<?xml version="1.0"?>
<ItemRenderer>
	<Data>
		<Sprite name="auraBack" fileName="game/particles_large15.rttex" textureSize="64" frame="0,4" />
		<Sprite name="auraFront" fileName="game/particles_large15.rttex" textureSize="64" frame="0,5" />
		<Sprite name="s_hitFlash" fileName="game/particles12.rttex" textureSize="32" frame="8,1" />
		<Sprite name="s_Sparkles" fileName="game/particles12.rttex" textureSize="32" frame="7,1" />
		<StateMachines>
			<StateMachine name="Punch">
				<States>
					<State name="True"/>
					<State name="False"/>
				</States>
				<Transitions>
					<Transition from="False" to="True">
						<Condition type="and">
							<IsAction>PUNCH</IsAction>
							<IsZombified>false</IsZombified>
						</Condition>
					</Transition>
					<Transition from="True" to="False">
						<Condition>
							<IsAction operatorType="NotEqual">PUNCH</IsAction>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
			<StateMachine name="ActiveType">
				<States>
					<State name="Light" />
					<State name="Dark" />
					<State name="None" />
					<State name="Both" />
				</States>
				<Transitions>
					<Transition to="Both" from="Dark|Light|None">
						<Condition type="and">
							<CompareCustomVariable VariableNameToCompare="darkAnomaly">true</CompareCustomVariable>
							<CompareCustomVariable VariableNameToCompare="lightAnomaly">true</CompareCustomVariable>
						</Condition>
					</Transition>					
					<Transition to="None" from="Dark|Light">
						<Condition type="and">
							<CompareCustomVariable VariableNameToCompare="darkAnomaly">false</CompareCustomVariable>
							<CompareCustomVariable VariableNameToCompare="lightAnomaly">false</CompareCustomVariable>
						</Condition>
					</Transition>			
					<Transition to="Light" from="None|Dark">
						<Condition type="and">
							<CompareCustomVariable VariableNameToCompare="darkAnomaly">false</CompareCustomVariable>
							<CompareCustomVariable VariableNameToCompare="lightAnomaly">true</CompareCustomVariable>
						</Condition>
					</Transition>
					<Transition to="Dark" from="None|Light">
						<Condition type="and">
							<CompareCustomVariable VariableNameToCompare="darkAnomaly">true</CompareCustomVariable>
							<CompareCustomVariable VariableNameToCompare="lightAnomaly">false</CompareCustomVariable>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
			<StateMachine name="TimerState">
				<States start="Idle">
					<State name="Stay" />
					<State name="Reset" />
					<State name="Idle" />
					<State name="Init" />
					<State name="TimerChanged" />
				</States>
				<Transitions>
					<Transition to="Idle" from="Stay|Reset">
						<Condition>
							<CompareCustomVariable VariableNameToCompare="timeCycle_On">false</CompareCustomVariable>
						</Condition>
					</Transition>			
					<Transition to="Init" from="Idle">
						<Condition>
							<CompareCustomVariable VariableNameToCompare="timeCycle_On">true</CompareCustomVariable>
						</Condition>
					</Transition>					
					<Transition to="TimerChanged" from="Stay">
						<Condition>
							<CompareCustomVariable operatorType="NotEqual" VariableNameToCompare="timeCyclePrevious" RightHSVariableNameToCompare="timeCycle">15</CompareCustomVariable>
						</Condition>
					</Transition>
					<Transition to="Stay" from="Reset|Init|TimerChanged">
						<Condition type="and">
							<CompareCustomVariable operatorType="Greater" VariableNameToCompare="timeCycleTemp">0</CompareCustomVariable>
							<CompareCustomVariable VariableNameToCompare="timeCycle_On">true</CompareCustomVariable>
						</Condition>
					</Transition>
					<Transition to="Reset" from="Stay|TimerChanged">
						<Condition type="and">
							<CompareCustomVariable operatorType="Less" VariableNameToCompare="timeCycleTemp">0</CompareCustomVariable>
							<CompareCustomVariable VariableNameToCompare="timeCycle_On">true</CompareCustomVariable>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>
		<Animations>
			<SpriteAnimation name="darkEnabledBack" sprite="auraBack" animTime="900" isLoop="true" playOnState="ActiveType.Dark">
				<Frame>0,5</Frame>
				<Frame>1,5</Frame>
				<Frame>2,5</Frame>
				<Frame>3,5</Frame>
				<Frame>4,5</Frame>
				<Frame>5,5</Frame>
				<Frame>6,5</Frame>
				<Frame>7,5</Frame>
				<Frame>8,5</Frame>
				<Frame>9,5</Frame>
				<Frame>10,5</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="darkEnabledFront" sprite="auraFront" animTime="900" isLoop="true" playOnState="ActiveType.Dark">
				<Frame>0,4</Frame>
				<Frame>1,4</Frame>
				<Frame>2,4</Frame>
				<Frame>3,4</Frame>
				<Frame>4,4</Frame>
				<Frame>5,4</Frame>
				<Frame>6,4</Frame>
				<Frame>7,4</Frame>
				<Frame>8,4</Frame>
				<Frame>9,4</Frame>
				<Frame>10,4</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="lightEnabledBack" sprite="auraBack" animTime="900" isLoop="true" playOnState="ActiveType.Light">
				<Frame>0,7</Frame>
				<Frame>1,7</Frame>
				<Frame>2,7</Frame>
				<Frame>3,7</Frame>
				<Frame>4,7</Frame>
				<Frame>5,7</Frame>
				<Frame>6,7</Frame>
				<Frame>7,7</Frame>
				<Frame>8,7</Frame>
				<Frame>9,7</Frame>
				<Frame>10,7</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="lightEnabledFront" sprite="auraFront" animTime="900" isLoop="true" playOnState="ActiveType.Light">
				<Frame>0,6</Frame>
				<Frame>1,6</Frame>
				<Frame>2,6</Frame>
				<Frame>3,6</Frame>
				<Frame>4,6</Frame>
				<Frame>5,6</Frame>
				<Frame>6,6</Frame>
				<Frame>7,6</Frame>
				<Frame>8,6</Frame>
				<Frame>9,6</Frame>
				<Frame>10,6</Frame>
			</SpriteAnimation>
		</Animations>
		<ParticleSystems>
			<ParticleSystem name="ps_hitFlash">
				<Emitter>
					<Set name="lifeTime">0</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_hitFlash</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialScale">
						<KeyFrame>0, 1, 1</KeyFrame>
						<KeyFrame>1, 1.6, 1.6</KeyFrame>
					</Curve>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.6, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="lifeTime">0.5</Set>
					<Random name="initialAngle" min="0" max="360" />
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_wandSparklesPunchTarget">
				<Emitter attachment="targetPos">
					<Set name="offset">0,0</Set>
					<Set name="offsetFacing">true</Set>
					<Set name="emissionInterval">0.2</Set>
					<Set name="particlesPerEmission">8</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_Sparkles</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 0</KeyFrame>
						<KeyFrame>0.3, 1</KeyFrame>
						<KeyFrame>0.8, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="lifeTime">0.4</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Random name="initialScale" min="0.3" max="0.8"/>
					<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="70,80"/>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		<RenderOptions>
			<Default>
				<Set name="ShouldHover">true</Set>
				<Set name="DisableWalkAnimation">true</Set>
				<Set name="IgnoreDefaultDamagedTileEffect">true</Set>
				<Set name="IgnorePunchTypeDamagedTileCheck">true</Set>
				<Set name="IgnorePunchTypeCheck">true</Set>
				<Set name="UserNameOffset">8</Set>
				<Set name="DisableDefaultAncestralParticleEffects">true</Set>
			</Default>
		</RenderOptions>
		<VariableMap>
			<Set name="ItemUIDescription">You can customize the Anomaly Aura from this popup.</Set>
			<Set name="timeCycle" MinValue="1" MaxValue="999" UIOrder="0" UIName="Time Dilation Cycle Time:">15</Set>
			<Set name="timeCycleTemp">15</Set>
			<Set name="timeCyclePrevious">15</Set>
			<Set name="timeCycle_On" UIOrder="1" RadioGroup="0" UIName="Time Dilation On / Off">true</Set>
			<Set name="darkAnomaly" UIOrder="2" RadioGroup="0" UIName="Dark Anomaly">false</Set>
			<Set name="lightAnomaly" UIOrder="3" RadioGroup="0" UIName="Light Anomaly">false</Set>
			<Set name="lightAnomalyTemp">true</Set>
			<Set name="DeltaTime">0</Set>
			<Set name="sittingOffset">0, 0, 0</Set>
			<Set name="sittingOffsetTemp">0, 0, 0</Set>
		</VariableMap>
	</Data>
	<RenderRules>
		<Update>
			<StopIf>
				<IsVariableBool name="isMannequin">true</IsVariableBool>
			</StopIf>
			<StopIf>
				<IsAction>DIE</IsAction>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			<StopIf type="or">
				<IsRenderMod>RENDER_MOD_PLAYER_SHADOW</IsRenderMod>
				<IsRenderMod>RENDER_MOD_SPIRIT_GUIDE</IsRenderMod>
				<IsRenderMod>RENDER_MOD_RAINBOW_GUY</IsRenderMod>
				<IsZombified>true</IsZombified>
				<IsSleepingOnaBed>true</IsSleepingOnaBed>
				<IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
			</StopIf>
			<ArithmethicOperation LeftHandVariableName="timeCycleTemp" RightHandVariableName="timeCycle" OperationType="Set" onState="TimerState.TimerChanged|TimerState.Init" />
			<ArithmethicOperation LeftHandVariableName="timeCyclePrevious" RightHandVariableName="timeCycle" OperationType="Set" onState="TimerState.Init|TimerState.TimerChanged" />
			
			<ArithmethicOperation LeftHandVariableName="timeCycleTemp" RightHandVariableName="DeltaTime" OperationType="Substract" onState="TimerState.Stay" />
			<ArithmethicOperation LeftHandVariableName="timeCycleTemp" RightHandVariableName="timeCycle" OperationType="Set" onState="TimerState.Reset" />
			<ArithmethicOperation LeftHandVariableName="lightAnomaly" RightHandVariableName="true" OperationType="Set" onState="ActiveType.None|ActiveType.Both" />
			<ArithmethicOperation LeftHandVariableName="darkAnomaly" RightHandVariableName="false" OperationType="Set" onState="ActiveType.None|ActiveType.Both" />
			<ArithmethicOperation LeftHandVariableName="lightAnomalyTemp" RightHandVariableName="lightAnomaly" OperationType="Set" onState="TimerState.Reset" />
			<ArithmethicOperation LeftHandVariableName="lightAnomaly" RightHandVariableName="darkAnomaly" OperationType="Set" onState="TimerState.Reset" />
			<ArithmethicOperation LeftHandVariableName="darkAnomaly" RightHandVariableName="lightAnomalyTemp" OperationType="Set" onState="TimerState.Reset" />
		</Update>
		<RenderInFront value="playerCenter">
			<StopIf>
				<IsVariableBool name="isMannequin">true</IsVariableBool>
			</StopIf>
			<StopIf>
				<IsAction>DIE</IsAction>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			<StopIf type="or">
				<IsRenderMod>RENDER_MOD_PLAYER_SHADOW</IsRenderMod>
				<IsRenderMod>RENDER_MOD_SPIRIT_GUIDE</IsRenderMod>
				<IsRenderMod>RENDER_MOD_RAINBOW_GUY</IsRenderMod>
				<IsZombified>true</IsZombified>
				<IsSleepingOnaBed>true</IsSleepingOnaBed>
			</StopIf>
			<SpriteRender name="auraFront" drawShadow="false" offset="0,-20" scale="1.1, 1.1" />
		</RenderInFront>
		<RenderBehind value="playerCenter">
			<StopIf>
				<IsVariableBool name="isMannequin">true</IsVariableBool>
			</StopIf>
			<StopIf>
				<IsAction>DIE</IsAction>
				<IsWearing slot="SHIRT">ITEM_ID_TACTICAL_STEALTH_DEVICE</IsWearing>
			</StopIf>
			<StopIf type="or">
				<IsRenderMod>RENDER_MOD_PLAYER_SHADOW</IsRenderMod>
				<IsRenderMod>RENDER_MOD_SPIRIT_GUIDE</IsRenderMod>
				<IsRenderMod>RENDER_MOD_RAINBOW_GUY</IsRenderMod>
				<IsZombified>true</IsZombified>
				<IsSleepingOnaBed>true</IsSleepingOnaBed>
			</StopIf>
			<SpriteRender name="auraBack" drawShadow="false" offset="0,-20" scale="1.1, 1.1" />
		</RenderBehind>
		<OnDamagedTile>
			<ParticleSystemUpdate name="ps_hitFlash"/>
			<ParticleSystemUpdate name="ps_wandSparklesPunchTarget"/>
		</OnDamagedTile>
		<OnDestroyedTile>
			<ParticleSystemUpdate name="ps_hitFlash"/>
			<ParticleSystemUpdate name="ps_wandSparklesPunchTarget"/>
		</OnDestroyedTile>
	</RenderRules>
</ItemRenderer>
