<?xml version="1.0"?> <powerup> <item name="zipper" icon="zipper_collect.png" /> <item name="bowling" icon="bowling-icon.png" model="bowling.b3d" speed="4.0" min-height="0.2" max-height="1.0" force-updown="1" force-to-target="40" max-distance="25" /> <item name="bubblegum" icon="bubblegum-icon.png" /> <item name="cake" icon="cake-icon.png" model="cake.b3d" speed="50" min-height="0.2" max-height="1.0" force-updown="25" max-distance="90" /> <item name="anchor" icon="anchor-icon.png" model="anchor.b3d" /> <item name="switch" icon="swap-icon.png" /> <item name="swatter" icon="swatter-icon.png" /> <!-- interval: How long a single bounce takes. max-height: The maximum height of a bounce. min-height: Unused mostly, but defines implicitly the starting height (as average of max and min height). target-distance: When the ball is closer than this to the target, it will aim directly at the target. target-max-angle: Once the ball is aiming for its target, it can at most change the angle this much per second(!). time-between-balls: Reduces the frequency with which rubber balls are found to 1 every 'timer' seconds. min-interpolation-distance: how far the control points (which are center of squads) must be from each other. A large value allows smoother turning (no abrupt change of direction), but a large value can result in the ball being off track (e.g. a value of 30 results on the ramp in sand track that the ball goes to the left of the tunnel, bouncing on the pyramid). Quite catastrophal on the startrack and skyline). squash-slowdown: How much karts that are squashed are slowed down. squash-duration: How long karts stay squashed. delete-timer: How long before the ball is removed if no suitable target is found. early-target-factor: the rubber ball can use the relative position of the kart to the center of the track for improved targeting (i.e. the ball will align its relative position to the center of the track early). This allows a lower target-distance to be used since the ball is better aligned, hopefully reducing the frequency of tunneling. --> <item name="rubber-ball" icon="rubber_ball-icon.png" model="rubber_ball.b3d" speed="35.0" scale="1 1 1" interval="1" max-height="4.0" min-height="0" fast-ping-distance="50" early-target-factor="1" target-distance="15" target-max-angle = "90" min-interpolation-distance="5" time-between-balls="15" squash-slowdown="0.5" squash-duration="2" delete-time="5.0" max-height-difference="10" /> <item name="parachute" icon="parachute-icon.png" model="parachute.b3d" /> <item name="plunger" icon="plunger-icon.png" model="plunger.b3d" speed="35" min-height="0.2" max-height="1.0" force-updown="35" force-to-target="15" max-distance="25" /> <!-- Distribution of the items depending on position of the kart (first kart, top 33%, middle 33%, bottom 33% (but not last), last kart. i The order of items must correspond to powerup_manager.hpp. The first line (w=...) corresponds to the weights of getting a single item, the second line (w-multi) to getting three identical items instead of just a single one. E.g. as the first kart, you have 3/8 of a chance to get a single bubble gum, 1/8 to get a bowling ball or switch, and 3/8 to get a triple bubble gum. 'Global' items which affect all karts (switch) should be quite rare, since otherwise the item might be used too often (compared with many items which will only affect a karts or two). --> <!-- bubble cake bowl zipper plunger switch swattr rubber para anvil --> <first w="25 5 15 5 10 10 10 0 0 0" w-multi=" 0 0 5 0 0 0 0 0 0 0" /> <top33 w="30 30 30 30 30 10 10 10 10 0" w-multi=" 0 10 10 0 10 0 0 0 0 0" /> <mid33 w="30 30 30 30 30 10 20 20 20 0" w-multi=" 0 20 20 20 20 0 0 0 0 0" /> <end33 w=" 0 30 30 30 30 10 20 30 30 0" w-multi=" 0 30 30 30 30 0 0 0 0 0" /> <last w=" 0 30 10 90 60 0 10 60 60 0" w-multi=" 0 30 30 100 60 0 0 0 0 0" /> <battle w="10 30 60 0 0 10 30 0 0 0" w-multi=" 0 0 5 0 0 0 0 0 0 0" /> <tuto w=" 0 0 0 0 0 0 0 0 0 0" w-multi=" 0 0 100 0 0 0 0 0 0 0" /> </powerup>