<?xml version="1.0"?>
<ItemRenderer>
  <Data>
    <Sprite name="s_pendant" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="27,25" />
    <Sprite name="s_transform" fileName="game/tf_page4.rttex" textureSize="64" frame="0,0" />
    <Sprite name="s_flash" fileName="game/tf_page4.rttex" textureSize="64" frame="11,1" />
    <Sprite name="s_slash" fileName="game/particles12.rttex" textureSize="32" frame="6,2" />
    <Sprite name="s_shard" fileName="game/particles12.rttex" textureSize="32" frame="8,2" />
    <Sprite name="s_hit" fileName="game/particles_large15.rttex" textureSize="64" frame="9,0" />
    <Sprite name="s_break" fileName="game/particles_large15.rttex" textureSize="64" frame="10,0" />
    
    <StateMachines>
      <StateMachine name="Main">
        <States>
          <State name="Idle" />
          <State name="Walk" />
          <State name="Jump" />
          <State name="Fall" />
          <State name="PunchOnGround" />
          <State name="PunchInAir" />
        </States>
        <Transitions>
          <Transition to="Idle" from="Walk|Fall|PunchOnGround|Jump|PunchInAir">
            <Condition type="and">
              <IsVariableBool name="onGround">true</IsVariableBool>
              <IsVariableFloat name="speed.length" operator="Less" abs="true">0.1</IsVariableFloat>
              <IsAction operator="NotEqual">PUNCH</IsAction>
            </Condition>
          </Transition>
          <Transition to="Walk" from="Idle|Fall|PunchOnGround|PunchInAir|Jump">
            <Condition type="and">
              <IsVariableBool name="onGround">true</IsVariableBool>
              <IsVariableFloat name="speed.length" operator="Greater" abs="true">0.1</IsVariableFloat>
              <IsAction operator="NotEqual">PUNCH</IsAction>
            </Condition>
          </Transition>
          <Transition to="Jump" from="Idle|Walk|Fall|PunchInAir|PunchOnGround">
            <Condition type="and">
              <IsVariableBool name="onGround">false</IsVariableBool>
              <IsVariableFloat name="speed.y" operator="Less">-0.1</IsVariableFloat>
              <IsAction operator="NotEqual">PUNCH</IsAction>
            </Condition>
          </Transition>
          <Transition to="Fall" from="Jump|Idle|Walk|PunchInAir|PunchOnGround">
            <Condition type="and">
              <IsVariableBool name="onGround">false</IsVariableBool>
              <IsVariableFloat name="speed.y" operator="Greater">0.1</IsVariableFloat>
              <IsAction operator="NotEqual">PUNCH</IsAction>
            </Condition>
          </Transition>
          <Transition to="PunchOnGround" from="Idle|Walk|PunchInAir|Jump|Fall">
            <Condition type="and">
              <IsAction>PUNCH</IsAction>
              <IsVariableBool name="onGround">true</IsVariableBool>
            </Condition>
          </Transition>
          <Transition to="PunchInAir" from="Idle|Walk|Jump|Fall|PunchOnGround">
            <Condition type="and">
              <IsAction>PUNCH</IsAction>
              <IsVariableBool name="onGround">false</IsVariableBool>
            </Condition>
          </Transition>
        </Transitions>
      </StateMachine>
      <StateMachine name="IsTransformed">
        <States>
          <State name="No" />
          <State name="Transition" />
          <State name="Yes" />
        </States>
        <Transitions>
          <Transition to="Yes" from="Transition">
            <Condition>
              <IsItemTransformed>true</IsItemTransformed>
            </Condition>
          </Transition>
          <Transition to="No" from="Transition">
            <Condition>
              <IsItemTransformed>false</IsItemTransformed>
            </Condition>
          </Transition>
          <Transition to="Transition" from="No">
            <Condition>
              <IsItemTransformed>true</IsItemTransformed>
            </Condition>
          </Transition>
          <Transition to="Transition" from="Yes">
            <Condition>
              <IsItemTransformed>false</IsItemTransformed>
            </Condition>
          </Transition>
        </Transitions>
      </StateMachine>
    </StateMachines>
    <RenderOptions>
      <Default>
        <Set name="IncludeAllActions">false</Set>
        <Set name="IgnoreDefaultDamagedTileEffect">true</Set>
        <Set name="AllowChangePunchType">true</Set>
      </Default>
      <Override overrideOnState="IsTransformed.Yes">
        <Set name="UserNameOffset">16</Set>
      </Override>
    </RenderOptions>
    <TileStampData>
      <Set name="FileName">game/particles12.rttex</Set>
      <Set name="EndFrame">9,3</Set>
      <Set name="FrameCount">4</Set>
    </TileStampData>
    <Animations>
      <SpriteAnimation name="a_idle" sprite="s_transform" animTime="800" isLoop="true" playOnState="Main.Idle">
        <Frame>0,0</Frame>
        <Frame>1,0</Frame>
        <Frame>2,0</Frame>
        <Frame>3,0</Frame>
        <Frame>4,0</Frame>
        <Frame>5,0</Frame>
        <Frame>6,0</Frame>
        <Frame>7,0</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_walk" sprite="s_transform" animTime="600" isLoop="true" playOnState="Main.Walk">
        <Frame>8,0</Frame>
        <Frame>9,0</Frame>
        <Frame>10,0</Frame>
        <Frame>11,0</Frame>
        <Frame>12,0</Frame>
        <Frame>13,0</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_jump" sprite="s_transform" animTime="100" isLoop="true" playOnState="Main.Jump">
        <Frame>14,0</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_fall" sprite="s_transform" animTime="200" isLoop="true" playOnState="Main.Fall">
        <Frame>15,0</Frame>
        <Frame>15,1</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_punch" sprite="s_transform" animTime="1100" isLoop="true" playOnState="Main.PunchOnGround">
        <Frame>0,1</Frame>
        <Frame>1,1</Frame>
        <Frame>2,1</Frame>
        <Frame>3,1</Frame>
        <Frame>4,1</Frame>
        <Frame>5,1</Frame>
        <Frame>6,1</Frame>
        <Frame>7,1</Frame>
        <Frame>8,1</Frame>
        <Frame>9,1</Frame>
        <Frame>10,1</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_punchFallJump" sprite="s_transform" animTime="400" isLoop="true" playOnState="Main.PunchInAir">
        <Frame>12,1</Frame>
        <Frame>13,1</Frame>
        <Frame>14,1</Frame>
        <Frame>15,1</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_shards" sprite="s_shard">
        <Frame>8,2</Frame>
        <Frame>9,2</Frame>
      </SpriteAnimation>
      <SpriteAnimation name="a_punchParticles" sprite="s_slash">
        <Frame>6,2</Frame>
        <Frame>7,2</Frame>
      </SpriteAnimation>
    </Animations>
    <ParticleSystems>
      <ParticleSystem name="p_flash" updateStage="AddClothingParticles" updateState="IsTransformed.Transition">
        <Emitter>
          <Set name="offset">0, -32</Set>
          <Set name="emissionInterval">0.1</Set>
          <Set name="infParticles">true</Set>
          <Set name="infLifeTime">true</Set>
          <Set name="checkParticleNumToEmit">true</Set>
          <Set name="particlesPerEmission">1</Set>
          <Set name="particlesToEmit">1</Set>
        </Emitter>
        <Particle usePlayerFacing="true">
          <Set name="sprite">s_flash</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Curve name="initialAlpha">
            <KeyFrame>0, 1</KeyFrame>
            <KeyFrame>1, 0</KeyFrame>
          </Curve>
          <Curve name="initialScale">
            <KeyFrame>0, 1, 1</KeyFrame>
            <KeyFrame>1, 1.25, 1.25</KeyFrame>
          </Curve>
          <Set name="lifeTime">1</Set>
        </Particle>
      </ParticleSystem>
      <ParticleSystem name="p_flashShards" updateStage="AddClothingParticles" updateState="IsTransformed.Transition">
        <Emitter>
          <Set name="offset">0, -32</Set>
          <Set name="emissionInterval">0.1</Set>
          <Set name="infParticles">true</Set>
          <Set name="infLifeTime">true</Set>
          <Set name="checkParticleNumToEmit">true</Set>
          <Set name="particlesPerEmission">16</Set>
          <Set name="particlesToEmit">1</Set>
        </Emitter>
        <Particle randomSpriteFrame="true" usePlayerFacing="true">
          <Set name="sprite">s_shard</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Curve name="initialAlpha">
            <KeyFrame>0, 0.5</KeyFrame>
            <KeyFrame>0.8, 0.5</KeyFrame>
            <KeyFrame>1, 0</KeyFrame>
          </Curve>
          <Set name="lifeTime">0.5</Set>
          <Set name="initialScale">0.5,0.5</Set>
          <RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="120,170" />
        </Particle>
      </ParticleSystem>
      <ParticleSystem name="p_hit" updateStage="OnDamagedTile">
        <Emitter>
          <Set name="particlesPerEmission">1</Set>
          <Set name="lifeTime">0.5</Set>
          <Set name="delayTimer">0.1</Set>
        </Emitter>
        <Particle>
          <Set name="sprite">s_hit</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Curve name="initialAlpha">
            <KeyFrame>0, 1</KeyFrame>
            <KeyFrame>1, 0</KeyFrame>
          </Curve>
          <Curve name="initialScale">
            <KeyFrame>0, 0.8,0.8</KeyFrame>
            <KeyFrame>1, 1.2, 1.2</KeyFrame>
          </Curve>
          <Set name="lifeTime">0.5</Set>
          <Random name="initialAngle" min="0" max="360" />
        </Particle>
      </ParticleSystem>
      <ParticleSystem name="p_punch" updateStage="OnPunchStart">
        <Emitter>
          <Set name="offset">10, -26</Set>
          <Set name="particlesPerEmission">1</Set>
        </Emitter>
        <Particle alternateSpriteFrameWithPunch="true" autoLifeTimeToTarget="true" >
          <Set name="sprite">s_slash</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Set name="rotateWithVelocity">true</Set>
          <Set name="initialScale">2, 2</Set>
          <Curve name="initialAlpha">
            <KeyFrame>0, 1</KeyFrame>
            <KeyFrame>0.8, 1</KeyFrame>
            <KeyFrame>1, 0</KeyFrame>
          </Curve>
          <RandomRadial name="initialVelocity" angleRange="0" radiusRange="160,160" baseAnglePosition="targetPos" baseOffset="0,16"/>
        </Particle>
      </ParticleSystem>
      <ParticleSystem name="ps_hitEmbers" updateStage="OnDamagedTile">
        <Emitter>
          <Set name="lifeTime">0.25</Set>
          <Set name="particlesPerEmission">8</Set>
          <Set name="particlesToEmit">1</Set>
        </Emitter>
        <Particle randomSpriteFrame="true">
          <Set name="sprite">s_shard</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Set name="lifeTime">1</Set>
          <Curve name="initialAlpha">
            <KeyFrame>0, 1</KeyFrame>
            <KeyFrame>1, 0</KeyFrame>
          </Curve>
          <Curve name="initialScale">
            <KeyFrame>0, 1,1</KeyFrame>
            <KeyFrame>1, 0.25,0.25</KeyFrame>
          </Curve>
          <Random name="initialRotationRate" min="5" max="15" />
          <Random name="offset" min="-4,-3" max="4,3" />
          <Set name="useGravity">true</Set>
          <Set name="gravityVector">0, 100</Set>
          <RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="80,200" />
        </Particle>
      </ParticleSystem>
      <ParticleSystem name="ps_breakLogo" updateStage="OnDestroyedTile">
        <Emitter>
          <Set name="particlesPerEmission">1</Set>
        </Emitter>
        <Particle>
          <Set name="sprite">s_break</Set>
          <Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
          <Curve name="initialAlpha">
            <KeyFrame>0, 1</KeyFrame>
            <KeyFrame>1, 0</KeyFrame>
          </Curve>
          <Curve name="initialScale">
            <KeyFrame>0, 1,1</KeyFrame>
            <KeyFrame>1, 1.5,1.5</KeyFrame>
          </Curve>
          <Set name="lifeTime">2</Set>
        </Particle>
      </ParticleSystem>
    </ParticleSystems>
  </Data>
  <RenderRules>
    <RenderChestItem>
      <SpriteRender name="s_pendant" alignment="DOWN_CENTER" />
    </RenderChestItem>
    <RenderTransform>
      <SpriteRender name="s_transform" blend="PREMULTIPLIED_ALPHA" offset="0,-8" />
    </RenderTransform>
	  <OnDamagedTile>
		  <StopIf>
			  <IsItemTransformed>false</IsItemTransformed>
		  </StopIf>
	  </OnDamagedTile>
	  <OnDestroyedTile>
		  <StopIf>
			  <IsItemTransformed>false</IsItemTransformed>
		  </StopIf>
	  </OnDestroyedTile>
  </RenderRules>
</ItemRenderer>
