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Mascot.xsd
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<?xml version="1.0" encoding="UTF-8"?>
<schema targetNamespace="http://www.group-finity.com/Mascot" elementFormDefault="qualified"
xmlns="http://www.w3.org/2001/XMLSchema" xmlns:tns="http://www.group-finity.com/Mascot">
<element name="Mascot" type="tns:Mascot"/>
<complexType name="Mascot">
<annotation>
<documentation>The root of the Mascot XML.</documentation>
</annotation>
<sequence>
<element name="Information" type="tns:Information" minOccurs="0" maxOccurs="unbounded"/>
<element name="Constant" type="tns:Constant" minOccurs="0" maxOccurs="unbounded"/>
<element name="ActionList" type="tns:ActionList" minOccurs="0" maxOccurs="unbounded"/>
<element name="BehaviorList" type="tns:BehaviorList" minOccurs="0" maxOccurs="unbounded"/>
</sequence>
</complexType>
<complexType name="Information">
<annotation>
<documentation>
Optional information and metadata for the mascot.
Should be defined in "conf/info.xml", "conf/[image_set]/info.xml", or "img/[image_set]/conf/info.xml".
Can be defined more than once in one file.
</documentation>
</annotation>
<sequence>
<element name="Name" type="string" minOccurs="0" maxOccurs="unbounded">
<annotation>
<documentation>
The name displayed for the mascot on the image set chooser. Defaults to the name of the image
set's folder.
</documentation>
</annotation>
</element>
<element name="PreviewImage" type="string" minOccurs="0" maxOccurs="unbounded" default="shime1.png">
<annotation>
<documentation>
The path to the image to display for the mascot on the image set chooser. Defaults to
"shime1.png".
</documentation>
</annotation>
</element>
<element name="SplashImage" type="string" minOccurs="0" maxOccurs="unbounded">
<annotation>
<documentation>
The path to the image to display on this mascot's information window.
Must be defined for the information window to appear.
</documentation>
</annotation>
</element>
<element name="Artist" type="tns:Contributor" minOccurs="0" maxOccurs="unbounded">
<annotation>
<documentation>The artist(s) who drew the art for this mascot.</documentation>
</annotation>
</element>
<element name="Scripter" type="tns:Contributor" minOccurs="0" maxOccurs="unbounded">
<annotation>
<documentation>The scripter(s) who created the configuration files for this mascot.</documentation>
</annotation>
</element>
<element name="Commissioner" type="tns:Contributor" minOccurs="0" maxOccurs="unbounded">
<annotation>
<documentation>The commissioner(s) who commissioned for the creation of this mascot.</documentation>
</annotation>
</element>
<element name="Support" type="tns:Contributor" minOccurs="0" maxOccurs="unbounded">
<annotation>
<documentation>The person(s) to contact for support for this mascot.</documentation>
</annotation>
</element>
</sequence>
</complexType>
<complexType name="Contributor">
<annotation>
<documentation>A contributor for this mascot.</documentation>
</annotation>
<attribute name="Name" type="string" use="required">
<annotation>
<documentation>The name of the contributor.</documentation>
</annotation>
</attribute>
<attribute name="URL" type="string">
<annotation>
<documentation>The optional URL of the contributor. Can only contain one URL.</documentation>
</annotation>
</attribute>
</complexType>
<complexType name="Constant">
<annotation>
<documentation>Defines a constant for use in scripted parameters and conditions.</documentation>
</annotation>
<attribute name="Name" type="string" use="required">
<annotation>
<documentation>A unique identifier for the constant.</documentation>
</annotation>
</attribute>
<attribute name="Value" type="string" use="required">
<annotation>
<documentation>The value of the constant. Can be numeric. Can not be scripted.</documentation>
</annotation>
</attribute>
</complexType>
<complexType name="ActionList">
<annotation>
<documentation>
A list of actions which can be performed by the mascot.
Should be defined in "conf/actions.xml", "conf/[image_set]/actions.xml", or
"img/[image_set]/conf/actions.xml". Can be defined more than once in one file.
</documentation>
</annotation>
<choice minOccurs="0" maxOccurs="unbounded">
<element name="Action" type="tns:TopAction"/>
</choice>
</complexType>
<complexType name="ActionArguments" abstract="true">
<attribute name="Duration" type="tns:IntParameter">
<annotation>
<documentation>
A scriptable integer representing the duration of this action, in ticks. Defaults to the maximum
integer value, making it endless.
</documentation>
</annotation>
</attribute>
<attribute name="Condition" type="tns:BooleanParameter" default="true">
<annotation>
<documentation>
A scriptable boolean representing whether this action should be performed. Defaults to
"true".
</documentation>
</annotation>
</attribute>
<attribute name="Draggable" type="tns:BooleanParameter" default="true">
<annotation>
<documentation>
A scriptable boolean representing whether the mascot should be draggable during this
action. Defaults to "true".
</documentation>
</annotation>
</attribute>
<attribute name="TargetX" type="tns:IntParameter">
<annotation>
<documentation>
A scriptable integer representing the final x-position of the mascot when using the Jump or Move
actions (or subclasses of them). For Jump, defaults to 0. For Move, defaults to the maximum integer
value.
</documentation>
</annotation>
</attribute>
<attribute name="TargetY" type="tns:IntParameter">
<annotation>
<documentation>
A scriptable integer representing the final y-position of the mascot when using the Jump or Move
actions (or subclasses of them). For Jump, defaults to 0. For Move, defaults to the maximum integer
value.
</documentation>
</annotation>
</attribute>
<attribute name="InitialVX" type="tns:IntParameter">
<annotation>
<documentation>
A scriptable integer representing the initial x-velocity of the mascot when using the Fall action
(or subclasses of it), or the initial x-velocity of the window when using the ThrowIE action. For
Fall, defaults to 0. For ThrowIE, defaults to 32.
</documentation>
</annotation>
</attribute>
<attribute name="InitialVY" type="tns:IntParameter">
<annotation>
<documentation>
A scriptable integer representing the initial y-velocity of the mascot when using the Fall action
(or subclasses of it), or the initial y-velocity of the window when using the ThrowIE action. For
Fall, defaults to 0. For ThrowIE, defaults to -10.
</documentation>
</annotation>
</attribute>
<attribute name="X" type="tns:IntParameter" default="0">
<annotation>
<documentation>
A scriptable integer representing the x-offset of the mascot when using the Offset action. Defaults
to 0.
</documentation>
</annotation>
</attribute>
<attribute name="Y" type="tns:IntParameter" default="0">
<annotation>
<documentation>
A scriptable integer representing the y-offset of the mascot when using the Offset action. Defaults
to 0.
</documentation>
</annotation>
</attribute>
<attribute name="LookRight" type="tns:BooleanParameter">
<annotation>
<documentation>
A scriptable boolean representing whether the mascot should face right when using the Look
or Turn actions. Defaults to the direction opposite of whichever the mascot is currently facing.
</documentation>
</annotation>
</attribute>
<attribute name="IeOffsetX" type="tns:IntParameter" default="0">
<annotation>
<documentation>
A scriptable integer representing the x-offset of the window when using the FallWithIE or WalkWithIE
actions. Defaults to 0.
</documentation>
</annotation>
</attribute>
<attribute name="IeOffsetY" type="tns:IntParameter" default="0">
<annotation>
<documentation>
A scriptable integer representing the y-offset of the window when using the FallWithIE or WalkWithIE
actions. Defaults to 0.
</documentation>
</annotation>
</attribute>
<attribute name="OffsetX" type="tns:IntParameter" default="0">
<annotation>
<documentation>
A scriptable integer representing the x-offset of the mascot when using the Dragged action. Defaults
to 0.
</documentation>
</annotation>
</attribute>
<attribute name="OffsetY" type="tns:IntParameter" default="120">
<annotation>
<documentation>
A scriptable integer representing the y-offset of the mascot when using the Dragged action. Defaults
to 120.
</documentation>
</annotation>
</attribute>
<attribute name="Affordance" type="tns:StringParameter" default="">
<annotation>
<documentation>
A scriptable string representing the name of an affordance. For ScanInteract, ScanJump, and
ScanMove, this mascot will be searching for another mascot broadcasting an affordance with this
name; for all other actions, this mascot will be broadcasting the affordance with this name.
Defaults to an empty string.
</documentation>
</annotation>
</attribute>
<attribute name="BornX" type="tns:IntParameter" default="0">
<annotation>
<documentation>
A scriptable integer representing the relative x-position of the newly created mascot when using the
Breed, BreedJump, or BreedMove actions. Defaults to 0.
</documentation>
</annotation>
</attribute>
<attribute name="BornY" type="tns:IntParameter" default="0">
<annotation>
<documentation>
A scriptable integer representing the relative y-position of the newly created mascot when using the
Breed, BreedJump, or BreedMove actions. Defaults to 0.
</documentation>
</annotation>
</attribute>
<attribute name="BornBehavior" type="tns:StringParameter" default="">
<annotation>
<documentation>
A scriptable string representing the name of the initial behavior of the newly created mascot when
using the Breed, BreedJump, or BreedMove actions. Defaults to an empty string.
</documentation>
</annotation>
</attribute>
<attribute name="BornMascot" type="tns:StringParameter" default="">
<annotation>
<documentation>
A scriptable string representing the name of the image set of the newly created mascot when using
the Breed, BreedJump, or BreedMove actions. Defaults to an empty string, which means this mascot's
image set is used.
</documentation>
</annotation>
</attribute>
<attribute name="BornInterval" type="tns:IntParameter" default="1">
<annotation>
<documentation>
A scriptable integer representing the interval between each breeding, in ticks, when using the
BreedJump or BreedMove actions. Must be greater than 0. Defaults to 1.
</documentation>
</annotation>
</attribute>
<attribute name="BornTransient" type="tns:BooleanParameter" default="false">
<annotation>
<documentation>
A scriptable boolean representing whether to mark the newly created mascot as transient when using
the Breed, BreedJump, or BreedMove actions. Should be used when the new mascot is intended to be
temporary. Defaults to "false".
</documentation>
</annotation>
</attribute>
<attribute name="BornCount" type="tns:IntParameter" default="1">
<annotation>
<documentation>
A scriptable integer representing the number of mascots to create during each breeding when using
the BreedJump or BreedMove actions. Must be greater than 0. Defaults to 1.
</documentation>
</annotation>
</attribute>
<attribute name="VelocityParam" type="tns:DoubleParameter" default="20">
<annotation>
<documentation>
A scriptable double representing a scalar value for both the x- and y-velocities of the mascot when
using the Jump or ScanJump actions (or subclasses of them). Defaults to 20.
</documentation>
</annotation>
</attribute>
<attribute name="RegistanceX" type="tns:DoubleParameter" default="0.05">
<annotation>
<documentation>
A scriptable double representing the x-resistance of the mascot when using the Fall action (or
subclasses of it). Defaults to 0.05.
</documentation>
</annotation>
</attribute>
<attribute name="RegistanceY" type="tns:DoubleParameter" default="0.1">
<annotation>
<documentation>
A scriptable double representing the y-resistance of the mascot when using the Fall action (or
subclasses of it). Defaults to 0.1.
</documentation>
</annotation>
</attribute>
<attribute name="Gravity" type="tns:DoubleParameter">
<annotation>
<documentation>
A scriptable double representing the downward acceleration of the mascot when using the Fall action
(or subclasses of it), or the downward acceleration of the window when using the ThrowIE action. For
Fall, defaults to 2. For ThrowIE, defaults to 0.5.
</documentation>
</annotation>
</attribute>
<attribute name="TransformMascot" type="tns:StringParameter" default="">
<annotation>
<documentation>
A scriptable string representing the name of the new image set for this mascot when using the
Transform action. Defaults to an empty string, which means this mascot's image set is used.
</documentation>
</annotation>
</attribute>
<attribute name="TransformBehavior" type="tns:StringParameter" default="">
<annotation>
<documentation>
A scriptable string representing the name of the initial behavior of this mascot after transforming
when using the Transform action. Defaults to an empty string.
</documentation>
</annotation>
</attribute>
<attribute name="Behavior" type="tns:StringParameter" default="">
<annotation>
<documentation>
A scriptable string representing the name of the behavior to perform whilst overlapping another
mascot when using the Interact action, or the name of the behavior to perform after reaching an
affordance when using the ScanInteract, ScanJump, or ScanMove actions. Defaults to an empty string.
</documentation>
</annotation>
</attribute>
<attribute name="TargetBehavior" type="tns:StringParameter" default="">
<annotation>
<documentation>
A scriptable string representing the name of the behavior for the target mascot to perform after
this mascot has reached them when using the ScanInteract, ScanJump, or ScanMove actions. Defaults to
an empty string.
</documentation>
</annotation>
</attribute>
<attribute name="TargetLook" type="tns:BooleanParameter" default="false">
<annotation>
<documentation>
A scriptable boolean representing whether to make the target mascot look toward this mascot after
this mascot has reached them when using the ScanInteract, ScanJump, or ScanMove actions. Defaults to
"false".
</documentation>
</annotation>
</attribute>
<attribute name="Sound" type="tns:StringParameter">
<annotation>
<documentation>
A scriptable string representing the path to the sound file to mute when using the Mute action. This
will stop all instances of the specified sound. Defaults to all sounds from all mascots.
The root's "sound/" directory is searched first for the file, then "sound/[image_set]/", and finally
"img/[image_set]/sound/".
</documentation>
</annotation>
</attribute>
<attribute name="BorderType">
<annotation>
<documentation>
A scriptable enum representing the type of border on which to stay when using any bordered action
(any subclass of BorderedAction). For most bordered actions, if the mascot is not on any instance of
the specified border, it will enter the "Fall" action. Defaults to no border.
</documentation>
</annotation>
<simpleType>
<restriction base="string">
<enumeration value="Floor">
<annotation>
<documentation>The action occurs on a floor.</documentation>
</annotation>
</enumeration>
<enumeration value="Wall">
<annotation>
<documentation>The action occurs on a wall.</documentation>
</annotation>
</enumeration>
<enumeration value="Ceiling">
<annotation>
<documentation>The action occurs on a ceiling.</documentation>
</annotation>
</enumeration>
</restriction>
</simpleType>
</attribute>
<attribute name="Loop" type="tns:BooleanParameter" default="false">
<annotation>
<documentation>
A scriptable boolean representing whether to loop this action indefinitely when using the Sequence
action. Defaults to "false".
</documentation>
</annotation>
</attribute>
<!--
This is technically not part of the schema.
It is used in the default action.xml file to make use of the feature of using attributes in the scripts.
It is included here only to prevent errors in the default action.xml file.
-->
<attribute name="Gap" type="tns:Parameter"/>
</complexType>
<complexType name="Action">
<annotation>
<documentation>Defines an action which can be performed by the mascot.</documentation>
</annotation>
<complexContent>
<extension base="tns:ActionArguments">
<choice>
<element name="Animation" type="tns:Animation" minOccurs="0" maxOccurs="unbounded"/>
<sequence>
<choice minOccurs="0" maxOccurs="unbounded">
<element name="ActionReference" type="tns:ActionReference"/>
<element name="Action" type="tns:LowerAction"/>
</choice>
</sequence>
</choice>
<attribute name="Type" use="required">
<annotation>
<documentation>The type of action.</documentation>
</annotation>
<simpleType>
<restriction base="string">
<enumeration value="Embedded">
<annotation>
<documentation>
Uses the specified action class as the action type.
The class must be specified with the "Class" parameter.
</documentation>
</annotation>
</enumeration>
<enumeration value="Move">
<annotation>
<documentation>
Uses the "Move" class as the action type.
This causes the action to end when the mascot reaches the TargetX and TargetY
parameters specified, or when the mascot has been doing the action for the
Duration specified. These parameters can be provided in this action, or in an
ActionReference tag referencing this action.
The action will also end prematurely if the ground beneath the mascot is lost
mid-action.
</documentation>
</annotation>
</enumeration>
<enumeration value="Stay">
<annotation>
<documentation>
Uses the "Stay" class as the action type.
This causes the action to end when the mascot has been doing the action for the
Duration specified. This parameter can be provided in this action, or in an
ActionReference tag referencing this action.
The action will also end prematurely if the ground beneath the mascot is lost
mid-action.
</documentation>
</annotation>
</enumeration>
<enumeration value="Animate">
<annotation>
<documentation>
Uses the "Animate" class as the action type.
This causes the action to end when the mascot finishes their current animation,
or when the mascot has been doing the action for the Duration specified.
This parameter can be provided in this action, or in an ActionReference tag
referencing this action.
The action will also end prematurely if the ground beneath the mascot is lost
mid-action.
</documentation>
</annotation>
</enumeration>
<enumeration value="Sequence">
<annotation>
<documentation>
Uses the complex "Sequence" class as the action type.
This accepts child Action/ActionReference tags, and executes all of them in
sequence.
</documentation>
</annotation>
</enumeration>
<enumeration value="Select">
<annotation>
<documentation>
Uses the complex "Select" class as the action type.
This accepts child Action/ActionReference tags, and executes only one of them.
Child actions should each have the "Condition" parameter to determine which
action should be executed.
Optionally, the last action may lack a "Condition" parameter, making it the
default.
</documentation>
</annotation>
</enumeration>
</restriction>
</simpleType>
</attribute>
<attribute name="Class">
<annotation>
<documentation>
Defines which class should be used as this action's type.
Only used when the "Type" parameter is set to "Embedded".
</documentation>
</annotation>
<simpleType>
<restriction base="string">
<pattern value="com\.group_finity\.mascot\.action\.[a-zA-Z][a-zA-Z0-9]+"/>
</restriction>
</simpleType>
</attribute>
</extension>
</complexContent>
</complexType>
<complexType name="TopAction">
<annotation>
<documentation>Defines a named, top-level action which can be performed by the mascot.</documentation>
</annotation>
<complexContent>
<extension base="tns:Action">
<attribute name="Name" type="string" use="required">
<annotation>
<documentation>A unique identifier for the action.</documentation>
</annotation>
</attribute>
</extension>
</complexContent>
</complexType>
<complexType name="LowerAction">
<annotation>
<documentation>
Defines an anonymous child action which can be performed by the mascot.
Anonymous actions are defined as children of "Sequence" or "Select" actions.
They can not be referenced with ActionReference tags.
</documentation>
</annotation>
<complexContent>
<extension base="tns:Action"/>
</complexContent>
</complexType>
<complexType name="Animation">
<annotation>
<documentation>
An animation which the mascot will perform, represented by poses with varying durations, and by
hotspots.
</documentation>
</annotation>
<sequence>
<element name="Pose" type="tns:Pose" minOccurs="1" maxOccurs="unbounded"/>
<element name="Hotspot" type="tns:Hotspot" minOccurs="0" maxOccurs="unbounded"/>
</sequence>
<attribute name="Condition" type="tns:BooleanParameter" default="true">
<annotation>
<documentation>
A scriptable boolean condition to determine whether this animation should be performed.
If evaluated to false, this animation will be skipped, and the next animation (if present) will be
evaluated. Defaults to "true".
</documentation>
</annotation>
</attribute>
<attribute name="IsTurn" type="boolean" default="false">
<annotation>
<documentation>
Whether this animation is used for turning around. Used with the Move, ScanInteract, and ScanMove
actions (and subclasses of them).
</documentation>
</annotation>
</attribute>
</complexType>
<complexType name="Pose">
<annotation>
<documentation>Defines a pose for use in Animation tags.</documentation>
</annotation>
<attribute name="Image">
<annotation>
<documentation>
Relative to the image set's base directory ("img/[image_set]/"), the path to the image file used
for this pose. If present, the "ImageAnchor" attribute must also be provided, and the "ImageRight"
attribute may optionally be provided.
</documentation>
</annotation>
<simpleType>
<restriction base="string">
<pattern value=".+\.(png|gif|jpeg|jpg|bmp|PNG|GIF|JPEG|JPG|BMP)"/>
</restriction>
</simpleType>
</attribute>
<attribute name="ImageRight">
<annotation>
<documentation>
Relative to the image set's base directory ("img/[image_set]/"), the path to an optional image
file used for the pose when the mascot is facing right. If not provided, the left-facing image will
simply be flipped when the mascot faces right. Requires that the "Image" attribute has been set.
</documentation>
</annotation>
<simpleType>
<restriction base="string">
<pattern value=".+\.(png|gif|jpeg|jpg|bmp|PNG|GIF|JPEG|JPG|BMP)"/>
</restriction>
</simpleType>
</attribute>
<attribute name="ImageAnchor" type="tns:Point">
<annotation>
<documentation>
The offset of this pose's image, relative to the mascot's anchor (a single point used for its
position), in the format "x,y". The origin ("0,0") refers to the top-left corner of the left-facing
image, which will make the top-left corner of the image aligned with the mascot's position.
When the mascot is facing left, increasing the x-coordinate means moving the image leftward.
Increasing the y-coordinate means moving the image upward.
Requires that the "Image" attribute has been set.
</documentation>
</annotation>
</attribute>
<attribute name="Velocity" type="tns:Point" use="required">
<annotation>
<documentation>
A point in the format "x,y", representing the velocity the mascot should have when this pose is
active. Positive x-values mean moving rightward, and positive y-values mean moving downward. The
velocity does not flip when the mascot faces right.
</documentation>
</annotation>
</attribute>
<attribute name="Duration" type="int" use="required">
<annotation>
<documentation>The duration of this pose, in ticks.</documentation>
</annotation>
</attribute>
<attribute name="Sound">
<annotation>
<documentation>
The path to an optional sound file to be played when the pose becomes active.
The root's "sound/" directory is searched first for the file, then "sound/[image_set]/", and finally
"img/[image_set]/sound/".
If present, the "Volume" attribute may optionally be provided.
</documentation>
</annotation>
<simpleType>
<restriction base="string">
<pattern value=".+\.(aiff|au|wav|wave|mid|midi|rmf|AIFF|AU|WAV|WAVE|MID|MIDI|RMF)"/>
</restriction>
</simpleType>
</attribute>
<attribute name="Volume" type="float" default="0">
<annotation>
<documentation>
The volume to use when playing the optional sound. Defaults to 0.
Requires that the "Sound" attribute has been set.
</documentation>
</annotation>
</attribute>
</complexType>
<complexType name="Hotspot">
<annotation>
<documentation>Defines an area on the mascot which triggers a behavior when clicked.</documentation>
</annotation>
<attribute name="Shape" use="required">
<annotation>
<documentation>The shape of the clickable region.</documentation>
</annotation>
<simpleType>
<restriction base="string">
<enumeration value="Rectangle">
<annotation>
<documentation>Uses a rectangular clickable region.</documentation>
</annotation>
</enumeration>
<enumeration value="Ellipse">
<annotation>
<documentation>Uses an elliptic clickable region.</documentation>
</annotation>
</enumeration>
</restriction>
</simpleType>
</attribute>
<attribute name="Origin" type="tns:Point" use="required">
<annotation>
<documentation>
A point in the format "x,y", representing the upper-left corner of the clickable region when the
mascot is facing left. The origin ("0,0") refers to the top-left corner of the left-facing image.
When "Shape" is "Rectangle", it represents the upper-left corner of the rectangle; when "Shape" is
"Ellipse", it represents the upper-left corner of the rectangle which bounds the ellipse.
</documentation>
</annotation>
</attribute>
<attribute name="Size" type="tns:Point" use="required">
<annotation>
<documentation>
A point in the format "width,height", representing the dimensions of the clickable region.
</documentation>
</annotation>
</attribute>
<attribute name="Behavior" type="string" use="required">
<annotation>
<documentation>
The name of the behavior to perform when this hotspot is triggered. The behavior must exist in the
behaviors XML.
</documentation>
</annotation>
</attribute>
</complexType>
<complexType name="ActionReference">
<annotation>
<documentation>
References an already defined action which can be performed by the mascot.
ActionReference tags can be placed before or after the Action tag which they reference.
</documentation>
</annotation>
<complexContent>
<extension base="tns:ActionArguments">
<attribute name="Name" type="string" use="required">
<annotation>
<documentation>
The name of the action being referenced. An Action tag with this name must exist somewhere
in the actions XML.
</documentation>
</annotation>
</attribute>
</extension>
</complexContent>
</complexType>
<complexType name="BehaviorList">
<annotation>
<documentation>
A list of behaviors which can be performed by the mascot.
Should be defined in "conf/behaviors.xml", "conf/[image_set]/behaviors.xml", or
"img/[image_set]/conf/behaviors.xml". Can be defined more than once in one file.
</documentation>
</annotation>
<sequence>
<choice minOccurs="1" maxOccurs="unbounded">
<element name="Behavior" type="tns:Behavior"/>
<element name="Condition" type="tns:BehaviorCondition"/>
</choice>
</sequence>
</complexType>
<complexType name="Behavior">
<annotation>
<documentation>Defines a top-level behavior which can be performed by the mascot.</documentation>
</annotation>
<sequence>
<choice minOccurs="0" maxOccurs="1">
<element name="NextBehaviorList" type="tns:NextBehaviorList"/>
</choice>
</sequence>
<attribute name="Name" type="string" use="required">
<annotation>
<documentation>
A unique identifier for the behavior. If the "Action" attribute is absent, an action with this
name must also be defined in the actions XML.
</documentation>
</annotation>
</attribute>
<attribute name="Action" type="string">
<annotation>
<documentation>
The name of the action which will be triggered by this behavior.
An Action tag with this name must exist somewhere in the actions XML.
If absent, defaults to the name of the behavior.
</documentation>
</annotation>
</attribute>
<attribute name="Frequency" type="int" use="required">
<annotation>
<documentation>
Defines the weight of this behavior. This is used to determine the probability of this behavior
being called rather than another one of the top-level behaviors. The probability is calculated by
dividing this behavior's weight by the sum of the weights of all top-level behaviors (e.g., if there
are three behaviors with weights 1, 1, and 2, the probability for the first one being chosen would
be 1/4). Using a weight of 0 will make the behavior never called unless it is specifically
referenced by an action or another behavior.
</documentation>
</annotation>
</attribute>
<attribute name="Condition" type="tns:BooleanParameter">
<annotation>
<documentation>
A scriptable boolean condition to determine whether this behavior should be performed.
</documentation>
</annotation>
</attribute>
<attribute name="Hidden" type="boolean" default="false">
<annotation>
<documentation>
Whether this behavior should not show up in the context menu for this mascot. Defaults to "false".
</documentation>
</annotation>
</attribute>
<attribute name="Toggleable" type="boolean" default="false">
<annotation>
<documentation>
Whether this behavior should be toggleable. Defaults to "false".
</documentation>
</annotation>
</attribute>
</complexType>
<complexType name="BehaviorCondition">
<annotation>
<documentation>
A list of behaviors which can only be performed if the specified condition evaluates to true.
</documentation>
</annotation>
<complexContent>
<extension base="tns:BehaviorList">
<attribute name="Condition" type="tns:BooleanParameter">
<annotation>
<documentation>
A scriptable boolean condition to determine whether any of the behaviors inside this list
should be performed.
</documentation>
</annotation>
</attribute>
</extension>
</complexContent>
</complexType>
<complexType name="NextBehaviorList">
<sequence>
<choice minOccurs="1" maxOccurs="unbounded">
<element name="BehaviorReference" type="tns:BehaviorReference"/>
<element name="Condition" type="tns:BehaviorReferenceCondition"/>
</choice>
</sequence>
<attribute name="Add" type="boolean" use="required">
<annotation>
<documentation>
Whether to add these behaviors' weights (their "Frequency" attribute) to the weights of the parent
behavior list when determining which behavior to perform. This will make it so the performed
behavior may be either a behavior from this list or one from the parent list.
See documentation for the "Behavior" tag's "Frequency" attribute for more information.
</documentation>
</annotation>
</attribute>
</complexType>
<complexType name="BehaviorReference">
<annotation>
<documentation>
References an already defined behavior which can be performed by the mascot.
BehaviorReference tags can safely be placed before or after the Behavior tag which they reference.
</documentation>
</annotation>
<attribute name="Name" type="string" use="required">
<annotation>
<documentation>
The name of the behavior being referenced. A Behavior tag with this name must exist somewhere
in the behaviors XML.
</documentation>
</annotation>
</attribute>
<attribute name="Action" type="string">
<annotation>
<documentation>
The name of the action which will be triggered by this behavior.
An Action tag with this name must exist somewhere in the actions XML.
If absent, defaults to the name of the behavior.
</documentation>
</annotation>
</attribute>
<attribute name="Frequency" type="int" use="required">
<annotation>
<documentation>
Defines the weight of this behavior. This is used to determine the probability of this behavior
being called rather than another one of the top-level behaviors. The probability is calculated by
dividing this behavior's weight by the sum of the weights of all top-level behaviors (e.g., if there
are three behaviors with weights 1, 1, and 2, the probability for the first one being chosen would
be 1/4). Using a weight of 0 will make the behavior never called unless it is specifically
referenced by an action or another behavior.
</documentation>
</annotation>
</attribute>
<attribute name="Condition" type="tns:BooleanParameter">
<annotation>
<documentation>
A scriptable boolean condition to determine whether this behavior should be performed.
</documentation>
</annotation>
</attribute>
<attribute name="Hidden" type="boolean">
<annotation>
<documentation>
Whether this behavior should not show up in the context menu for this mascot.
</documentation>
</annotation>
</attribute>
</complexType>
<complexType name="BehaviorReferenceCondition">
<annotation>
<documentation>
A list of references to behaviors which can only be performed if the specified condition evaluates to
true.
</documentation>
</annotation>
<complexContent>
<extension base="tns:NextBehaviorList">
<attribute name="Condition" type="tns:BooleanParameter">
<annotation>
<documentation>
A scriptable boolean condition to determine whether any of the behaviors inside this list
should be performed.
</documentation>
</annotation>
</attribute>
</extension>
</complexContent>
</complexType>
<simpleType name="Point">
<annotation>
<documentation>
A pair of two integers in the format "x,y". Typically, each integer can be either positive or negative.
</documentation>
</annotation>
<restriction base="string">
<pattern value="-?\d+,-?\d+"/>
</restriction>
</simpleType>
<simpleType name="Parameter">
<annotation>
<documentation>
A generic scriptable. Can be a boolean, integer, or double; or can be scripted, meaning it is treated
as JavaScript code. If scripted, it must evaluate to a boolean, integer, or double.
A scripted expression must be contained within braces ("{...}"), with either a "$" or a "#" character
before the opening brace. Using "$" will cause the expression to be evaluated once and then reused on
each frame, whereas using "#" will cause it to be reevaluated on every frame.
In the expression, the keyword "mascot" allows access to this mascot's fields as defined in the
Shimeji-ee source code. Refer to the Shimeji-ee source to see what fields are available.
Constants (defined via "Constant" tags inside the "Mascot" tag) can also be referenced in expressions.
</documentation>
</annotation>
<restriction base="string">
<pattern value="([$#]\{.+\})|(-?\d+(\.\d+)?)|true|false"/>
</restriction>
</simpleType>
<simpleType name="BooleanParameter">
<annotation>
<documentation>
A scriptable boolean value. Can be either "true" or "false"; or can be scripted, meaning it is treated
as JavaScript code. If scripted, it must evaluate to a boolean.
A scripted expression must be contained within braces ("{...}"), with either a "$" or a "#" character
before the opening brace. Using "$" will cause the expression to be evaluated once and then reused on
each frame, whereas using "#" will cause it to be reevaluated on every frame.
In the expression, the keyword "mascot" allows access to this mascot's fields as defined in the
Shimeji-ee source code. Refer to the Shimeji-ee source to see what fields are available.
Constants (defined via "Constant" tags inside the "Mascot" tag) can also be referenced in expressions.
</documentation>
</annotation>
<restriction base="string">
<pattern value="([$#]\{.+\})|true|false"/>
</restriction>
</simpleType>
<simpleType name="IntParameter">
<annotation>
<documentation>
A scriptable integer value. Can be any positive or negative integer; or can be scripted, meaning it is
treated as JavaScript code. If scripted, it must evaluate to an integer.
A scripted expression must be contained within braces ("{...}"), with either a "$" or a "#" character
before the opening brace. Using "$" will cause the expression to be evaluated once and then reused on
each frame, whereas using "#" will cause it to be reevaluated on every frame.
In the expression, the keyword "mascot" allows access to this mascot's fields as defined in the
Shimeji-ee source code. Refer to the Shimeji-ee source to see what fields are available.
Constants (defined via "Constant" tags inside the "Mascot" tag) can also be referenced in expressions.