<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer>
  <Data>
    <StateMachines>
	<StateMachine name="Action">
				<States>
					<State name="None" />
					<State name="Punch" />
				</States>
				<Transitions>
					<Transition to="None" from="Punch">
						<Condition>
							<IsAction operatorType="NotEqual">PUNCH</IsAction>
						</Condition>
					</Transition>
					<Transition to="Punch" from="None">
						<Condition>
							<IsAction>PUNCH</IsAction>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
      <StateMachine name="playerState">
        <States>
          <State name="Equip"/>
          <State name="Fall"/>
          <State name="Punch"/>
        </States>
        <Transitions>
          <Transition from="Equip" to="Fall" >
            <Condition>
              <IsAction>FALL</IsAction>
            </Condition>
          </Transition>
          <Transition from="Fall" to="Equip">
            <Condition>
              <IsAction operatorType="NotEqual">FALL</IsAction>
            </Condition>
          </Transition>
          <Transition from="Equip|Fall" to="Punch" >
            <Condition>
              <IsAction>PUNCH</IsAction>
            </Condition>
          </Transition>
          <Transition from="Punch" to="Equip">
            <Condition type="and">
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
              <IsAction operatorType="NotEqual">FALL</IsAction>
            </Condition>
          </Transition>
          <Transition from="Punch" to="Fall">
            <Condition type="and">
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
              <IsAction>FALL</IsAction>
            </Condition>
          </Transition>
        </Transitions>
      </StateMachine>
	  <StateMachine name="trailParticleState">
        <States>
          <State name="Equip"/>
          <State name="HorizontalMove"/>
          <State name="Punch"/>
          <State name="Sleep"/>
        </States>
        <Transitions>
          <Transition from="Equip|HorizontalMove|Punch" to="Sleep" >
            <Condition>
              <IsSleepingOnaBed>true</IsSleepingOnaBed>
            </Condition>
          </Transition>
          <Transition from="Equip|HorizontalMove|Sleep" to="Punch" >
            <Condition>
              <IsAction>PUNCH</IsAction>
            </Condition>
          </Transition>
          <Transition from="Punch|HorizontalMove|Sleep" to="Equip">
            <Condition type="and">
              <IsSleepingOnaBed>false</IsSleepingOnaBed>
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
              <IsVariableFloat name="speed.x" operator="Less" abs="true">0.1</IsVariableFloat>
            </Condition>
          </Transition>
          <Transition from="Punch|Equip|Sleep" to="HorizontalMove">
            <Condition type="and">
              <IsSleepingOnaBed>false</IsSleepingOnaBed>
              <IsAction operatorType="NotEqual">PUNCH</IsAction>
              <IsVariableFloat name="speed.x" operator="Greater" abs="true">0.1</IsVariableFloat>
            </Condition>
          </Transition>
        </Transitions>
      </StateMachine>
    </StateMachines>

    <Sprite name="item_Sprite_1" fileName="game/tavern_sword.rttex" textureSize="64" frame="1,0"/>
    <Sprite name="slash_sprite" fileName="game/tavern_particles_large.rttex" textureSize="64"/>
	<Sprite name="punch_continue_trail_sprite" fileName="game/tavern_particles_large.rttex" textureSize="64" frame="7,4" />
	<Sprite name="punch_continue_sprite" fileName="game/tavern_particles_large.rttex" textureSize="64" frame="6,4" />
	<Sprite name="punch_end_sprite" fileName="game/tavern_particles_large.rttex" textureSize="64" frame="5,4" />
	<Sprite name="punch_start_sprite" fileName="game/tavern_particles_large.rttex" textureSize="64" frame="2,4" />
	<Sprite name="Lightning" fileName="game/tavern_particles_large.rttex" textureSize="64"/>

    <Animations>
	<SpriteAnimation name="Lightning_Anim" sprite="Lightning" playOnAction="IDLE|WALK|JUMP|FALL" animTime="910" isLoop="true" autoPlay="true">
					<Frame>0, 2</Frame>
					<Frame>1, 2</Frame>
					<Frame>2, 2</Frame>
					<Frame>3, 2</Frame>
					<Frame>4, 2</Frame>
					<Frame>5, 2</Frame>
					<Frame>6, 2</Frame>
					<Frame>7, 2</Frame>
					<Frame>8, 2</Frame>
					<Frame>9, 2</Frame>
					<Frame>10, 2</Frame>
					<Frame>11, 2</Frame>
					<Frame>12, 2</Frame>
		</SpriteAnimation>
      <SpriteAnimation name="slash_animation" sprite="slash_sprite" animTime="175" isLoop="true" playOnState="playerState.Punch">
        <Frame>0,3</Frame>
        <Frame>1,3</Frame>
        <Frame>2,3</Frame>
        <Frame>3,3</Frame>
        <Frame>4,3</Frame>
        <Frame>5,3</Frame>
        <Frame>6,3</Frame>
      </SpriteAnimation>
	<SpriteAnimation name="punch_continue" sprite="punch_continue_sprite" animTime="200" isLoop="true" playOnAction="PUNCH">
		<Frame>6,4</Frame>
		<Frame>7,4</Frame>
	</SpriteAnimation>
	<SpriteAnimation name="punch_end" sprite="punch_end_sprite" animTime="220" playOnAction="IDLE">
		<Frame>5,4</Frame>
		<Frame>4,4</Frame>
		<Frame>3,4</Frame>
		<Frame>2,4</Frame>
	</SpriteAnimation>
	<SpriteAnimation name="punch_start" sprite="punch_start_sprite" animTime="200" playOnAction="PUNCH">
		<Frame>2,4</Frame>
		<Frame>3,4</Frame>
		<Frame>4,4</Frame>
		<Frame>5,4</Frame>
	</SpriteAnimation>
    </Animations>

    <RenderOptions>
      <Default>
        <Set name="DefaultRenderMannequinHandItem">false</Set>
        <Set name="HideParticlesOnTransform">false</Set>
        <Set name="IgnoreDefaultDamagedTileEffect">true</Set>
        <Set name="RenderBackArmBuild">false</Set>
        <Set name="RenderFrontArmInfected">true</Set>
        <Set name="RenderBackArmInfected">true</Set>
        <Set name="UserNameOffset">15</Set>
      </Default>
    </RenderOptions>
    <ParticleSystems>
			<ParticleSystem name="punch_continue_particle">
				<Emitter attachment="targetPos">
					<Set name="offset">-4, 12</Set>
					<Set name="lifeTime">0</Set>
					<Set name="infParticles">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
					<Set name="delayTimer">0.24</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">punch_continue_sprite</Set>
					<Set name="offset">0, 0</Set>
					<Set name="inSpecificOrder">true</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.4</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="punch_continue_particle_trial">
				<Emitter attachment="targetPos">
					<Set name="offset">-4, 12</Set>
					<Set name="lifeTime">0</Set>
					<Set name="infParticles">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">16</Set>
					<Set name="delayTimer">0.3</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">punch_continue_trail_sprite</Set>
					<Set name="offset">0, 0</Set>
					<Set name="inSpecificOrder">true</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.6</Set>
					<Set name="initialAlpha">1</Set>
					<Set name="finalAlpha">0</Set>
					<Set name="interpolateAlpha">true</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="punch_end_particle">
				<Emitter attachment="targetPos">
					<Set name="offset">-4, 12</Set>
					<Set name="lifeTime">0</Set>
					<Set name="infParticles">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">punch_end_sprite</Set>
					<Set name="offset">0, 0</Set>
					<Set name="inSpecificOrder">true</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.15</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="punch_start_particle">
				<Emitter attachment="targetPos">
					<Set name="offset">-4, 12</Set>
					<Set name="lifeTime">0</Set>
					<Set name="infParticles">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">punch_start_sprite</Set>
					<Set name="offset">0, 0</Set>
					<Set name="inSpecificOrder">true</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.2</Set>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		</Data>

  <RenderRules>
    <Update>
      <StopIf>
        <IsZombified>true</IsZombified>
      </StopIf>
	  <ParticleSystemUpdate name="punch_continue_particle" onAction="PUNCH" />
    </Update>
	<RenderHandItem>
		<SpriteRender name="item_Sprite_1" rotateOffset="true" offset="7,2" alignment="CENTER"/>
	</RenderHandItem>
    <RenderInFront>
      <StopIf>
        <IsZombified>true</IsZombified>
      </StopIf>
	  <SpriteRender name="Lightning" alignment="DOWN_CENTER" drawShadow="false"/>
      <SpriteRender name="slash_sprite" offset="12,-16" scale="1.25,1.25" alignment="CENTER" rotateOffset="true"  blend="PREMULTIPLIED_ALPHA" onState="playerState.Punch" drawShadow="false" tintOverride="255,255,255,255"/>
		<ParticleSystemRender name="punch_start_particle" />
		<ParticleSystemRender name="punch_continue_particle_trial" onAction="PUNCH"/>
		<ParticleSystemRender name="punch_continue_particle" onAction="PUNCH"/>
		<ParticleSystemRender name="punch_end_particle" onState="Action.None" />
	</RenderInFront>
    <OnPunchUpdate>
      <StopIf>
        <IsZombified>true</IsZombified>
      </StopIf>
	  <ParticleSystemUpdate name="punch_continue_particle_trial" onAction="PUNCH"/>
      <AvatarTransform class="Face">
        <Set name="face">MAD</Set>
      </AvatarTransform>
	  <AvatarTransform class="ArmAngle">
		<Set name="armName">arm2Angle</Set>
		<Set name="armAngle">1200</Set>
		<Set name="isAdditive">true</Set>
		<Set name="pointTowardsPunchTarget">false</Set>
	</AvatarTransform>
    </OnPunchUpdate>
	<OnPunchBegin>
			<ParticleSystemOff name="punch_continue_particle_trial" />
			<ParticleSystemOff name="punch_continue_particle" />
			<ParticleSystemOff name="punch_end_particle" />
			<ParticleSystemUpdate name="punch_start_particle" />
	</OnPunchBegin>
	<OnPunchStop>
			<ParticleSystemOff name="punch_continue_particle_trial" />
			<ParticleSystemOff name="punch_continue_particle" />
			<ParticleSystemOff name="punch_start_particle" />
			<ParticleSystemUpdate name="punch_end_particle" />
	</OnPunchStop>
    <SwitchOffClothingParticles>
			<ParticleSystemOff name="punch_start_particle" />
			<ParticleSystemOff name="punch_continue_particle_trial" />
			<ParticleSystemOff name="punch_continue_particle" />
			<ParticleSystemOff name="punch_end_particle" />
    </SwitchOffClothingParticles>
  </RenderRules>
</ItemRenderer>