Compare commits

..

3 commits

Author SHA1 Message Date
0bed0b3a3b Add Chat Noir 2022-05-10 21:12:48 +02:00
a55aa9af51 Add *.log to .gitignore 2022-05-10 21:11:54 +02:00
cc5ca93ca7 Update Shimeji-ee 1.0.18 2022-05-10 21:05:32 +02:00
56 changed files with 1358 additions and 129 deletions

2
.gitignore vendored
View file

@ -1,2 +1,2 @@
*.log
*.db

BIN
Shimeji-ee.jar (Stored with Git LFS)

Binary file not shown.

View file

@ -7,6 +7,10 @@ WindowX = Window X
WindowY = Window Y
WindowWidth = Window Width
WindowHeight = Window Height
EnvironmentX = Environment X
EnvironmentY = Environment Y
EnvironmentWidth = Environment W
EnvironmentHeight = Environment H
Error = Error
FailedLoadConfigErrorMessage = Failed to load configuration files.
SeeLogForDetails = See log for more details.
@ -18,6 +22,7 @@ DismissAll = Dismiss All
ChooseShimeji = Choose Shimeji...
ChooseInteractiveWindows = Choose Interactive Windows...
BreedingCloning = Breeding/Cloning
BreedingTransient = Transients
ThrowingWindows = Throwing Windows
SoundEffects = Sound Effects
AllowedBehaviours = Allowed Behaviours
@ -33,6 +38,7 @@ SevereShimejiErrorErrorMessage = Severe Shimeji error.
CallAnother = Call Another
Dismiss = Dismiss
DismissOthers = Dismiss Others
DismissAllOthers = Dismiss All Others
SetBehaviour = Set Behaviour
RevealStatistics = Reveal Statistics
CouldNotSetBehaviourErrorMessage = Could not set behaviour.
@ -138,3 +144,8 @@ ThrowIEFromRight = Throw Window from Right
WalkAndThrowIEFromLeft = Walk and Throw Window from Left
WalkAndThrowIEFromRight = Walk and Throw Window from Right
Scaling = Scaling
Transformation = Transformation
Filter = hqx Filter
Multiscreen = Multiscreen
AlwaysShowShimejiChooser = Always Show Choose Shimeji
ActiveIE = Window Title

View file

@ -7,6 +7,10 @@ WindowX = Window X
WindowY = Window Y
WindowWidth = Window Width
WindowHeight = Window Height
EnvironmentX = Environment X
EnvironmentY = Environment Y
EnvironmentWidth = Environment W
EnvironmentHeight = Environment H
Error = Error
FailedLoadConfigErrorMessage = Failed to load configuration files.
SeeLogForDetails = See log for more details.
@ -18,6 +22,7 @@ DismissAll = Dismiss All
ChooseShimeji = Choose Shimeji...
ChooseInteractiveWindows = Choose Interactive Windows...
BreedingCloning = Breeding/Cloning
BreedingTransient = Transients
ThrowingWindows = Throwing Windows
SoundEffects = Sound Effects
AllowedBehaviours = Allowed Behaviours
@ -25,7 +30,7 @@ Settings = Settings
CloseMenu = Close Menu
Shimeji = Shimeji
ShimejiEE = Shimeji-ee
FailedDisplaySystemTrayErrorMessage = Failed to display system tray.
FailedDisplaySystemTrayErrorMessage = Failed to display system tray icon.
FailedInitialiseFirstActionErrorMessage = Failed to initialise first action.
CouldNotCreateShimejiErrorMessage = Could not create
FailedSetBehaviourErrorMessage = Failed to set behaviour.
@ -33,6 +38,7 @@ SevereShimejiErrorErrorMessage = Severe Shimeji error.
CallAnother = Call Another
Dismiss = Dismiss
DismissOthers = Dismiss Others
DismissAllOthers = Dismiss All Others
SetBehaviour = Set Behaviour
RevealStatistics = Reveal Statistics
CouldNotSetBehaviourErrorMessage = Could not set behaviour.
@ -138,3 +144,8 @@ ThrowIEFromRight = Throw Window from Right
WalkAndThrowIEFromLeft = Walk and Throw Window from Left
WalkAndThrowIEFromRight = Walk and Throw Window from Right
Scaling = Scaling
Transformation = Transformation
Filter = hqx Filter
Multiscreen = Move Between Screens
AlwaysShowShimejiChooser = Always Show Choose Shimeji
ActiveIE = Window Title

View file

@ -1,135 +1,151 @@
# French language file
# by papolux
# default language file
# by Cassyz
Behaviour = Comportement
ShimejiX = Shimeji X
ShimejiY = Shimeji Y
WindowX = Fenêtre X
WindowY = Fenêtre Y
WindowWidth = Fenêtre G
WindowHeight = Fenêtre H
WindowWidth = Largeur de la fenêtre
WindowHeight = Hauteur de la fenêtre
EnvironmentX = Environnement X
EnvironmentY = Environnement Y
EnvironmentWidth = Environnement W
EnvironmentHeight = Environnement H
Error = Erreur
FailedLoadConfigErrorMessage = Échouement de l'initialization du fichier de configuration
SeeLogForDetails = Voir le registre pour plus de détails
CallShimeji = Appeler Shimeji
FollowCursor = Suivre Curseur
ReduceToOne = Réduire a un
RestoreWindows = Restaurer Fenêtre
DismissAll = Renvoyer Tous
ChooseShimeji = Choisir Shimeji...
ChooseInteractiveWindows = Choisir Fenêtres Interactives...
BreedingCloning = Reproduction/Clônage
ThrowingWindows = Lancement de Fenêtres
SoundEffects = Effets Sonore
AllowedBehaviours = Comportements Permis
FailedLoadConfigErrorMessage = Les fichers de configuration n'ont pu être chargés.
SeeLogForDetails = Vérifiez le journal pour plus de détails.
CallShimeji = Appeler un Shimeji
FollowCursor = Suivre la souris
ReduceToOne = Réduire à un
RestoreWindows = Restaurer la fenêtre
DismissAll = Bye bye tout le monde!
ChooseShimeji = Choisir le Shimeji...
ChooseInteractiveWindows = Choisir les fenêtres interactives...
BreedingCloning = Multiplication/Clonage
ThrowingWindows = Lancer les fenêtres
SoundEffects = Effets sonores
AllowedBehaviours = Comportements permis
Settings = Paramètres
CloseMenu = Fermer le menu
FailedDisplaySystemTrayErrorMessage = Échec d'affichage de la barre d'état système.
FailedInitialiseFirstActionErrorMessage = Échec de l'initialzation de la première action.
CouldNotCreateShimejiErrorMessage = Peut pas créer
FailedSetBehaviourErrorMessage = Échec de reglage des comportements.
SevereShimejiErrorErrorMessage = Erreur sévère du Shimeji.
CallAnother = Appeller un Autre
Dismiss = Renvoyer
DismissOthers = Renvoyer Autres
Shimeji = Shimeji
ShimejiEE = Shimeji-ee
FailedDisplaySystemTrayErrorMessage = La barre de notifications ne peut être affichée.
FailedInitialiseFirstActionErrorMessage = La première action n'a pu être initialisée.
CouldNotCreateShimejiErrorMessage = Impossible de créer
FailedSetBehaviourErrorMessage = Le comportement n'a pu être défini.
SevereShimejiErrorErrorMessage = Erreur sérieuse du Shimeji.
CallAnother = En faire apparaître un autre
Dismiss = Retirer
DismissOthers = Retirer les autres
DismissAllOthers = Retirer tous les autres
SetBehaviour = Définir le comportement
RevealStatistics = Révéler Statistiques
CouldNotSetBehaviourErrorMessage = Incapable de regler ce comportment.
CouldNotGetNextBehaviourErrorMessage = Incapable de prendre le prochain comportment.
FailedCreateNewShimejiErrorMessage = Échec de création d'un autre Shimeji
FailedInitialiseFollowingBehaviourErrorMessage = Échec d'initialization du comportment suivant.
VariableEvaluationErrorMessage = Un erreur s'est produite durant l'évaluation de la variable.
FailedDragActionInitialiseErrorMessage = Échec d'initialization de l'action "Dragged".
FailedDropActionInitialiseErrorMessage = Échec d'initialization de l'action "Thrown".
FailedFallingActionInitialiseErrorMessage = Échec d'initialization de l'action "Fall".
FailedInitialiseFollowingActionsErrorMessage = Échec d'initialization des actions suivantes.
FailedClassActionInitialiseErrorMessage = Échec d'initialization de l'action de classe
CannotAccessClassActionErrorMessage = Aucun access à la classes d'action
ClassNotFoundErrorMessage = Classe non-trouvée
UnknownActionTypeErrorMessage = Action inconnue
FailedCreateAnimationErrorMessage = Échec de création d'une animation
FailedParameterEvaluationErrorMessage = Échec d'évaluation du paramètre
NoBehaviourFoundErrorMessage = Aucun comportement correspondant
NoActionFoundErrorMessage = Aucune action correspondant
FailedInitialiseCorrespondingActionErrorMessage = Échec d'initialization de l'action correspondante
FailedConditionEvaluationErrorMessage = Échec d'évaluation de la condition
FailedLoadSoundErrorMessage = Échec de chargement du son
FailedLoadImageErrorMessage = Échec de chargement d'image
DuplicateActionErrorMessage = Action dupliquée detectée
NoCorrespondingActionFoundErrorMessage = Action correspondante non-trouvée
ShimejiImageSetChooser = Sélecteur d'ensembles d'images Shimeji-ee
RevealStatistics = Révéler les statistiques
CouldNotSetBehaviourErrorMessage = Le comportement n'a pu être défini.
CouldNotGetNextBehaviourErrorMessage = Le prochain comportement n'a pu être récupéré.
FailedCreateNewShimejiErrorMessage = Impossible de créer un nouveau Shimeji.
FailedInitialiseFollowingBehaviourErrorMessage = Le comportement suivant n'a pu être initialisé.
VariableEvaluationErrorMessage = Une erreur s'est produite lors de l'évaluation de la variable.
FailedDragActionInitialiseErrorMessage = L'action «Dragged» n'a pu être initialisée.
FailedDropActionInitialiseErrorMessage = L'action «Thrown» n'a pu être initialisée.
FailedFallingActionInitialiseErrorMessage = L'action «Fall» n'a pu être initialisée.
FailedInitialiseFollowingActionsErrorMessage = Les actions suivantes n'ont pu être initialisées.
FailedClassActionInitialiseErrorMessage = La classe de l'action n'a pu être initialisée
CannotAccessClassActionErrorMessage = Impossible d'accéder à la classe de l'action
ClassNotFoundErrorMessage = Class n'a pu être trouvée
UnknownActionTypeErrorMessage = Type d'Action inconnue
FailedCreateAnimationErrorMessage = Une animation n'a pu être créée
FailedParameterEvaluationErrorMessage = Impossible d'évaluer le paramètre
NoBehaviourFoundErrorMessage = Il n'y a aucun comportement correspondant à
NoActionFoundErrorMessage = Il n'y a aucune action correspondant à
FailedInitialiseCorrespondingActionErrorMessage = L'action suivante n'a pu être initialisée:
FailedConditionEvaluationErrorMessage = La condition suivante n'a pu être évaluée:
FailedLoadSoundErrorMessage = Le son suivant n'a pu être chargé:
FailedLoadImageErrorMessage = L'image suivante n'a pu être chargée:
DuplicateActionErrorMessage = Une action en double a été trouvé avec
NoCorrespondingActionFoundErrorMessage = L'action suivante n'a pu être trouvée:
ShimejiImageSetChooser = Sélection d'ensembles d'images Shimeji-ee
SelectImageSetsToUse = Sélectionnez les ensembles d'images à utiliser
UseSelected = Utiliser Sélectionnment
UseAll = Utiliser tous
Cancel = Cancellez
ClearAll = Effacer tous
SelectAll = Sélectionner tous
UseSelected = Utiliser sélection
UseAll = Tout utiliser
Cancel = Annuler
ClearAll = Tout effacer
SelectAll = Tout sélectionner
More = Plus...
ScrollCountIntervalBelowZeroErrorMessage = scrollCount et interval doit être plus que 0
CountsCannotBeNegativeErrorMessage = topFixedCount et bottomFixedCount ne peuvent pas être négatifs.
IntervalBelowZeroErrorMessage = interval doit être plus que 0
ScrollCountErrorMessage = scrollcount doit être plus que 0
ScriptCompilationErrorMessage = Erreur de compilation d'un scripte
ScriptEvaluationErrorMessage = Erreur d'évaluation d'un scripte
ScrollCountIntervalBelowZeroErrorMessage = scrollCount et interval doivent être plus grands que 0
CountsCannotBeNegativeErrorMessage = topFixedCount et bottomFixedCount ne peuvent être négatifs
IntervalBelowZeroErrorMessage = interval doit être plus grand que 0
ScrollCountErrorMessage = scrollCount doit être plus grand que 0
ScriptCompilationErrorMessage = Une erreur s'est produite lors de la compilation d'un script
ScriptEvaluationErrorMessage = Une erreur s'est produite lors de l'évaluation d'un script
SetValueNotSupportedErrorMessage = setValue n'est pas supporté
InteractiveWindows = Fenêtres interactives
InteractiveWindowHintMessage = Entrez votre texte de caption. Aucun charactère / S.V.P.!
AddInteractiveWindow = Ajoutez une fenêtre interactive.
InteractiveWindowHintMessage = Entrez le texte de la légende. Aucun caractère / s'il vous plaît!
AddInteractiveWindow = Ajouter une fenêtre interactive
Add = Ajouter
Remove = Ôtez
Done = Fin
Language = Langage
ChaseMouse = Chasse La Souris
SitAndFaceMouse = Assis-toi Et Fait Face À Souris
SitAndSpinHead = Assis-toi Et Tourne Ta Tête
Remove = Retirer
Done = Terminer
Language = Langue
ChaseMouse = Pourchasse la souris
SitAndFaceMouse = Assois-toi et regarde la souris
SitAndSpinHead = Assois-toi et tourne la tête
Fall = Tombe
Dragged = Traine
Thrown = Lance
Dragged = Balancer
Thrown = Lancer
PullUp = Remonte
Divided = Divise
StandUp = Debout
SitDown = Assis
SitWhileDanglingLegs = Assis En Blançant Les Jambes
LieDown = Couche-Toi
SplitIntoTwo = Divise-Toi En Deux
HoldOntoWall = Tiens Le Mur
FallFromWall = Tombe Du Mur
HoldOntoCeiling = Tiens Le Plafond
FallFromCeiling = Tombe Du Plafond
WalkAlongWorkAreaFloor = Floor Marche Autour Du Plancher De Travail
RunAlongWorkAreaFloor = Cours Autour Du Plancher De Travail
CrawlAlongWorkAreaFloor = Rampe Autour Du Plancher De Travail
WalkLeftAlongFloorAndSit = Marche À Gauche Autour Du Plancher Et Assois-Toi
WalkRightAlongFloorAndSit = Marche À Droite Autour Du Plancher Et Assois-Toi
GrabWorkAreaBottomLeftWall = Accroche-Toi au Mur Bas-Gauche De L'Aire Du Travail
GrabWorkAreaBottomRightWall = Accroche-Toi au Mur Bas-Droite De L'Aire Du Travail
WalkLeftAndSit = Marche À Gauche Et Assois-Toi
WalkRightAndSit = Marche À Droite Et Assois-Toi
WalkAndGrabBottomLeftWall = Marche Et Accroche-toi Au Mur Gauche
WalkAndGrabBottomRightWall = Marche Et Accroche-toi Au Mur Droite
JumpFromBottomOfIE = Saute Du Bas De La Fenêtre
PullUpShimeji = Remonte Shimeji
ClimbHalfwayAlongWall = Monte La Moîté du Mur
ClimbAlongWall = Monte Le Mur
ClimbAlongCeiling = Monte Au Plafond
WalkAlongIECeiling = Marche Sur Le Plafond De La Fenêtre
RunAlongIECeiling = Cours Sur Le Plafond De La Fenêtre
CrawlAlongIECeiling = Rampe Sur Le Plafond De La Fenêtre
SitOnTheLeftEdgeOfIE = Assis-toi Sur Le Coin Gauche De La Fenêtre
SitOnTheRightEdgeOfIE = Assis-toi Sur Le Coin Droite De La Fenêtre
JumpFromLeftEdgeOfIE = Saute Du Bord Gauche De La Fenêtre
JumpFromRightEdgeOfIE = Saute Du Bord Droite De La Fenêtre
WalkLeftAlongIEAndSit = Marche À Gauche Le Long De La Fenêtre
WalkRightAlongIEAndSit = Marche À Droite Le Long De La Fenêtre
WalkLeftAlongIEAndJump = Marche À Gauche Le Long De La Fenêtre Et Saute
WalkRightAlongIEAndJump = Marche À Droite Le Long De La Fenêtre Et Saute
HoldOntoIEWall = Tiens Le Côté De La Fenêtre
ClimbIEWall = Monte Le Côté De La Fenêtre
ClimbIEBottom = Monte Le Bas De La Fenêtre
GrabIEBottomLeftWall = Monte Le Bas-Gauche De La Fenêtre
GrabIEBottomRightWall = Monte Le Bas-Droite De La Fenêtre
JumpFromLeftWall = Saute Du Mur Gauche
JumpFromRightWall = Saute Du Mur Droite
JumpOnIELeftWall = Saute Sur Le Mur Gauche De La Fenêtre
JumpOnIERightWall = Saute Sur Le Mur Droite De La Fenêtre
ThrowIEFromLeft = Lance La Fenêtre De La Gauche
ThrowIEFromRight = Lance La Fenêtre De La Droite
WalkAndThrowIEFromLeft = Marche Et Lance La Fenêtre De La Gauche
WalkAndThrowIEFromRight = Marche Et Lance La Fenêtre De La Droite
Divided = Divise-toi
StandUp = Lève-toi
SitDown = Assois-toi
SitWhileDanglingLegs = Assois-toi et balance tes jambes
LieDown = Couche-toi
SplitIntoTwo = Divise-toi en deux
HoldOntoWall = Accroche-toi au mur
FallFromWall = Tombe du mur
HoldOntoCeiling = Accroche-toi au plafond
FallFromCeiling = Tombe du plafond
WalkAlongWorkAreaFloor = Marche le long de la barre des tâches
RunAlongWorkAreaFloor = Cours le long de la barre des tâches
CrawlAlongWorkAreaFloor = Rampe le long de la barre des tâches
WalkLeftAlongFloorAndSit = Marche vers la gauche de la barre et assois-toi
WalkRightAlongFloorAndSit = Marche vers la droite de la barre et assois-toi
GrabWorkAreaBottomLeftWall = Agrippe le mur à gauche de la barre des tâches
GrabWorkAreaBottomRightWall = Agrippe le mur à droite de la barre des tâches
WalkLeftAndSit = Marche vers la gauche et assis-toi
WalkRightAndSit = Marche vers la droite et assis-toi
WalkAndGrabBottomLeftWall = Marche et agrippe le mur à gauche
WalkAndGrabBottomRightWall = Marche et agrippe le mur à droite
JumpFromBottomOfIE = Saute du bas de la fenêtre
PullUpShimeji = Remonte un Shimeji
ClimbHalfwayAlongWall = Monte jusqu'au milieu du mur
ClimbAlongWall = Grimpe le long du mur
ClimbAlongCeiling = Grimpe le long du plafond
WalkAlongIECeiling = Marche le long du plafond de la fenêtre
RunAlongIECeiling = Cours le long du plafond de la fenêtre
CrawlAlongIECeiling = Rampe le long du plafond de la fenêtre
SitOnTheLeftEdgeOfIE = Assois-toi dans le coin gauche de la fenêtre
SitOnTheRightEdgeOfIE = Assois-toi dans le coin droit de la fenêtre
JumpFromLeftEdgeOfIE = Saute du coin gauche de la fenêtre
JumpFromRightEdgeOfIE = Saute du coin droit de la fenêtre
WalkLeftAlongIEAndSit = Marche vers la gauche le long de la fenêtre et assois-toi
WalkRightAlongIEAndSit = Marche vers la droite le long de la fenêtre et assois-toi
WalkLeftAlongIEAndJump = Marche vers la gauche le long de la fenêtre et saute
WalkRightAlongIEAndJump = Marche vers la droite le long de la fenêtre et saute
HoldOntoIEWall = Accroche-toi au mur de la fenêtre
ClimbIEWall = Grimpe le long du mur de la fenêtre
ClimbIEBottom = Grimpe le long du bas de la fenêtre
GrabIEBottomLeftWall = Agrippe le mur en bas à gauche de la fenêtre
GrabIEBottomRightWall = Agrippe mur en bas à droite de la fenêtre
JumpFromLeftWall = Saute du mur gauche
JumpFromRightWall = Saute du mur droit
JumpOnIELeftWall = Saute sur le mur gauche de la fenêtre
JumpOnIERightWall = Saute sur le mur droit de la fenêtre
ThrowIEFromLeft = Lance la fenêtre à partir de la gauche
ThrowIEFromRight = Lance la fenêtre à partir de la droite
WalkAndThrowIEFromLeft = Marche et lance la fenêtre à partir de la gauche
WalkAndThrowIEFromRight = Marche et lance la fenêtre à partir de la droite
Scaling = Taille
Transformation = Transformation
Filter = Filtre hqx
Multiscreen = Multi-écrans
ReloadMascots= Recharger les mascottes
AlwaysShowShimejiChooser = Toujours me montrer la Sélection de Shimejis
ActiveIE = Titre de la fenêtre

140
conf/language_ja.properties Normal file
View file

@ -0,0 +1,140 @@
# Japanese language file
# by Alpha Iru
Behaviour = 行為
ShimejiX = しめじX座標
ShimejiY = しめじY座標
WindowX = ウインドウX
WindowY = ウインドウY
WindowWidth = ウインドウ幅
WindowHeight = ウインドウ高さ
Error = エラー
FailedLoadConfigErrorMessage = 設定ファイルの読み込みに失敗しました。
SeeLogForDetails = ログファイルにある詳細を御覧ください。
CallShimeji = しめじを呼ぶ
FollowCursor = カーソルを追っかける
ReduceToOne = 一つだけにする
RestoreWindows = ウインドウをもとに戻す
DismissAll = すべて消す
ChooseShimeji = しめじを選ぶ
ChooseInteractiveWindows = 操作用ウインドウを選ぶ
BreedingCloning = 繁殖・クローン
ThrowingWindows = ウインドウを投げる行為
SoundEffects = 効果音
AllowedBehaviours = 許可された行為
Settings = 設定
CloseMenu = メニューを閉じる
Shimeji = しめじ
ShimejiEE = Shimeji-EE
FailedDisplaySystemTrayErrorMessage = システムトレーでの表示に失敗しました。
FailedInitialiseFirstActionErrorMessage = 最初の行動の初期化に失敗しました。
CouldNotCreateShimejiErrorMessage = 次のしめじの作成できませんでした:
FailedSetBehaviourErrorMessage = 行為の設定に失敗しました。
SevereShimejiErrorErrorMessage = 深刻なしめじのエラーが発生しました。
CallAnother = 別のしめじを呼ぶ
Dismiss = 消す
DismissOthers = 他のを全部消す
SetBehaviour = 行為の設定
RevealStatistics = 統計を表示する
CouldNotSetBehaviourErrorMessage = 行為の設定ができませんでした。
CouldNotGetNextBehaviourErrorMessage = 次の行為に移れませんでした。
FailedCreateNewShimejiErrorMessage = 新しいしめじの作成に失敗しました。
FailedInitialiseFollowingBehaviourErrorMessage = 次の行為の初期化に失敗しました。
VariableEvaluationErrorMessage = 変数の評価でエラーが発生しました。
FailedDragActionInitialiseErrorMessage = "Dragged" の動作の初期化に失敗しました。
FailedDropActionInitialiseErrorMessage = "Thrown" の動作の初期化に失敗しました。
FailedFallingActionInitialiseErrorMessage = "Fall" の動作の初期化に失敗しました。
FailedInitialiseFollowingActionsErrorMessage = 以下の動作の初期化に失敗しました。
FailedClassActionInitialiseErrorMessage = 次の動作部類の初期化に失敗しました:
CannotAccessClassActionErrorMessage = 次の動作部類にアクセスできませんでした:
ClassNotFoundErrorMessage = 次の部類が見つかりませんでした:
UnknownActionTypeErrorMessage = 行動型の不明タイプ:
FailedCreateAnimationErrorMessage = 次のアニメーションの作成に失敗しました:
FailedParameterEvaluationErrorMessage = 次の媒介変数の評価に失敗しました:
NoBehaviourFoundErrorMessage = 次と一致する行為がありません:
NoActionFoundErrorMessage = 次と一致する行動がありません:
FailedInitialiseCorrespondingActionErrorMessage = 次のと一致する行動の初期化に失敗しました:
FailedConditionEvaluationErrorMessage = 状況の初期化に失敗しました
FailedLoadSoundErrorMessage = 音の読み込みに失敗しました
FailedLoadImageErrorMessage = 画像の読み込みに失敗しました
DuplicateActionErrorMessage = 重複した行動が見つかりました
NoCorrespondingActionFoundErrorMessage = 一致する行動が見つかりませんでした
ShimejiImageSetChooser = Shimeji-ee イメージセット選択
SelectImageSetsToUse = 使いたいイメージセットを選択してください
UseSelected = 選択した項目を使う
UseAll = 全て使う
Cancel = キャンセル
ClearAll = 全て消す
SelectAll = 全て
More = さらに表示する
ScrollCountIntervalBelowZeroErrorMessage = "scrollCount" と "interval" が0より大きくないといけません
CountsCannotBeNegativeErrorMessage = "topFixedCount" と "bottomFixedCount"は0より小さくなってはいけません
IntervalBelowZeroErrorMessage = "interval" は0より大きくないといけません
ScrollCountErrorMessage = "scrollCount" は0より大きくないといけません
ScriptCompilationErrorMessage = スクリプトを編集中にエラーが発生しました
ScriptEvaluationErrorMessage = スクリプトの評価中にエラーが発生しました
SetValueNotSupportedErrorMessage = setValueはサポートしていません
InteractiveWindows = 操作ウインドウ
InteractiveWindowHintMessage = 分かりやすい見出しをつけてください、「/」とかの特殊な文字は入れないでください。
AddInteractiveWindow = 操作ウインドウを足す
Add = 足す
Remove = 外す
Done = 終わり
Language = 言語
ChaseMouse = マウスを追っかける
SitAndFaceMouse = 座ってマウスに向く
SitAndSpinHead = 座って頭を回す
Fall = 落ちる
Dragged = 引っぱる
Thrown = 投げられる
PullUp = 引き上げる
Divided = 分かれた
StandUp = 立つ
SitDown = 座る
SitWhileDanglingLegs = 足をブラブラさせながら座る
LieDown = 横になる
SplitIntoTwo = 二つに分かれる
HoldOntoWall = 壁に捕まる
FallFromWall = 壁から落ちる
HoldOntoCeiling = 天井に捕まる
FallFromCeiling = 天井から落ちる
WalkAlongWorkAreaFloor = 作業場の床に沿って歩く
RunAlongWorkAreaFloor = 作業場の床に沿って走る
CrawlAlongWorkAreaFloor = 作業場の床に沿って腹ばっていく
WalkLeftAlongFloorAndSit = 床に沿って左に歩いて座る
WalkRightAlongFloorAndSit = 床に沿って右に歩いて座る
GrabWorkAreaBottomLeftWall = 作業場の左下壁に捕まる
GrabWorkAreaBottomRightWall = 作業場の右下壁に捕まる
WalkLeftAndSit = 左に歩いて座る
WalkRightAndSit = 右に歩いて座る
WalkAndGrabBottomLeftWall = 歩いて左下壁に捕まる
WalkAndGrabBottomRightWall = 歩いて右下壁に捕まる
JumpFromBottomOfIE = ウインドウの底からジャンプする
PullUpShimeji = しめじを引き上げる
ClimbHalfwayAlongWall = 壁の半分まで登る
ClimbAlongWall = 壁に沿って登る
ClimbAlongCeiling = 天井に沿って登る
WalkAlongIECeiling = ウインドウの天井に沿って歩く
RunAlongIECeiling = ウインドウの天井に沿って走る
CrawlAlongIECeiling = ウインドウの天井に沿って腹ばっていく
SitOnTheLeftEdgeOfIE = ウインドウの左端に座る
SitOnTheRightEdgeOfIE = ウインドウの右端に座る
JumpFromLeftEdgeOfIE = ウインドウの左端から飛ぶ
JumpFromRightEdgeOfIE = ウインドウの右端から飛ぶ
WalkLeftAlongIEAndSit = ウインドウに沿って左に歩いて座る
WalkRightAlongIEAndSit = ウインドウに沿って右に歩いて座る
WalkLeftAlongIEAndJump = ウインドウに沿って左に歩いてジャンプする
WalkRightAlongIEAndJump = ウインドウに沿って右に歩いてジャンプする
HoldOntoIEWall = 壁に捕まる
ClimbIEWall = ウインドウの壁に登る
ClimbIEBottom = ウインドウの底に捕まる
GrabIEBottomLeftWall = ウインドウ左下の壁に捕まる
GrabIEBottomRightWall = ウインドウ右下の壁に捕まる
JumpFromLeftWall = 左壁からジャンプする
JumpFromRightWall = 右壁からジャンプする
JumpOnIELeftWall = ウインドウの左壁にジャンプする
JumpOnIERightWall = ウインドウの右壁にジャンプする
ThrowIEFromLeft = ウインドウを左から投げる
ThrowIEFromRight = ウインドウを右から投げる
WalkAndThrowIEFromLeft = 歩いてウインドウを左から投げる
WalkAndThrowIEFromRight = 歩いてウインドウを右から投げる
Scaling = 規模拡張

View file

@ -18,6 +18,8 @@ Wall=Wall
Floor=Floor
TargetX=TargetX
TargetY=TargetY
VelocityX=VelocityX
VelocityY=VelocityY
VelocityParam=VelocityParam
InitialVX=InitialVX
InitialVY=InitialVY
@ -33,6 +35,8 @@ BornX=BornX
BornY=BornY
BornBehaviour=BornBehavior
BornMascot=BornMascot
BornInterval=BornInterval
BornTransient=BornTransient
TransformBehaviour=TransformBehavior
TransformMascot=TransformMascot
Affordance=Affordance
@ -60,3 +64,6 @@ Fall=Fall
Dragged=Dragged
Thrown=Thrown
FootX=FootX
FootDX=FootDX
OffsetX=OffsetX
OffsetY=OffsetY

View file

@ -60,3 +60,5 @@ Fall=落下する
Dragged=ドラッグされる
Thrown=投げられる
FootX=footX
OffsetX=端X
OffsetY=端Y

View file

@ -0,0 +1,731 @@
<?xml version="1.0" encoding="UTF-8" ?>
<Mascot xmlns="http://www.group-finity.com/Mascot" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="http://www.group-finity.com/Mascot Mascot.xsd">
<ActionList>
<Action Name="Look" Type="Embedded" Class="com.group_finity.mascot.action.Look" />
<Action Name="Offset" Type="Embedded" Class="com.group_finity.mascot.action.Offset" />
<!-- Standing -->
<Action Name="Stand" Type="Stay" BorderType="Floor">
<Animation>
<Pose Image="/shime1.png" ImageAnchor="64,128" Velocity="0,0" Duration="250" />
</Animation>
</Action>
<Action Name="Walk" Type="Move" BorderType="Floor">
<Animation>
<Pose Image="/shime1.png" ImageAnchor="64,128" Velocity="-2,0" Duration="6" />
<Pose Image="/shime2.png" ImageAnchor="64,128" Velocity="-2,0" Duration="6" />
<Pose Image="/shime1.png" ImageAnchor="64,128" Velocity="-2,0" Duration="6" />
<Pose Image="/shime3.png" ImageAnchor="64,128" Velocity="-2,0" Duration="6" />
</Animation>
</Action>
<Action Name="Run" Type="Move" BorderType="Floor">
<Animation>
<Pose Image="/shime1.png" ImageAnchor="64,128" Velocity="-4,0" Duration="2" />
<Pose Image="/shime2.png" ImageAnchor="64,128" Velocity="-4,0" Duration="2" />
<Pose Image="/shime1.png" ImageAnchor="64,128" Velocity="-4,0" Duration="2" />
<Pose Image="/shime3.png" ImageAnchor="64,128" Velocity="-4,0" Duration="2" />
</Animation>
</Action>
<Action Name="Dash" Type="Move" BorderType="Floor">
<Animation>
<Pose Image="/shime1.png" ImageAnchor="64,128" Velocity="-8,0" Duration="2" />
<Pose Image="/shime2.png" ImageAnchor="64,128" Velocity="-8,0" Duration="2" />
<Pose Image="/shime1.png" ImageAnchor="64,128" Velocity="-8,0" Duration="2" />
<Pose Image="/shime3.png" ImageAnchor="64,128" Velocity="-8,0" Duration="2" />
</Animation>
</Action>
<!-- Sitting -->
<Action Name="Sit" Type="Stay" BorderType="Floor">
<Animation>
<Pose Image="/shime11.png" ImageAnchor="64,128" Velocity="0,0" Duration="250" />
</Animation>
</Action>
<Action Name="SitAndLookUp" Type="Stay" BorderType="Floor">
<Animation>
<Pose Image="/shime26.png" ImageAnchor="64,128" Velocity="0,0" Duration="250" />
</Animation>
</Action>
<Action Name="SitAndLookAtMouse" Type="Stay" BorderType="Floor">
<Animation Condition="#{mascot.environment.cursor.y &lt; mascot.environment.screen.height/2}">
<Pose Image="/shime26.png" ImageAnchor="64,128" Velocity="0,0" Duration="250" />
</Animation>
<Animation>
<Pose Image="/shime11.png" ImageAnchor="64,128" Velocity="0,0" Duration="250" />
</Animation>
</Action>
<Action Name="SleepAction" Type="Animate" BorderType="Floor">
<Animation>
<Pose Image="/shime26.png" ImageAnchor="64,128" Velocity="0,0" Duration="25" />
<Pose Image="/shime27.png" ImageAnchor="64,128" Velocity="0,0" Duration="25" />
<Pose Image="/shime28.png" ImageAnchor="64,128" Velocity="0,0" Duration="45" />
<Pose Image="/shime15.png" ImageAnchor="64,128" Velocity="0,0" Duration="25" />
<Pose Image="/shime16.png" ImageAnchor="64,128" Velocity="0,0" Duration="45" />
<Pose Image="/shime15.png" ImageAnchor="64,128" Velocity="0,0" Duration="25" />
<Pose Image="/shime28.png" ImageAnchor="64,128" Velocity="0,0" Duration="45" />
<Pose Image="/shime15.png" ImageAnchor="64,128" Velocity="0,0" Duration="25" />
<Pose Image="/shime29.png" ImageAnchor="64,128" Velocity="0,0" Duration="25" />
<Pose Image="/shime17.png" ImageAnchor="64,128" Velocity="0,0" Duration="15" />
<Pose Image="/shime29.png" ImageAnchor="64,128" Velocity="0,0" Duration="15" />
<Pose Image="/shime17.png" ImageAnchor="64,128" Velocity="0,0" Duration="15" />
</Animation>
</Action>
<Action Name="SitWithLegsUp" Type="Stay" BorderType="Floor">
<Animation>
<Pose Image="/shime30.png" ImageAnchor="64,112" Velocity="0,0" Duration="250" />
</Animation>
</Action>
<Action Name="SitWithLegsDown" Type="Stay" BorderType="Floor">
<Animation>
<Pose Image="/shime31.png" ImageAnchor="64,112" Velocity="0,0" Duration="250" />
</Animation>
</Action>
<Action Name="SitAndDangleLegs" Type="Stay" BorderType="Floor">
<Animation>
<Pose Image="/shime31.png" ImageAnchor="64,112" Velocity="0,0" Duration="5" />
<Pose Image="/shime32.png" ImageAnchor="64,112" Velocity="0,0" Duration="15" />
<Pose Image="/shime31.png" ImageAnchor="64,112" Velocity="0,0" Duration="5" />
<Pose Image="/shime33.png" ImageAnchor="64,112" Velocity="0,0" Duration="15" />
</Animation>
</Action>
<!-- Laying -->
<Action Name="Sprawl" Type="Stay" BorderType="Floor">
<Animation>
<Pose Image="/shime21.png" ImageAnchor="64,128" Velocity="0,0" Duration="250" />
</Animation>
</Action>
<Action Name="Creep" Type="Move" BorderType="Floor">
<Animation>
<Pose Image="/shime20.png" ImageAnchor="64,128" Velocity="0,0" Duration="28" />
<Pose Image="/shime20.png" ImageAnchor="64,128" Velocity="-2,0" Duration="4" />
<Pose Image="/shime21.png" ImageAnchor="64,128" Velocity="-2,0" Duration="4" />
<Pose Image="/shime21.png" ImageAnchor="64,128" Velocity="-1,0" Duration="4" />
<Pose Image="/shime21.png" ImageAnchor="64,128" Velocity="0,0" Duration="24" />
</Animation>
</Action>
<!-- Ceiling -->
<Action Name="GrabCeiling" Type="Stay" BorderType="Ceiling">
<Animation>
<Pose Image="/shime23.png" ImageAnchor="64,48" Velocity="0,0" Duration="250" />
</Animation>
</Action>
<Action Name="ClimbCeiling" Type="Move" BorderType="Ceiling">
<Animation>
<Pose Image="/shime25.png" ImageAnchor="64,48" Velocity="0,0" Duration="16" />
<Pose Image="/shime25.png" ImageAnchor="64,48" Velocity="-1,0" Duration="4" />
<Pose Image="/shime23.png" ImageAnchor="64,48" Velocity="-1,0" Duration="4" />
<Pose Image="/shime24.png" ImageAnchor="64,48" Velocity="-1,0" Duration="4" />
<Pose Image="/shime24.png" ImageAnchor="64,48" Velocity="0,0" Duration="16" />
<Pose Image="/shime24.png" ImageAnchor="64,48" Velocity="-2,0" Duration="4" />
<Pose Image="/shime23.png" ImageAnchor="64,48" Velocity="-2,0" Duration="4" />
<Pose Image="/shime25.png" ImageAnchor="64,48" Velocity="-2,0" Duration="4" />
</Animation>
</Action>
<!-- Wall -->
<Action Name="GrabWall" Type="Stay" BorderType="Wall">
<Animation>
<Pose Image="/shime13.png" ImageAnchor="64,128" Velocity="0,0" Duration="250" />
</Animation>
</Action>
<Action Name="ClimbWall" Type="Move" BorderType="Wall">
<Animation Condition="#{TargetY &lt; mascot.anchor.y}">
<Pose Image="/shime14.png" ImageAnchor="64,128" Velocity="0,0" Duration="16" />
<Pose Image="/shime14.png" ImageAnchor="64,128" Velocity="0,-1" Duration="4" />
<Pose Image="/shime12.png" ImageAnchor="64,128" Velocity="0,-1" Duration="4" />
<Pose Image="/shime13.png" ImageAnchor="64,128" Velocity="0,-1" Duration="4" />
<Pose Image="/shime13.png" ImageAnchor="64,128" Velocity="0,0" Duration="16" />
<Pose Image="/shime13.png" ImageAnchor="64,128" Velocity="0,-2" Duration="4" />
<Pose Image="/shime12.png" ImageAnchor="64,128" Velocity="0,-2" Duration="4" />
<Pose Image="/shime14.png" ImageAnchor="64,128" Velocity="0,-2" Duration="4" />
</Animation>
<Animation Condition="#{TargetY &gt;= mascot.anchor.y}">
<Pose Image="/shime14.png" ImageAnchor="64,128" Velocity="0,0" Duration="16" />
<Pose Image="/shime14.png" ImageAnchor="64,128" Velocity="0,2" Duration="4" />
<Pose Image="/shime12.png" ImageAnchor="64,128" Velocity="0,2" Duration="4" />
<Pose Image="/shime13.png" ImageAnchor="64,128" Velocity="0,2" Duration="4" />
<Pose Image="/shime13.png" ImageAnchor="64,128" Velocity="0,0" Duration="16" />
<Pose Image="/shime13.png" ImageAnchor="64,128" Velocity="0,1" Duration="4" />
<Pose Image="/shime12.png" ImageAnchor="64,128" Velocity="0,1" Duration="4" />
<Pose Image="/shime14.png" ImageAnchor="64,128" Velocity="0,1" Duration="4" />
</Animation>
</Action>
<!-- IE -->
<Action Name="FallWithIe" Type="Embedded" Class="com.group_finity.mascot.action.FallWithIE"
IeOffsetX="0" IeOffsetY="-64">
<Animation>
<Pose Image="/shime36.png" ImageAnchor="64,128" Velocity="0,0" Duration="250" />
</Animation>
</Action>
<Action Name="WalkWithIe" BorderType="Floor" Type="Embedded" Class="com.group_finity.mascot.action.WalkWithIE"
IeOffsetX="0" IeOffsetY="-64">
<Animation>
<Pose Image="/shime34.png" ImageAnchor="64,128" Velocity="-2,0" Duration="6" />
<Pose Image="/shime35.png" ImageAnchor="64,128" Velocity="-2,0" Duration="6" />
<Pose Image="/shime34.png" ImageAnchor="64,128" Velocity="-2,0" Duration="6" />
<Pose Image="/shime36.png" ImageAnchor="64,128" Velocity="-2,0" Duration="6" />
</Animation>
</Action>
<Action Name="RunWithIe" BorderType="Floor" Type="Embedded" Class="com.group_finity.mascot.action.WalkWithIE"
IeOffsetX="0" IeOffsetY="-64">
<Animation>
<Pose Image="/shime34.png" ImageAnchor="64,128" Velocity="-8,0" Duration="2" />
<Pose Image="/shime35.png" ImageAnchor="64,128" Velocity="-8,0" Duration="2" />
<Pose Image="/shime34.png" ImageAnchor="64,128" Velocity="-8,0" Duration="2" />
<Pose Image="/shime36.png" ImageAnchor="64,128" Velocity="-8,0" Duration="2" />
</Animation>
</Action>
<Action Name="ThrowIe" BorderType="Floor" Type="Embedded" Class="com.group_finity.mascot.action.ThrowIE"
InitialVX="32" InitialVY="-10" Gravity="0.5">
<Animation>
<Pose Image="/shime37.png" ImageAnchor="64,128" Velocity="0,0" Duration="40" />
</Animation>
</Action>
<!-- Falling -->
<Action Name="Jumping" Type="Embedded" Class="com.group_finity.mascot.action.Jump"
VelocityParam="20">
<Animation>
<Pose Image="/shime22.png" ImageAnchor="64,128" Velocity="0,0" Duration="250" />
</Animation>
</Action>
<Action Name="Falling" Type="Embedded" Class="com.group_finity.mascot.action.Fall"
RegistanceX="0.05" RegistanceY="0.1" Gravity="2">
<Animation>
<Pose Image="/shime4.png" ImageAnchor="64,128" Velocity="0,0" Duration="250" />
</Animation>
</Action>
<Action Name="Bouncing" Type="Animate" BorderType="Floor">
<Animation>
<Pose Image="/shime18.png" ImageAnchor="64,128" Velocity="0,0" Duration="4" />
<Pose Image="/shime19.png" ImageAnchor="64,128" Velocity="0,0" Duration="4" />
</Animation>
</Action>
<Action Name="Tripping" Type="Animate" BorderType="Floor">
<Animation>
<Pose Image="/shime19.png" ImageAnchor="64,128" Velocity="-8,0" Duration="8" />
<Pose Image="/shime18.png" ImageAnchor="64,128" Velocity="-4,0" Duration="4" />
<Pose Image="/shime20.png" ImageAnchor="64,128" Velocity="-2,0" Duration="4" />
<Pose Image="/shime20.png" ImageAnchor="64,128" Velocity="0,0" Duration="10" />
<Pose Image="/shime19.png" ImageAnchor="64,104" Velocity="-4,0" Duration="4" />
</Animation>
</Action>
<!-- Dragging -->
<Action Name="Pinched" Type="Embedded" Class="com.group_finity.mascot.action.Dragged">
<Animation Condition="#{FootX &lt; mascot.environment.cursor.x-50}">
<Pose Image="/shime9.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
</Animation>
<Animation Condition="#{FootX &lt; mascot.environment.cursor.x-30}">
<Pose Image="/shime7.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
</Animation>
<Animation Condition="#{FootX &lt; mascot.environment.cursor.x}">
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
</Animation>
<Animation Condition="#{FootX &gt; mascot.environment.cursor.x-10 &amp;&amp; FootX &lt; mascot.environment.cursor.x+10}">
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
</Animation>
<Animation Condition="#{FootX &lt; mascot.environment.cursor.x+30}">
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="5"/>
</Animation>
<Animation Condition="#{FootX &lt; mascot.environment.cursor.x+50}">
<Pose Image="/shime8.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
</Animation>
<Animation Condition="#{FootX &gt;= mascot.environment.cursor.x+30}">
<Pose Image="/shime10.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
</Animation>
</Action>
<Action Name="Resisting" Type="Embedded" Class="com.group_finity.mascot.action.Regist">
<Animation>
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="50" />
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="100" />
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="2" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="2" />
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="2" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="2" />
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="2" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="2" />
<Pose Image="/shime5.png" ImageAnchor="64,128" Velocity="0,0" Duration="2" />
<Pose Image="/shime6.png" ImageAnchor="64,128" Velocity="0,0" Duration="2" />
</Animation>
</Action>
</ActionList>
<!-- Actual Behavior -->
<ActionList>
<!-- ALWAYS REQUIRED -->
<Action Name="Fall" Type="Sequence" Loop="false">
<ActionReference Name="Falling"/>
<Action Type="Select">
<Action Type="Sequence" Condition="${mascot.environment.floor.isOn(mascot.anchor) ||
mascot.environment.activeIE.topBorder.isOn(mascot.anchor) }">
<ActionReference Name="Bouncing"/>
<ActionReference Name="Stand" Duration="${100+Math.random()*100}" />
</Action>
<ActionReference Name="GrabWall" Duration="100" />
</Action>
</Action>
<!-- ALWAYS REQUIRED -->
<Action Name="Dragged" Type="Sequence" Loop="true">
<ActionReference Name="Pinched"/>
<ActionReference Name="Resisting" />
</Action>
<!-- ALWAYS REQUIRED -->
<Action Name="Thrown" Type="Sequence" Loop="false">
<ActionReference Name="Falling" InitialVX="${mascot.environment.cursor.dx}" InitialVY="${mascot.environment.cursor.dy}"/>
<Action Type="Select">
<Action Type="Sequence" Condition="${mascot.environment.floor.isOn(mascot.anchor) || mascot.environment.activeIE.topBorder.isOn(mascot.anchor) }">
<ActionReference Name="Bouncing"/>
<ActionReference Name="Stand" Duration="${100+Math.random()*100}" />
</Action>
<ActionReference Name="GrabWall" Duration="100" />
</Action>
</Action>
<Action Name="StandUp" Type="Sequence" Loop="false">
<ActionReference Name="Stand" Duration="${500+Math.random()*1000}" />
</Action>
<Action Name="SitDown" Type="Sequence" Loop="false">
<ActionReference Name="Sit" Duration="${500+Math.random()*1000}" />
</Action>
<Action Name="LieDown" Type="Sequence" Loop="false">
<ActionReference Name="Sprawl" Duration="${500+Math.random()*1000}" />
</Action>
<Action Name="SitWhileDanglingLegs" Type="Sequence" Loop="false">
<ActionReference Name="SitWithLegsUp" Duration="10" />
<ActionReference Name="SitWithLegsDown" Duration="${100+Math.random()*100}" />
<ActionReference Name="SitAndDangleLegs" Duration="${500+Math.random()*100}" />
<ActionReference Name="SitWithLegsDown" Duration="${100+Math.random()*100}" />
<ActionReference Name="SitWithLegsUp" Duration="10" />
</Action>
<Action Name="HoldOntoWall" Type="Sequence" Loop="false">
<ActionReference Name="GrabWall" Duration="${500+Math.random()*1000}" />
</Action>
<Action Name="FallFromWall" Type="Sequence" Loop="false">
<ActionReference Name="Offset" X="${mascot.lookRight ? -1 : 1}" />
<ActionReference Name="Stand" />
</Action>
<Action Name="HoldOntoCeiling" Type="Sequence" Loop="false">
<ActionReference Name="GrabCeiling" Duration="${500+Math.random()*1000}" />
</Action>
<Action Name="FallFromCeiling" Type="Sequence" Loop="false">
<ActionReference Name="Offset" Y="1" />
<ActionReference Name="Stand" />
</Action>
<Action Name="WalkAlongWorkAreaFloor" Type="Sequence" Loop="false">
<ActionReference Name="Walk" TargetX="${mascot.environment.workArea.left+64+Math.random()*(mascot.environment.workArea.width-128)}" />
</Action>
<Action Name="RunAlongWorkAreaFloor" Type="Sequence" Loop="false">
<ActionReference Name="Run" TargetX="${mascot.environment.workArea.left+64+Math.random()*(mascot.environment.workArea.width-128)}" />
</Action>
<Action Name="CrawlAlongWorkAreaFloor" Type="Sequence" Loop="false">
<ActionReference Name="Creep" TargetX="${mascot.environment.workArea.left+64+Math.random()*(mascot.environment.workArea.width-128)}" />
</Action>
<Action Name="WalkLeftAlongFloorAndSit" Type="Sequence" Loop="false">
<ActionReference Name="Walk" TargetX="${mascot.environment.workArea.left+100+Math.random()*300}" />
<ActionReference Name="Stand" Duration="${20+Math.random()*20}" />
<ActionReference Name="Look" LookRight="true" />
<ActionReference Name="Stand" Duration="${20+Math.random()*20}" />
<ActionReference Name="Sit" Duration="${500+Math.random()*1000}" />
</Action>
<Action Name="WalkRightAlongFloorAndSit" Type="Sequence" Loop="false">
<ActionReference Name="Walk" TargetX="${mascot.environment.workArea.right-100-Math.random()*300}" />
<ActionReference Name="Stand" Duration="${20+Math.random()*20}" />
<ActionReference Name="Look" LookRight="false" />
<ActionReference Name="Stand" Duration="${20+Math.random()*20}" />
<ActionReference Name="Sit" Duration="${500+Math.random()*1000}" />
</Action>
<Action Name="GrabWorkAreaBottomLeftWall" Type="Sequence" Loop="false">
<ActionReference Name="Walk" TargetX="#{mascot.environment.workArea.left}" />
<ActionReference Name="ClimbWall" TargetY="#{mascot.environment.workArea.bottom-64}" />
</Action>
<Action Name="GrabWorkAreaBottomRightWall" Type="Sequence" Loop="false">
<ActionReference Name="Walk" TargetX="#{mascot.environment.workArea.right}" />
<ActionReference Name="ClimbWall" TargetY="#{mascot.environment.workArea.bottom-64}" />
</Action>
<Action Name="WalkLeftAndSit" Type="Sequence" Loop="false">
<ActionReference Name="Run" TargetX="${mascot.environment.workArea.left+100+Math.random()*300}" />
<ActionReference Name="Stand" Duration="${20+Math.random()*20}" />
<ActionReference Name="Look" LookRight="true" />
<ActionReference Name="Stand" Duration="${20+Math.random()*20}" />
<ActionReference Name="Sit" Duration="${500+Math.random()*1000}" />
</Action>
<Action Name="WalkRightAndSit" Type="Sequence" Loop="false">
<ActionReference Name="Run" TargetX="${mascot.environment.workArea.right-100-Math.random()*300}" />
<ActionReference Name="Stand" Duration="${20+Math.random()*20}" />
<ActionReference Name="Look" LookRight="false" />
<ActionReference Name="Stand" Duration="${20+Math.random()*20}" />
<ActionReference Name="Sit" Duration="${500+Math.random()*1000}" />
</Action>
<Action Name="WalkAndGrabBottomLeftWall" Type="Sequence" Loop="false">
<ActionReference Name="Run" TargetX="#{mascot.environment.workArea.left}" />
<ActionReference Name="ClimbWall" TargetY="#{mascot.environment.workArea.bottom-64}" />
</Action>
<Action Name="WalkAndGrabBottomRightWall" Type="Sequence" Loop="false">
<ActionReference Name="Run" TargetX="#{mascot.environment.workArea.right}" />
<ActionReference Name="ClimbWall" TargetY="#{mascot.environment.workArea.bottom-64}" />
</Action>
<Action Name="Jump" Type="Sequence" Loop="false">
<ActionReference Name="Jumping" TargetX="${(mascot.anchor.x*3+mascot.environment.activeIE.left+Math.random()*mascot.environment.activeIE.width)/4}"
TargetY="${mascot.environment.activeIE.bottom}" />
<ActionReference Name="GrabCeiling" Duration="${100+Math.random()*100}" />
</Action>
<Action Name="ClimbHalfwayAlongWall" Type="Sequence" Loop="false">
<ActionReference Name="ClimbWall" TargetY="${mascot.environment.workArea.top+64 + Math.random()*(mascot.environment.workArea.height-128)}" />
</Action>
<Action Name="ClimbAlongWall" Type="Sequence" Loop="false">
<ActionReference Name="ClimbWall" TargetY="#{mascot.environment.workArea.top+64}" />
<ActionReference Name="Offset" Y="-64" />
<ActionReference Name="Look" />
<ActionReference Name="ClimbCeiling" TargetX="${mascot.lookRight ? mascot.environment.workArea.left+Math.random()*100 : mascot.environment.workArea.right-Math.random*100}" />
</Action>
<Action Name="ClimbAlongCeiling" Type="Sequence" Loop="false">
<ActionReference Name="ClimbCeiling" TargetX="${mascot.environment.workArea.left+64+Math.random()*(mascot.environment.workArea.width-128)}" />
</Action>
<Action Name="WalkAlongIECeiling" Type="Sequence" Loop="false">
<ActionReference Name="Walk" TargetX="${mascot.environment.activeIE.left+64+Math.random()*(mascot.environment.activeIE.width-128)}" />
</Action>
<Action Name="RunAlongIECeiling" Type="Sequence" Loop="false">
<ActionReference Name="Run" TargetX="${mascot.environment.activeIE.left+64+Math.random()*(mascot.environment.activeIE.width-128)}" />
</Action>
<Action Name="CrawlAlongIECeiling" Type="Sequence" Loop="false">
<ActionReference Name="Creep" TargetX="${mascot.environment.activeIE.left+64+Math.random()*(mascot.environment.activeIE.width-128)}" />
</Action>
<Action Name="SitOnTheLeftEdgeOfIE" Type="Sequence" Loop="false">
<ActionReference Name="Walk" TargetX="${mascot.environment.activeIE.left+100+Math.random()*300}" />
<ActionReference Name="Stand" Duration="${100+Math.random()*100}" />
<ActionReference Name="Sit" Duration="${500+Math.random()*1000}" />
</Action>
<Action Name="SitOnTheRightEdgeOfIE" Type="Sequence" Loop="false">
<ActionReference Name="Walk" TargetX="${mascot.environment.activeIE.right-100-Math.random()*300}" />
<ActionReference Name="Stand" Duration="${100+Math.random()*100}" />
<ActionReference Name="Sit" Duration="${500+Math.random()*1000}" />
</Action>
<Action Name="JumpFromLeftEdgeOfIE" Type="Sequence" Loop="false">
<ActionReference Name="Walk" TargetX="${mascot.environment.activeIE.left+Math.random()*50}" />
<ActionReference Name="Stand" Duration="${50+Math.random()*50}" />
<ActionReference Name="Falling" InitialVX="${-15-Math.random()*5}" InitialVY="${-20-Math.random()*5}"/>
<ActionReference Name="Bouncing" />
</Action>
<Action Name="JumpFromRightEdgeOfIE" Type="Sequence" Loop="false">
<ActionReference Name="Walk" TargetX="${mascot.environment.activeIE.right-Math.random()*50}" />
<ActionReference Name="Stand" Duration="${50+Math.random()*50}" />
<ActionReference Name="Falling" InitialVX="${15+Math.random()*5}" InitialVY="${-20-Math.random()*5}"/>
<ActionReference Name="Bouncing" />
</Action>
<Action Name="WalkLeftAlongIEAndSit" Type="Sequence" Loop="false">
<ActionReference Name="Run" TargetX="${mascot.environment.activeIE.left+100+Math.random()*300}" />
<ActionReference Name="Stand" Duration="${100+Math.random()*100}" />
<ActionReference Name="Sit" Duration="${500+Math.random()*1000}" />
</Action>
<Action Name="WalkRightAlongIEAndSit" Type="Sequence" Loop="false">
<ActionReference Name="Run" TargetX="${mascot.environment.activeIE.right-100-Math.random()*300}" />
<ActionReference Name="Stand" Duration="${100+Math.random()*100}" />
<ActionReference Name="Sit" Duration="${500+Math.random()*1000}" />
</Action>
<Action Name="WalkLeftAlongIEAndJump" Type="Sequence" Loop="false">
<ActionReference Name="Run" TargetX="${mascot.environment.activeIE.left+Math.random()*50}" />
<ActionReference Name="Falling" InitialVX="${-15-Math.random()*5}" InitialVY="${-20-Math.random()*5}"/>
<ActionReference Name="Bouncing" />
</Action>
<Action Name="WalkRightAlongIEAndJump" Type="Sequence" Loop="false">
<ActionReference Name="Run" TargetX="${mascot.environment.activeIE.right-Math.random()*50}" />
<ActionReference Name="Falling" InitialVX="${15+Math.random()*5}" InitialVY="${-20-Math.random()*5}"/>
<ActionReference Name="Bouncing" />
</Action>
<Action Name="DashIeCeilingLeftEdgeFromJump" Type="Sequence" Loop="false">
<ActionReference Name="Dash" TargetX="${mascot.environment.activeIE.left+Math.random()*20+20}" />
<ActionReference Name="Falling" InitialVX="${-5-Math.random()*2}" InitialVY="${-20-Math.random()*5}"/>
<ActionReference Name="Bouncing" />
</Action>
<Action Name="DashIeCeilingRightEdgeFromJump" Type="Sequence" Loop="false">
<ActionReference Name="Dash" TargetX="${mascot.environment.activeIE.right-Math.random()*20-20}" />
<ActionReference Name="Falling" InitialVX="${5+Math.random()*2}" InitialVY="${-20-Math.random()*5}"/>
<ActionReference Name="Bouncing" />
</Action>
<Action Name="HoldOntoIEWall" Type="Sequence" Loop="false">
<ActionReference Name="ClimbWall" TargetY="${mascot.environment.activeIE.top+64 + Math.random()*(mascot.environment.activeIE.height-128)}" />
</Action>
<Action Name="ClimbIEWall" Type="Sequence" Loop="false">
<ActionReference Name="ClimbWall" TargetY="#{mascot.environment.activeIE.top+64}" />
<ActionReference Name="Offset" Y="-64" />
<ActionReference Name="Sit" Duration="5" />
<ActionReference Name="Stand" Duration="${10+Math.random()*10}" />
<ActionReference Name="Walk" TargetX="${mascot.lookRight ? mascot.environment.activeIE.left+Math.random()*100 : mascot.environment.activeIE.right-Math.random*100}" />
</Action>
<Action Name="ClimbIEBottom" Type="Sequence" Loop="false">
<ActionReference Name="ClimbCeiling" TargetX="${mascot.environment.activeIE.left+64+(Math.random()*mascot.environment.activeIE.width-128)}" />
</Action>
<Action Name="GrabIEBottomLeftWall" Type="Sequence" Loop="false">
<ActionReference Name="ClimbCeiling" TargetX="#{mascot.environment.activeIE.left}" />
<ActionReference Name="Look" />
<ActionReference Name="ClimbWall" TargetY="#{mascot.environment.activeIE.bottom-64}" />
</Action>
<Action Name="GrabIEBottomRightWall" Type="Sequence" Loop="false">
<ActionReference Name="ClimbCeiling" TargetX="#{mascot.environment.activeIE.right}" />
<ActionReference Name="Look" />
<ActionReference Name="ClimbWall" TargetY="#{mascot.environment.activeIE.bottom-64}" />
</Action>
<Action Name="JumpFromLeftWall" Type="Sequence" Loop="false">
<ActionReference Name="Jumping" TargetX="${mascot.environment.workArea.left}" TargetY="${mascot.environment.workArea.bottom-Math.random()*mascot.environment.workArea.height/4}" />
<ActionReference Name="GrabWall" Duration="${100+Math.random()*100}" />
</Action>
<Action Name="JumpFromRightWall" Type="Sequence" Loop="false">
<ActionReference Name="Jumping" TargetX="${mascot.environment.workArea.right}" TargetY="${mascot.environment.workArea.bottom-Math.random()*mascot.environment.workArea.height/4}" />
<ActionReference Name="GrabWall" Duration="${100+Math.random()*100}" />
</Action>
<Action Name="JumpOnIELeftWall" Type="Sequence" Loop="false">
<ActionReference Name="Jumping" TargetX="${mascot.environment.activeIE.left}" TargetY="${mascot.environment.activeIE.bottom-Math.random()*mascot.environment.activeIE.height/4}" />
<ActionReference Name="GrabWall" Duration="${100+Math.random()*100}" />
</Action>
<Action Name="JumpOnIERightWall" Type="Sequence" Loop="false">
<ActionReference Name="Jumping" TargetX="${mascot.environment.activeIE.right}" TargetY="${mascot.environment.activeIE.bottom-Math.random()*mascot.environment.activeIE.height/4}" />
<ActionReference Name="GrabWall" Duration="${100+Math.random()*100}" />
</Action>
<Action Name="ThrowIEFromLeft" Type="Sequence" Loop="false">
<ActionReference Name="Jumping" TargetX="${mascot.environment.activeIE.left}" TargetY="${mascot.environment.activeIE.bottom+64}" />
<ActionReference Name="FallWithIe" />
<ActionReference Name="WalkWithIe" TargetX="#{mascot.environment.workArea.right-400}" />
<ActionReference Name="ThrowIe" />
<ActionReference Name="Stand" Duration="${50+Math.random()*50}" />
<ActionReference Name="Look" />
<ActionReference Name="Stand" Duration="${50+Math.random()*50}" />
</Action>
<Action Name="ThrowIEFromRight" Type="Sequence" Loop="false">
<ActionReference Name="Jumping" TargetX="${mascot.environment.activeIE.right}" TargetY="${mascot.environment.activeIE.bottom+64}" />
<ActionReference Name="FallWithIe" />
<ActionReference Name="WalkWithIe" TargetX="#{mascot.environment.workArea.left+400}" />
<ActionReference Name="ThrowIe" />
<ActionReference Name="Stand" Duration="${50+Math.random()*50}" />
<ActionReference Name="Look" />
<ActionReference Name="Stand" Duration="${50+Math.random()*50}" />
</Action>
<Action Name="WalkAndThrowIEFromRight" Type="Sequence" Loop="false">
<ActionReference Name="Jumping" TargetX="${mascot.environment.activeIE.left}" TargetY="${mascot.environment.activeIE.bottom+64}" />
<ActionReference Name="FallWithIe" />
<ActionReference Name="RunWithIe" TargetX="#{mascot.environment.workArea.right-400}" />
<ActionReference Name="ThrowIe" />
<ActionReference Name="Stand" Duration="${50+Math.random()*50}" />
<ActionReference Name="Look" />
<ActionReference Name="Stand" Duration="${50+Math.random()*50}" />
</Action>
<Action Name="WalkAndThrowIEFromLeft" Type="Sequence" Loop="false">
<ActionReference Name="Jumping" TargetX="${mascot.environment.activeIE.right}" TargetY="${mascot.environment.activeIE.bottom+64}" />
<ActionReference Name="FallWithIe" />
<ActionReference Name="RunWithIe" TargetX="#{mascot.environment.workArea.left+400}" />
<ActionReference Name="ThrowIe" />
<ActionReference Name="Stand" Duration="${50+Math.random()*50}" />
<ActionReference Name="Look" />
<ActionReference Name="Stand" Duration="${50+Math.random()*50}" />
</Action>
<Action Name="ChaseMouse" Type="Sequence" Loop="false">
<Action Type="Sequence" Condition="${mascot.environment.ceiling.isOn(mascot.anchor) || mascot.environment.activeIE.bottomBorder.isOn(mascot.anchor)}">
<ActionReference Name="Offset" Y="1" />
<ActionReference Name="Falling"/>
<ActionReference Name="Bouncing" />
</Action>
<Action Type="Sequence" Condition="${mascot.environment.workArea.leftBorder.isOn(mascot.anchor) || mascot.environment.activeIE.rightBorder.isOn(mascot.anchor)}">
<ActionReference Name="Offset" X="1" />
<ActionReference Name="Falling"/>
<ActionReference Name="Bouncing" />
</Action>
<Action Type="Sequence" Condition="${mascot.environment.workArea.rightBorder.isOn(mascot.anchor) || mascot.environment.activeIE.leftBorder.isOn(mascot.anchor)}">
<ActionReference Name="Offset" X="-1" />
<ActionReference Name="Falling"/>
<ActionReference Name="Bouncing" />
</Action>
<Action Type="Select">
<ActionReference Name="DashIeCeilingLeftEdgeFromJump"
Condition="${mascot.environment.activeIE.topBorder.isOn(mascot.anchor) &amp;&amp;
mascot.anchor.x &lt; (mascot.environment.activeIE.left+mascot.environment.activeIE.right)/2}"/>
<ActionReference Name="DashIeCeilingRightEdgeFromJump"
Condition="${mascot.environment.activeIE.topBorder.isOn(mascot.anchor) &amp;&amp;
mascot.anchor.x &gt;= (mascot.environment.activeIE.left+mascot.environment.activeIE.right)/2}" />
</Action>
<ActionReference Name="Dash" TargetX="${ mascot.anchor.x+(mascot.environment.cursor.x-mascot.anchor.x)*Math.random()/2 }" />
<ActionReference Name="Tripping" Condition="${Math.random() &lt; 0.05}" />
<ActionReference Name="Dash" TargetX="${ mascot.anchor.x+(mascot.environment.cursor.x-mascot.anchor.x)*Math.random() }" />
<ActionReference Name="Tripping" Condition="${Math.random() &lt; 0.05}" />
<ActionReference Name="Dash" TargetX="#{mascot.environment.cursor.x+Gap}"
Gap="${ mascot.anchor.x &lt; mascot.environment.cursor.x ?
-Math.min( mascot.environment.cursor.x-mascot.anchor.x, Math.random()*200) :
Math.min( mascot.anchor.x-mascot.environment.cursor.x, Math.random()*200 ) }" />
<ActionReference Name="Look" LookRight="${mascot.anchor.x &lt; mascot.environment.cursor.x}" />
</Action>
<Action Name="SitAndFaceCursor" Type="Sequence" Loop="false">
<ActionReference Name="SitAndLookAtMouse" Duration="${10+Math.random()*10}" />
<ActionReference Name="Look" LookRight="${mascot.anchor.x &lt; mascot.environment.cursor.x}" />
<ActionReference Name="SitAndLookAtMouse" Duration="${10+Math.random()*10}" />
<ActionReference Name="Look" LookRight="${mascot.anchor.x &lt; mascot.environment.cursor.x}" />
<ActionReference Name="SitAndLookAtMouse" Duration="${10+Math.random()*10}" />
<ActionReference Name="Look" LookRight="${mascot.anchor.x &lt; mascot.environment.cursor.x}" />
<ActionReference Name="SitAndLookAtMouse" Duration="${10+Math.random()*10}" />
<ActionReference Name="Look" LookRight="${mascot.anchor.x &lt; mascot.environment.cursor.x}" />
<ActionReference Name="SitAndLookAtMouse" Duration="${10+Math.random()*10}" />
<ActionReference Name="Look" LookRight="${mascot.anchor.x &lt; mascot.environment.cursor.x}" />
<ActionReference Name="SitAndLookAtMouse" Duration="${10+Math.random()*10}" />
<ActionReference Name="Look" LookRight="${mascot.anchor.x &lt; mascot.environment.cursor.x}" />
<ActionReference Name="SitAndLookAtMouse" Duration="${10+Math.random()*10}" />
<ActionReference Name="Look" LookRight="${mascot.anchor.x &lt; mascot.environment.cursor.x}" />
<ActionReference Name="SitAndLookAtMouse" Duration="${10+Math.random()*10}" />
<ActionReference Name="Look" LookRight="${mascot.anchor.x &lt; mascot.environment.cursor.x}" />
<ActionReference Name="SitAndLookAtMouse" Duration="${10+Math.random()*10}" />
<ActionReference Name="Look" LookRight="${mascot.anchor.x &lt; mascot.environment.cursor.x}" />
<ActionReference Name="SitAndLookAtMouse" Duration="${10+Math.random()*10}" />
<ActionReference Name="Look" LookRight="${mascot.anchor.x &lt; mascot.environment.cursor.x}" />
</Action>
<Action Name="Sleep" Type="Sequence" Loop="false">
<ActionReference Name="SleepAction" />
</Action>
<Action Name="PullUpCat1" Type="Embedded" Class="com.group_finity.mascot.action.Breed"
BornX="-32" BornY="96" BornBehavior="PullUp">
<Animation>
<Pose Image="/shime1.png" ImageAnchor="64,128" Velocity="0,0" Duration="16" />
<Pose Image="/shime38.png" ImageAnchor="96,128" Velocity="0,0" Duration="4" />
<Pose Image="/shime39.png" ImageAnchor="96,128" Velocity="0,0" Duration="40" />
<Pose Image="/shime40.png" ImageAnchor="96,128" Velocity="0,0" Duration="40" />
<Pose Image="/shime41.png" ImageAnchor="96,128" Velocity="0,0" Duration="40" />
</Animation>
</Action>
<Action Name="PullUpCat2" Type="Animate">
<Animation>
<Pose Image="/shime9.png" ImageAnchor="32,128" Velocity="20,-20" Duration="1" />
<Pose Image="/shime9.png" ImageAnchor="32,128" Velocity="20,-10" Duration="1" />
<Pose Image="/shime9.png" ImageAnchor="32,128" Velocity="20,-5" Duration="1" />
</Animation>
</Action>
<Action Name="PullUpCat" Type="Sequence">
<ActionReference Name="PullUpCat1" />
<ActionReference Name="PullUpCat2" />
<ActionReference Name="Falling" InitialVX="${mascot.lookRight ? -20 : 20}"/>
<ActionReference Name="Bouncing" />
<ActionReference Name="Sprawl" Duration="40" />
</Action>
<Action Name="PullUp" Type="Sequence">
<ActionReference Name="Falling" InitialVX="${mascot.lookRight ? 10 : -10}" InitialVY="-40"/>
<ActionReference Name="Bouncing" />
</Action>
<Action Name="Divide1" Type="Embedded" Class="com.group_finity.mascot.action.Breed"
BornX="-16" BornY="0" BornBehavior="Divided">
<Animation>
<Pose Image="/shime42.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime43.png" ImageAnchor="64,128" Velocity="0,0" Duration="2" />
<Pose Image="/shime44.png" ImageAnchor="64,128" Velocity="0,0" Duration="2" />
<Pose Image="/shime45.png" ImageAnchor="64,128" Velocity="0,0" Duration="5" />
<Pose Image="/shime46.png" ImageAnchor="64,128" Velocity="0,0" Duration="20" />
</Animation>
</Action>
<Action Name="Detransform" Type="Sequence">
<ActionReference Name="Divide1" />
<ActionReference Name="Offset" X="16" />
<ActionReference Name="Look" />
<ActionReference Name="Divided" />
</Action>
<Action Name="Divided" Type="Sequence">
<ActionReference Name="Falling" InitialVX="${mascot.lookRight ? 10 : -10}" InitialVY="-5"/>
<ActionReference Name="Bouncing" />
</Action>
</ActionList>
</Mascot>

View file

@ -0,0 +1,173 @@
<?xml version="1.0" encoding="UTF-8" ?>
<Mascot xmlns="http://www.group-finity.com/Mascot" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="http://www.group-finity.com/Mascot Mascot.xsd">
<BehaviorList>
<!-- ALWAYS REQUIRED -->
<Behavior Name="ChaseMouse" Frequency="0" Hidden="true">
<NextBehavior Add="false">
<BehaviorReference Name="SitAndFaceCursor" Frequency="1" />
</NextBehavior>
</Behavior>
<Behavior Name="SitAndFaceCursor" Frequency="0">
<NextBehavior Add="false">
<BehaviorReference Name="SitAndFaceCursor" Frequency="100" />
<BehaviorReference Name="SitDown" Frequency="1" />
<BehaviorReference Name="SitWhileDanglingLegs" Frequency="1" />
</NextBehavior>
</Behavior>
<Behavior Name="Sleep" Frequency="0">
<NextBehavior Add="false">
<BehaviorReference Name="SitAndFaceCursor" Frequency="1" />
</NextBehavior>
</Behavior>
<!-- ALWAYS REQUIRED -->
<Behavior Name="Fall" Frequency="0" Hidden="true" />
<!-- ALWAYS REQUIRED -->
<Behavior Name="Dragged" Frequency="0" Hidden="true" />
<!-- ALWAYS REQUIRED -->
<Behavior Name="Thrown" Frequency="0" Hidden="true" />
<Behavior Name="PullUp" Frequency="0" Hidden="true" />
<Behavior Name="Divided" Frequency="0" Hidden="true" />
<!-- On the Floor -->
<Condition Condition="#{mascot.environment.floor.isOn(mascot.anchor) || mascot.environment.activeIE.topBorder.isOn(mascot.anchor)}">
<Behavior Name="StandUp" Frequency="200" Hidden="true" />
<Behavior Name="SitDown" Frequency="200">
<NextBehavior Add="true">
<BehaviorReference Name="SitWhileDanglingLegs" Frequency="100" />
<BehaviorReference Name="LieDown" Frequency="100" />
</NextBehavior>
</Behavior>
<Behavior Name="SitWhileDanglingLegs" Frequency="0" />
<Behavior Name="LieDown" Frequency="0">
<NextBehavior Add="false">
<BehaviorReference Name="SitDown" Frequency="100" />
<BehaviorReference Name="CrawlAlongIECeiling" Frequency="100" Condition="${mascot.environment.activeIE.topBorder.isOn(mascot.anchor)}" Hidden="true" />
<BehaviorReference Name="CrawlAlongWorkAreaFloor" Frequency="100" Condition="${mascot.environment.floor.isOn(mascot.anchor)}" />
</NextBehavior>
</Behavior>
<Behavior Name="Detransform" Frequency="50" Condition="#{mascot.totalCount &lt; 50}" />
</Condition>
<!-- On the Wall -->
<Condition Condition="#{ mascot.lookRight ? (
mascot.environment.workArea.rightBorder.isOn(mascot.anchor) ||
mascot.environment.activeIE.leftBorder.isOn(mascot.anchor) ) : (
mascot.environment.workArea.leftBorder.isOn(mascot.anchor) ||
mascot.environment.activeIE.rightBorder.isOn(mascot.anchor) ) }">
<Behavior Name="HoldOntoWall" Frequency="100" Hidden="true" />
<Behavior Name="FallFromWall" Frequency="50" Condition="${!mascot.environment.floor.isOn(mascot.anchor)}" Hidden="true" />
</Condition>
<!-- On the Ceiling -->
<Condition Condition="#{mascot.environment.ceiling.isOn(mascot.anchor) || mascot.environment.activeIE.bottomBorder.isOn(mascot.anchor)}">
<Behavior Name="HoldOntoCeiling" Frequency="100" Hidden="true" />
<Behavior Name="FallFromCeiling" Frequency="50" Hidden="true" />
</Condition>
<!-- On Work Area Floor -->
<Condition Condition="#{mascot.environment.floor.isOn(mascot.anchor)}">
<Behavior Name="WalkAlongWorkAreaFloor" Frequency="100" Hidden="true" />
<Behavior Name="RunAlongWorkAreaFloor" Frequency="100" Hidden="true" />
<Behavior Name="CrawlAlongWorkAreaFloor" Frequency="10">
<NextBehavior Add="false">
<!-- Finished Crawling -->
<BehaviorReference Name="LieDown" Frequency="1" />
</NextBehavior>
</Behavior>
<Behavior Name="WalkLeftAlongFloorAndSit" Frequency="100" Hidden="true" />
<Behavior Name="WalkRightAlongFloorAndSit" Frequency="100" Hidden="true" />
<Behavior Name="GrabWorkAreaBottomLeftWall" Frequency="100" Hidden="true" />
<Behavior Name="GrabWorkAreaBottomRightWall" Frequency="100" Hidden="true" />
<Behavior Name="WalkLeftAndSit" Frequency="100" Hidden="true" />
<Behavior Name="WalkRightAndSit" Frequency="100" Hidden="true" />
<Behavior Name="WalkAndGrabBottomLeftWall" Frequency="100" />
<Behavior Name="WalkAndGrabBottomRightWall" Frequency="100" />
<Behavior Name="Jump" Frequency="50" Condition="#{mascot.anchor.x &gt;= mascot.environment.activeIE.left &amp;&amp;
mascot.anchor.x &lt; mascot.environment.activeIE.right}" />
<Behavior Name="PullUpCat" Frequency="50" Condition="#{mascot.totalCount &lt; 50}" />
</Condition>
<!-- On Work Area Facing the Wall -->
<Condition Condition="#{mascot.lookRight ? mascot.environment.workArea.rightBorder.isOn(mascot.anchor) :
mascot.environment.workArea.leftBorder.isOn(mascot.anchor)}">
<Behavior Name="ClimbHalfwayAlongWall" Frequency="100" Hidden="true" />
<Behavior Name="ClimbAlongWall" Frequency="100" />
</Condition>
<!-- On Work Area Top Facing -->
<Condition Condition="#{mascot.environment.ceiling.isOn(mascot.anchor)}">
<Behavior Name="ClimbAlongCeiling" Frequency="100" Hidden="true" />
</Condition>
<!-- On Top of IE -->
<Condition Condition="#{mascot.environment.activeIE.topBorder.isOn(mascot.anchor)}">
<Behavior Name="WalkAlongIECeiling" Frequency="100" Hidden="true" />
<Behavior Name="RunAlongIECeiling" Frequency="100" Hidden="true" />
<Behavior Name="CrawlAlongIECeiling" Frequency="10" Hidden="true">
<NextBehavior Add="false">
<!-- Finished Crawling -->
<BehaviorReference Name="LieDown" Frequency="1" />
</NextBehavior>
</Behavior>
<Behavior Name="SitOnTheLeftEdgeOfIE" Frequency="100" Hidden="true" />
<Behavior Name="SitOnTheRightEdgeOfIE" Frequency="100" Hidden="true" />
<Behavior Name="JumpFromLeftEdgeOfIE" Frequency="100" Hidden="true" />
<Behavior Name="JumpFromRightEdgeOfIE" Frequency="100" Hidden="true" />
<Behavior Name="WalkLeftAlongIEAndSit" Frequency="100" Hidden="true" />
<Behavior Name="WalkRightAlongIEAndSit" Frequency="100" Hidden="true" />
<Behavior Name="WalkLeftAlongIEAndJump" Frequency="100" Hidden="true" />
<Behavior Name="WalkRightAlongIEAndJump" Frequency="100" Hidden="true" />
</Condition>
<!-- On IE's Side -->
<Condition Condition="#{mascot.lookRight ? mascot.environment.activeIE.leftBorder.isOn(mascot.anchor) :
mascot.environment.activeIE.rightBorder.isOn(mascot.anchor)}">
<Behavior Name="HoldOntoIEWall" Frequency="100" Hidden="true" />
<Behavior Name="ClimbIEWall" Frequency="100" Hidden="true" />
</Condition>
<!-- On the Bottom of IE -->
<Condition Condition="#{mascot.environment.activeIE.bottomBorder.isOn(mascot.anchor)}">
<Behavior Name="ClimbIEBottom" Frequency="100" Hidden="true" />
<Behavior Name="GrabIEBottomLeftWall" Frequency="100" Hidden="true" />
<Behavior Name="GrabIEBottomRightWall" Frequency="100" Hidden="true" />
</Condition>
<Behavior Name="JumpFromLeftWall" Frequency="50" Condition="#{!mascot.environment.workArea.leftBorder.isOn(mascot.anchor) &amp;&amp;
mascot.anchor.x &lt; mascot.environment.workArea.left+400 &amp;&amp;
Math.abs(mascot.environment.workArea.bottom-mascot.anchor.y) &lt;mascot.environment.workArea.height/4}" Hidden="true" />
<Behavior Name="JumpFromRightWall" Frequency="50" Condition="#{!mascot.environment.workArea.rightBorder.isOn(mascot.anchor) &amp;&amp;
mascot.anchor.x &gt;= mascot.environment.workArea.right-400 &amp;&amp;
Math.abs(mascot.environment.workArea.bottom-mascot.anchor.y) &lt;mascot.environment.workArea.height/4}" Hidden="true" />
<!-- IE Is Visible -->
<Condition Condition="#{mascot.environment.activeIE.visible}">
<Behavior Name="JumpOnIELeftWall" Frequency="50" Condition="#{mascot.anchor.x &lt; mascot.environment.activeIE.left &amp;&amp;
Math.abs(mascot.environment.activeIE.bottom-mascot.anchor.y) &lt;mascot.environment.activeIE.height/4}" Hidden="true" />
<Behavior Name="JumpOnIERightWall" Frequency="50" Condition="#{mascot.anchor.x &gt; mascot.environment.activeIE.right &amp;&amp;
Math.abs(mascot.environment.activeIE.bottom-mascot.anchor.y) &lt;mascot.environment.activeIE.height/4}" Hidden="true" />
<Behavior Name="ThrowIEFromLeft" Frequency="20" Condition="#{mascot.environment.activeIE.bottom &lt; mascot.anchor.y-64 &amp;&amp;
mascot.anchor.x &lt; mascot.environment.activeIE.left}" />
<Behavior Name="ThrowIEFromRight" Frequency="20" Condition="#{mascot.environment.activeIE.bottom &lt; mascot.anchor.y-64 &amp;&amp;
mascot.anchor.x &gt; mascot.environment.activeIE.right}" />
<Behavior Name="WalkAndThrowIEFromRight" Frequency="20" Condition="#{mascot.environment.activeIE.bottom &lt; mascot.anchor.y-64 &amp;&amp;
mascot.anchor.x &lt; mascot.environment.activeIE.left}" />
<Behavior Name="WalkAndThrowIEFromLeft" Frequency="20" Condition="#{mascot.environment.activeIE.bottom &lt; mascot.anchor.y-64 &amp;&amp;
mascot.anchor.x &gt; mascot.environment.activeIE.right}" />
</Condition>
</BehaviorList>
</Mascot>

BIN
img/Chat Noir/shime1.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime10.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime11.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime12.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime13.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime14.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime15.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime16.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime17.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime18.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime19.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime2.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime20.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime21.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime22.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime23.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime24.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime25.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime26.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime27.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime28.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime29.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime3.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime30.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime31.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime32.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime33.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime34.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime35.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime36.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime37.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime38.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime39.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime4.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime40.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime41.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime42.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime43.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime44.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime45.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime46.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime5.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime6.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime7.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime8.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
img/Chat Noir/shime9.png (Stored with Git LFS) Normal file

Binary file not shown.