3c8d1e896a
player currently at front) it will disappear after a given time (atm 5 seconds). 2) If the ball overtakes the target it will now be deleted. 3) Fixed ball sometimes turning in the wrong direcftion when trying to hit a kart. 4) Some refactoring to make functions smaller. 5) Removed left-over debug code. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9945 178a84e3-b1eb-0310-8ba1-8eac791a3b58
93 lines
4.9 KiB
XML
93 lines
4.9 KiB
XML
<?xml version="1.0"?>
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<powerup>
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<item name="zipper" icon="zipper_collect.png" />
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<item name="bowling" icon="bowling-icon.png"
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model="bowling.b3d" speed="4.0"
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min-height="0.2" max-height="1.0"
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force-updown="1" force-to-target="40"
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max-distance="25" />
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<item name="bubblegum" icon="bubblegum-icon.png" />
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<item name="cake" icon="cake-icon.png"
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model="cake.b3d" speed="50"
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min-height="0.2" max-height="1.0"
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force-updown="25" max-distance="90" />
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<item name="anchor" icon="anchor-icon.png"
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model="anchor.b3d" />
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<item name="switch" icon="swap-icon.png" />
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<item name="swatter" icon="swatter-icon.png" />
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<!-- interval: How long a single bounce takes.
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max-height: The maximum height of a bounce.
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min-height: Unused mostly, but defines implicitly
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the starting height (as average of
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max and min height).
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target-distance: When the ball is closer than
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this to the target, it will aim
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directly at the target.
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target-max-angle: Once the ball is aiming for its
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target, it can at most change the angle
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this much per second(!).
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min-interpolation-distance: how far the control
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points (which are center of squads)
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must be from each other. A large value
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allows smoother turning (no abrupt
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change of direction), but a large
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value can result in the ball being
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off track (e.g. a value of 30 results
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on the ramp in sand track that the
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ball goes to the left of the tunnel,
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bouncing on the pyramid). Quite
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catastrophal on the startrack and
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skyline).
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squash-slowdown: How much karts that are
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squashed are slowed down.
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squash-duration: How long karts stay squashed.
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delete-timer: How long before the ball is removed
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if no suitable target is found.
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-->
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<item name="rubber-ball" icon="rubber_ball-icon.png"
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model="rubber_ball.b3d" speed="35.0"
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scale="1 1 1" interval="1"
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max-height="4.0" min-height="0"
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target-distance="50" target-max-angle = "90"
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min-interpolation-distance="10"
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squash-slowdown="0.5" squash-duration="3"
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delete-time="5.0" />
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<item name="parachute" icon="parachute-icon.png"
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model="parachute.b3d" />
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<item name="plunger" icon="plunger-icon.png"
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model="plunger.b3d" speed="35"
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min-height="0.2" max-height="1.0"
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force-updown="35" force-to-target="15"
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max-distance="25" />
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<!-- Distribution of the items depending on position of the
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kart (first kart, top 33%, middle 33%, bottom 33% (but
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not last), last kart. i
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The order of items must correspond to powerup_manager.hpp.
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The first line (w=...) corresponds to the weights of
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getting a single item, the second line (w-multi) to
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getting three identical items instead of just a single one.
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E.g. as the first kart, you have 3/8 of a chance to get
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a single bubble gum, 1/8 to get a bowling ball or switch,
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and 3/8 to get a triple bubble gum.
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'Global' items which affect all karts (switch) should
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be quite rare, since otherwise the item might be used
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too often (compared with many items which will only
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affect a karts or two). -->
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<!-- bubble cake bowl zipper plunger switch swattr rubber para anvil -->
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<first w="25 5 15 5 10 10 10 0 0 0"
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w-multi=" 0 0 5 0 0 0 0 0 0 0" />
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<top33 w="30 30 30 30 30 10 10 10 10 0"
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w-multi=" 0 10 10 0 10 0 0 0 0 0" />
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<mid33 w="30 30 30 30 30 10 20 20 20 5"
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w-multi=" 0 20 20 20 20 0 0 0 5 0" />
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<end33 w=" 0 30 30 30 30 10 20 30 30 30"
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w-multi=" 0 30 30 30 30 0 0 0 20 0" />
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<last w=" 0 30 30 60 60 0 40 60 60 60"
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w-multi=" 0 30 30 60 60 0 0 0 0 0" />
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<battle w=" 0 30 60 0 0 10 30 0 0 0"
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w-multi=" 0 0 5 0 0 0 0 0 0 0" />
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</powerup>
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