<?xml version="1.0" encoding="utf-8"?>
<ItemRenderer item="ITEM_ID_GOLDEN_SHADOW_DA_VINCI_WINGS">
	<Data>
		<StateMachines>
			<StateMachine name="playerState">
				<States>
					<State name="Idle"/>
					<State name="Move"/>
					<State name="Fall"/>
					<State name="Jump"/>
					<State name="DoubleJump"/>
					<State name="SpiritGuide"/>
				</States>
				<Transitions>
					<Transition from="SpiritGuide|Jump|Fall|Move|DoubleJump" to="Idle" >
						<Condition>
							<IsVariableFloat name="speed.length" operator="Less" abs="true">0.1</IsVariableFloat>
						</Condition>
					</Transition>
					<Transition from="SpiritGuide|Jump|Fall|Idle|DoubleJump" to="Move">
						<Condition type="and">
							<IsWearing operatorType="NotEqual" slot="CHESTITEM">ITEM_ID_HAUNTED</IsWearing>
							<IsAction>WALK</IsAction>
						</Condition>
					</Transition>				
					<Transition from="Move|Jump|Fall|Idle|DoubleJump" to="SpiritGuide">
						<Condition type="and">
							<IsWearing slot="CHESTITEM">ITEM_ID_HAUNTED</IsWearing>
							<IsVariableFloat name="speed.length" operator="Greater" abs="true">0</IsVariableFloat>
							<IsAction operatorType="NotEqual">FALL</IsAction>
						</Condition>
					</Transition>
					<Transition from="SpiritGuide|Fall|Move|Idle" to="Jump">
						<Condition type="and">
							<IsWearing operatorType="NotEqual" slot="CHESTITEM">ITEM_ID_HAUNTED</IsWearing>
							<IsAction>JUMP</IsAction>
						</Condition>
					</Transition>
					<Transition from="Jump|Fall" to="DoubleJump">
						<Condition>
							<IsAction>JUMPDOUBLE</IsAction>
						</Condition>
					</Transition>
					<Transition from="DoubleJump|SpiritGuide|Jump|Idle|Move" to="Fall">
						<Condition type="and">
							<IsVariableFloat name="speed.y" operator="Greater" abs="false">0.01</IsVariableFloat>
							<IsAction>FALL</IsAction>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
			<StateMachine name="Facing">
				<States>
					<State name="Left"/>
					<State name="Right"/>
				</States>
				<Transitions>
					<Transition to="Left" from="Right">
						<Condition>
							<IsFacingLeft>true</IsFacingLeft>
						</Condition>
					</Transition>
					<Transition to="Right" from="Left">
						<Condition>
							<IsFacingLeft>false</IsFacingLeft>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>
        <Sprite name="s_Pet" fileName="game/v_drag.rttex" textureSize="128"/>
		<Sprite name="left_wing_sprite" fileName="game/tavern_particles_large.rttex" textureSize="64" frame="4,10"/>
		<Sprite name="right_wing_sprite" fileName="game/tavern_particles_large.rttex" textureSize="64" frame="4,10"/>

		<Animations>
            <SpriteAnimation name="a_PetIdle" sprite="s_Pet" animTime="400" isLoop="true" playOnState="Action.None">
				<Frame>0,0</Frame>
				<Frame>1,0</Frame>
				<Frame>0,1</Frame>
			</SpriteAnimation>
			<SpriteAnimation name="a_PetPunch" sprite="s_Pet" animTime="200" isLoop="true" playOnState="Action.Punch">
				<Frame>1,1</Frame>
				<Frame>1,1</Frame>
			</SpriteAnimation>

			<SpriteAnimation name="left_wing_Idle" playOnState="playerState.Idle|playerState.SpiritGuide|playerState.Move" sprite="left_wing_sprite" isLoop="true" animTime="500">
			    	<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>0,6</Frame>



			</SpriteAnimation>
			<SpriteAnimation name="right_wing_Idle" playOnState="playerState.Idle|playerState.SpiritGuide|playerState.Move" sprite="right_wing_sprite" isLoop="true" animTime="500">
				<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>0,6</Frame>
			</SpriteAnimation>

      		<SpriteAnimation name="left_wing_Fall" playOnState="playerState.Fall" sprite="left_wing_sprite" isLoop="true" animTime="500">
        		<Frame>1,6</Frame>
				<Frame>2,6</Frame>
				<Frame>3,6</Frame>
				<Frame>4,6</Frame>
				<Frame>5,6</Frame>
			</SpriteAnimation>		
			<SpriteAnimation name="right_wing_Fall" playOnState="playerState.Fall" sprite="right_wing_sprite" isLoop="true" animTime="500">
				<Frame>1,6</Frame>
				<Frame>2,6</Frame>
				<Frame>3,6</Frame>
				<Frame>4,6</Frame>
				<Frame>5,6</Frame>
			</SpriteAnimation>	
		
			<SpriteAnimation name="left_wing_Jump" playOnState="playerState.Jump" sprite="left_wing_sprite" isLoop="true" animTime="300">
				    <Frame>5,6</Frame>
				    <Frame>4,6</Frame>
					<Frame>3,6</Frame>
					<Frame>2,6</Frame>
					<Frame>1,6</Frame>
			</SpriteAnimation>			
			<SpriteAnimation name="right_wing_Jump" playOnState="playerState.Jump" sprite="right_wing_sprite" isLoop="true" animTime="300">
				<Frame>5,6</Frame>
				<Frame>4,6</Frame>
				<Frame>3,6</Frame>
				<Frame>2,6</Frame>
				<Frame>1,6</Frame>
			</SpriteAnimation> 
		</Animations>

		<RenderOptions>
			<Default>
				<Set name="PlayDefaultPunchAudio">true</Set>
                    <Set name="IsNightVision">true</Set>
                    <Set name="IgnorePunchTypeCheck">true</Set>
                    <Set name="NeedRenderPet">true</Set>
                    <Set name="PetOffsetDuplication">0,0</Set>
			</Default>
		</RenderOptions>
	</Data>

	<RenderRules>
		<RenderBackpack>
			<SpriteRender name="left_wing_sprite" offset="-32,-27"/>
			<SpriteRender name="right_wing_sprite" offset="32,-27" flip="1,0"/>
			<StopIf>
				<IsRenderMod>RENDER_MOD_MINI_YOU</IsRenderMod>
			</StopIf>
		</RenderBackpack>
        <RenderPet>
			<SpriteRender name="s_Pet" alignment="DOWN_CENTER"/>
		</RenderPet>

		<OnPunchUpdate>
			<AvatarTransform class="Face">
				<Set name="face">MAD</Set>
			</AvatarTransform>
		</OnPunchUpdate>

	</RenderRules>
</ItemRenderer>