<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer item="ITEM_ID_RAIJINS_TAIKO">
	<Data>
		<Sprite name="item_Sprite" fileName="game/particles_large12.rttex" textureSize="64"/>
		<Sprite name="arrow_Sprite" fileName="game/particles11.rttex" textureSize="32" frame="13,15"/>
		<Sprite name="HitFx_Sprite" fileName="game/particles11.rttex" textureSize="32"/>
		<Sprite name="HitSpark_Sprite" fileName="game/particles11.rttex" textureSize="32"/>
		<Sprite name="Break_Sprite" fileName="game/particles_large12.rttex" textureSize="64" frame="9,11"/>
		
		<Animations>
			<SpriteAnimation name="Idle_Anim" playOnAction="IDLE|WALK|JUMP|FALL" sprite="item_Sprite">
				<Frame>0, 11</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="Punch_Anim" playOnAction="PUNCH" sprite="item_Sprite" animTime="800" isLoop="true">
				<Frame>1, 11</Frame>
				<Frame>2, 11</Frame>
				<Frame>3, 11</Frame>
				<Frame>4, 11</Frame>
				<Frame>5, 11</Frame>
				<Frame>6, 11</Frame>
				<Frame>7, 11</Frame>
				<Frame>8, 11</Frame>
			</SpriteAnimation>
			<SpriteSinPulseAnimation name="Float_Anim" playOnAction="IDLE|WALK|JUMP|FALL" sprite="item_Sprite">
				<Parameter name="pos.y">
					<Set name="period">2000</Set>
					<Set name="scale">2</Set>
				</Parameter>
			</SpriteSinPulseAnimation>
			<SpriteSinPulseAnimation name="ResetFloat_Anim" playOnAction="PUNCH" sprite="item_Sprite">
				<Parameter name="pos.y">
					<Set name="period">2000</Set>
					<Set name="scale">0</Set>
				</Parameter>
			</SpriteSinPulseAnimation>
			<SpriteAnimation name="HitFx_Anim" autoPlay="false" sprite="HitFx_Sprite" animTime="400">
				<Frame>9, 16</Frame>
				<Frame>10, 16</Frame>
				<Frame>11, 16</Frame>
				<Frame>12, 16</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="HitSpark_Anim" autoPlay="false" sprite="HitSpark_Sprite">
				<Frame>13, 16</Frame>
				<Frame>14, 16</Frame>
			</SpriteAnimation>
		</Animations>
		
		<ParticleSystems>
			<ParticleSystem name="arrow_particle">
				<Emitter>
					<Set name="offset">0,-24</Set>
					<Set name="lifeTime">0</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Select name="offset" input="punchCount">
						<Item>24,0</Item>
						<Item>0,-24</Item>
						<Item>-24,0</Item>
						<Item>12,-18</Item>
						<Item>-12,16</Item>
						<Item>12,16</Item>
						<Item>-12,-18</Item>
					</Select>
					<Set name="sprite">arrow_Sprite</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.4</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Set name="interpolateAlpha">true</Set>
					<Set name="initialAlpha">0.1</Set>
					<Set name="finalAlpha">1</Set>
					<VectorTo name="initialVelocity" source="targetPos" duration="lifeTime"/>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="hit_particle">
				<Emitter>
					<Set name="lifeTime">1</Set>
					<Set name="particlesToEmit">1</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">HitFx_Sprite</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.4</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="hitSpark_particle">
				<Emitter>
					<Set name="lifeTime">1</Set>
					<Set name="particlesToEmit">1</Set>
					<Set name="particlesPerEmission">6</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">HitSpark_Sprite</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.75</Set>
					<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="40,60"/>
					<Curve name="initialScale">
						<KeyFrame>0, 1, 1</KeyFrame>
						<KeyFrame>1, 0.25, 0.25</KeyFrame>
					</Curve>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.5, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Random name="posOffset" min="-2,-2" max="2,2"/>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="break_particle">
				<Emitter>
					<Set name="lifeTime">1</Set>
					<Set name="particlesToEmit">1</Set>
					<Set name="particlesPerEmission">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">Break_Sprite</Set>
					<Set name="blendingMode">ADDITIVE</Set>
					<Set name="lifeTime">0.5</Set>
					<Random name="initialAngle" min="-180" max="180"/>
					<Curve name="initialScale">
						<KeyFrame>0, 0.6, 0.6</KeyFrame>
						<KeyFrame>1, 1.2, 1.2</KeyFrame>
					</Curve>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.65, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		
		<RenderOptions>
			<Default>
				<Set name="IgnoreDefaultDamagedTileEffect">true</Set>
				<Set name="IgnoreDefaultDestroyedTileEffect">true</Set>
			</Default>
		</RenderOptions>

    <TileStampData>
      <Set name="FileName">game/particles11.rttex</Set>
      <Set name="EndFrame">12,15</Set>
      <Set name="FrameCount">4</Set>
    </TileStampData>
	</Data>

	<RenderRules>
		<RenderBackpack>
			<SpriteRender name="item_Sprite" offset="0,-32" blend="PREMULTIPLIED_ALPHA"/>
		</RenderBackpack>
		<OnPunchStart>
			<ParticleSystemUpdate name="arrow_particle"/>
		</OnPunchStart>
		<OnPunchUpdate>
			<AvatarTransform class="Face">
				<Set name="face">MAD</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle">
				<Set name="armName">arm2Angle</Set>
				<Set name="armAngle">120</Set>
				<Set name="pulseArmScale">5</Set>
				<Set name="pulseArmRate">250</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle">
				<Set name="armName">arm1Angle</Set>
				<Set name="armAngle">-120</Set>
				<Set name="pulseArmScale">5</Set>
				<Set name="pulseArmRate">250</Set>
			</AvatarTransform>
		</OnPunchUpdate>
		<OnDamagedTile>
			<ParticleSystemUpdate name="hit_particle"/>
			<ParticleSystemUpdate name="hitSpark_particle"/>
		</OnDamagedTile>
		<OnDestroyedTile>
			<ParticleSystemUpdate name="break_particle"/>
		</OnDestroyedTile>
		<SwitchOffClothingParticles>
			<ParticleSystemOff name="arrow_particle"/>
			<ParticleSystemOff name="hit_particle"/>
			<ParticleSystemOff name="hitSpark_particle"/>
			<ParticleSystemOff name="break_particle"/>
		</SwitchOffClothingParticles>
	</RenderRules>
</ItemRenderer>