINO_EYEBLACK2,IMAGE_BALL_COMMON_ALBINO_EYEBLACK3" state="climbing,walking,falling,dragging,detaching,standing,tank" scale="0.85" /> <part name="righteye" layer="2" rotate="true" x="8,12" y="-3,3" xrange="0,18" yrange="-12,12" image="IMAGE_BALL_COMMON_ALBINO_EYEBLACK1,IMAGE_BALL_COMMON_ALBINO_EYEBLACK2,IMAGE_BALL_COMMON_ALBINO_EYEBLACK3" state="climbing,walking,falling,dragging,detaching,standing,tank" scale="0.85" /> <!-- 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> <!-- 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_ALBINO_SQUEAK01,SOUND_BALL_COMMON_ALBINO_SQUEAK02,SOUND_BALL_COMMON_ALBINO_SQUEAK03,SOUND_BALL_COMMON_ALBINO_SQUEAK04,SOUND_BALL_COMMON_ALBINO_SQUEAK05,SOUND_BALL_COMMON_ALBINO_SQUEAK06,SOUND_BALL_COMMON_ALBINO_SQUEAK07,SOUND_BALL_COMMON_ALBINO_SQUEAK08,SOUND_BALL_COMMON_ALBINO_SQUEAK09,SOUND_BALL_COMMON_ALBINO_SQUEAK10,SOUND_BALL_COMMON_ALBINO_SQUEAK11,SOUND_BALL_COMMON_ALBINO_SQUEAK12,SOUND_BALL_COMMON_ALBINO_SQUEAK13,SOUND_BALL_COMMON_ALBINO_SQUEAK14,SOUND_BALL_COMMON_ALBINO_SQUEAK15,SOUND_BALL_COMMON_ALBINO_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>